-
Posts
2,351 -
Joined
-
Last visited
-
Days Won
85
Content Type
Profiles
Forums
Events
Downloads
Everything posted by Charon
-
[1.65/X.CE V0.35.0] X-Division 1.00 Beta (1.00.11c)
Charon replied to Charon's topic in Completed Game Mods
@Mattes98 Seems like a singularity problem to me. As in, this only happens to you. I cant really see anything wrong with the game or with XCE. Which is the end of our responsibility. Tech Support would be more helpful than us. You can try out to transfer over the whole Data and saves to another PC, and see if the same problems occur, which i doubt. But other than that ... bin ich am Ende mit meinem Latein. @Solver -
The comprehensive guide to Modding and the Modmerging System for XCE
-
Introduction This is a comprehensive guide to modding and the modmerging system the Xenonauts Community Edition ( short XCE ) introduces. Whether you want to make your own mod, or simply alter a few values there is no way getting past this. Get XCE The basic framework of this guide is XCE. You need to install it to have access to the features described. Steam users can switch to the community edition over the Beta branch. Others need to follow the manual installation of XCE here: https://www.goldhawkinteractive.com/forums/index.php?/forum/23-xce-release-announcements/ The modloader This is the modloader. Mods are getting loaded from the lowest priority to the highest priority. Priority 1 is the highest Priority. Priority is of utmost importance, changing the priority of mods can make or break your game. XCE is not a mod and doesnt obey the same rules explained in this guide. All XCE parts must be at the lowest priority, in the order shown in the image. Other mods Every mod needs a description in what priority it has to be placed. Usually placing everything else above the XCE parts is enough, except if 2 or more mods alter the same files. Be extremely cautious with mods which alter the same content, or better, only use 1 big mod until you can troubleshoot your own problems after reading and understanding this guide. The standard activated mods in XCE are troublefree, but the Dreadnaught and Armoured Assault mods would be a first example of where you better choose one over the other, until you understand what you are doing. The Files There are 2 types of files. Files you need the 2003-2007 Excel for, and text based files. Both files can be edited with a text editor, but excel based files can be worked on more easily with excel. Excel Files: This is a complete list of files which can be worked on with excel: aircrafts, aircraftweapons, AM_***, buildings, items, manufactures, researches, vehicles, vehicleweapons, weapons. You can only use a 2003-2007 Excel program on this, Libre Office does not work. This is how it looks: Text Based Files: All other files are considered text based files, and can be worked on with a text program. Notepad is a choice, but it is recommended you use better programs like Sublime Text or Notepad++. All following examples will use either of those programs. Making your own mod Mods are stored in your Xenonauts\assets\mods folder. Create your own folder in it and alter this blank modinfo.xml file and you are good to go. ( modinfo.xml ) You can start by putting blank files into it, by copying over vanilla/xce files and deleting all the content. ( weapons.xml weapons_gc.xml ) You need to activate your mod in your modloader and put it in the right spot. There you go, the only thing missing is content now. Excel Files Excel Files are easy to manage. The first column is always the identifier for that entity. If the entity already exists, it will overwrite all specified entries with the values you choose. If the entity doesnt exist, it creates a new entity, which will need everything that type of entitiy needs. But we will talk about that later. In this example we simply change the geoscape weight of the pistol from the standard 2 to 4. ( weapons.xml ) If you create a new entity you will need to fill out every missing blank. Text based files Text based files are more difficult, as every code opener needs its own MODMERGE command. Code openers usually look like this: <XXX> or <XXX . An example would be: <Weapons> or <props ,for the weapons_gc.xml. A code closure looks like this: </XXX> or /> , </Weapons> or />. 3 commands There are only 3 commands you need to know. Although there is an more indepth guide available here https://www.goldhawkinteractive.com/forums/index.php?/topic/11156-documentation-modular-mods-system/ we will stick to only practical things today. MODMERGE="replace" - This completely replaces an entity with all the code provided. If you miss half of the needed code lines than thats what you get. You can only replace exisiting code lines. MODMERGE="update" - Updates an existing code line. Only exisiting entities can be updated. MODMERGE="insert" - Inserts a new entitiy. Only non existent entities can be inserted. Understanding the child Every new code opener inside of an already existing code bracket is considered a child. <Weapons> <Weapon> </Weapon> </Weapons> The <Weapon> code bracket inside the <Weapons> code brackets is a child of the <Weapons> code. Thuse <Weapon> is a child of <Weapons>. <Weapons> <Weapon> <props /> </Weapon> </Weapons> <props /> is a child of <Weapon>, which is a child of <Weapons>. Every code line needs its own MODMERGE command, except the last child, unless the last child needs a different command. There are exceptions though. As a rule of thumb you can say one more correct MODMERGE command does better than nothing. <Weapons MODMERGE="update"> <Weapon MODMERGE="replace"> <props /> </Weapon> </Weapons> We updated the <Weapons> code and replaced a <Weapon>. The automated modmerge commands Should a file only contain entities to update, or only entities to insert, the modmerging system will automatically figure out which to use. This is not what we are focusing on here, as we want to make sure everything works even without the game having to guess. Identifier If an identifier is used, it has to be addressed with the MODMERGEATTRIBUTE command. An identifier is usually the "name". Here the identifier is the name="weapon.pistol". <Weapon MODMERGEATTRIBUTE="name" MODMERGE="replace" name="weapon.pistol" bulletType="normal" emptySound="Empty Click 1"> In this example we replaced the weapon.pistol with our own version. ( weapons_gc.xml ). Since we are completely replacing the whole entity, the other children dont need any modmerge commands. In this example we are updating our weapon.pistol with some new values, updating the <SingleShot> Parent with some new values, and bless its child with a new aim set with the MODMERGE="insert" command. Since we are updating the entity sadly we also have to update <Ammos> and <Ammo> to tell the game what they should be doing with the code. ( weapons_gc.xml ) Be concise If, for instance, you only want to add another aim level and dont change anything else, it is not necessary to copy over everything. <Weapons MODMERGE="update"> <Weapon MODMERGEATTRIBUTE="name" MODMERGE="update" name="weapon.pistol"> <SingleShot MODMERGE="update"> <Set3 MODMERGE="insert" ap="30" accuracy="100" /> </SingleShot> </Weapon> </Weapons> What do we want to do ? We want to update the <Weapons> category. We want to update the <Weapon name="weapon.pistol">. We want to update the <SingleShot> line and we want to insert a new aim level. <Set3> is a child of <SingleShot>, so it needs a modmerge command. <Singleshoot> is a child of the <Weapon>, and <Weapon> is a child of <Weapons>, all need a MODMERGE command. The game needs to know at every step what to do. ( weapons_gc.xml ) Mod loading priority is of utmost importance because of the commands "replace" "update" and "insert". If you are "update"ing an entitiy of another mod, but than deactivate it, the game can no longer find the entity and the merging fails. The modmerging system is a pyramid which starts loading from the base ( XCE ) upwards. So make sure you know what you want the game to know. I want to create/change entity X Start by simply looking through all files to understand what each entity needs if you want create new ones, or alter only a few lines of code with abilities you have learned so far. Other files, deeper directories All other files hidden in other folders will need to have the same directory structure to get replaced. If you want to replace an image in Xenonauts\assets\aircraft\aircombat you need to put it into Xenonauts\assets\mods\MyMod\aircraft\aircombat . Images get replaced. Capital letters matter. "Foxtrot.png" is not "foxtrot.png". Most files which are not in the same directory as the excel files dont need any MODMERGE commands, as they can only be replaced. Another example <Armours MODMERGE="update"> <Armour MODMERGEATTRIBUTE="name" MODMERGE="update" name="armour.basic"> <Resistance kinetic="10" energy="0" chemical="0" incendiary="0" /> <VisualParams range="18" coneAngle="160" nightRangeBonus="0" /> <PsionicDefence defence="0" points="0" degradation="0" /> <Props moveSpeed="350" stairsMoveSpeed="180" vaultMoveSpeed="24" /> </Armour> </Armours> <Armour name="armour.basic" > is an exisitng armour, with an unique identifier and therefore needs a MODMERGE command. All updated children of <Armour> have attributes which exist, and therefore dont need another MODMERGE command. Files without MODMERGE There are a number of text based files which can be modded without the use of any MODMERGE command. This is an incomplete list of the more important ones: colours, config, gameconfig, psioniceffects_gc, psionicpowers_gc, settings, tilerenderer, xenopedia. These files mostly contain code which addresses the game itself, and thuse no new things can be added there. This is where the automated MODMERGE system really shines. The xenopedia is a special case, as it gets an excel treatment, although it can only be worked on with text based tools. Troubleshooting Every time you run the game, there is an logfile.txt created in your AppData\Roaming\Goldhawk Interactive\Xenonauts folder. To fully trigger the check of all files you further need to go into a Ground Combat situation. Then you can look at the logfile. The logfile tells you if you made any big and obvious mistakes during the modmerge process. Clear scripts Scripts get temporarily saved in your AppData\Roaming\Goldhawk Interactive\Xenonauts\internal folder. Unfortunately the game doesnt update them when you switch mods. To fix this you need to delete the scripts folder in that directory every time you change your modloader priority and/or activate/deactivate mods, if you want to update to the correct script setup. This is not necessary if you know no scripts have been changed. You are done You can now start to fill your own mod with your changed and new content as you like. You are now also able to read and understand what each mod is doing, and know which program to open each file with. If you want to dig deeper Thank you for reading
-
@Rodmar18 You can ignore all missing string errors, the worst case is that something is labeled as #### and you will notice that pretty quickly.
-
[1.65/X.CE V0.35.0] X-Division 1.00 Beta (1.00.11c)
Charon replied to Charon's topic in Completed Game Mods
@Svinedrengen This should do the trick. Into C:\Program Files (x86)\Steam\SteamApps\common\Xenonauts\assets\mods\X-Division 0.99 Beta and overwrite: config.xml I have set to hide the damage counter on all difficulties. Good luck with that . -
Alternatively, i could also be a WINE specific problem.
-
Im not getting paid enough to do this. Interesting, that logfile suggests someone simply put an empty ufocontent file inside, but since @Solver confirmed that there were actual units supposed to get loaded i guess thats not the case. Anyway, at this point i rather would doubt the usefullness of the autosave, as it is not trustworthy enough. The next thing you would need is a geoscape save, optimally right before you hit a bugged crashsite. With that you can reliably load a bugged mission without having to doubt an autosave. Anyway, what we are basically doing is troubleshooting the combination of mods which are not coded correctly, the quicker way would be simply to fix every mod in question, as this requires the same amount of time.
-
[1.65/X.CE V0.35.0] X-Division 1.00 Beta (1.00.11c)
Charon replied to Charon's topic in Completed Game Mods
Dude, chill. You are not to blame for this. I am on it, you just hang in there. Im in the ropes with @Solver to understand the modmerging system. You can start on your favourite difficulty and i can patch when you have started already, as it is backward compatible. -
[1.65/X.CE V0.35.0] X-Division 1.00 Beta (1.00.11c)
Charon replied to Charon's topic in Completed Game Mods
You have to add it, like i said. -
[1.65/X.CE V0.35.0] X-Division 1.00 Beta (1.00.11c)
Charon replied to Charon's topic in Completed Game Mods
Well, there are a lot of config files all around the game, how do you know it was the right one ? Copy this into the main X-Division config file, at the end and between the <Character> code lines. <DamageText offset="-84" offsetCrouched="-64" offsetVehicle="-60" displayDelay="1.5" fadeDelay="0.5" showEasy="0" showNormal="0" showVeteran="0" showSuperhuman="0"> <DamageColour red="1.0" green="0.2" blue="0.2" /> <StunDamageColour red="0.3" green="0.3" blue="1.0" /> <HealingColour red="0.2" green="1.0" blue="0.2" /> <ResistedColour red="1.0" green="1.0" blue="1.0" /> </DamageText> -
[1.65/X.CE V0.35.0] X-Division 1.00 Beta (1.00.11c)
Charon replied to Charon's topic in Completed Game Mods
How can you do that ? You dont even have the code available for that. -
[1.65/X.CE V0.35.0] X-Division 1.00 Beta (1.00.11c)
Charon replied to Charon's topic in Completed Game Mods
config.xml <Character> <DamageText offset="-84" offsetCrouched="-64" offsetVehicle="-60" displayDelay="1.5" fadeDelay="0.5" showEasy="1" showNormal="1" showVeteran="1" showSuperhuman="0"> </Character> -
You are getting this the wrong way, i do the questions here. I still dont have your logfile on my desk.
-
5.5 Techtree for yED
- 66 replies
-
- x-division
- sfarrelly
- (and 4 more)
-
[1.65/X.CE V0.35.0] X-Division 1.00 Beta (1.00.11c)
Charon replied to Charon's topic in Completed Game Mods
@varangos @ralph_09 There is a tech tree available, both for the current version and for the upcoming version 99.5. -
@Rodmar18 If we are getting down to testing this however these are the quickest methods: 1. Start the Xenonauts_gc_editor.exe, load the save and press "Ctrl + Q" to reveal the whole map. "U" for the editor, you can put a soldier into the ship and see if any units spawned at all. 2. Alt tab out of the game and send us the logfile here C:\Users\USERNAME\AppData\Roaming\Goldhawk Interactive\Xenonauts .
-
This does explain it. Example 1: Lets say a sensible mod only adds a few units, and uses these units in the ufocontent. Another mod on top of it however "replace"s the whole aiprops again, deleting the added units out of existents again. The added ufocontents files stay ofcourse and still ask for that special units to be loaded. The more common case i think though is where there is an aiprops modmerge error, where the game reverts to the basic file, i think.
-
[1.65/X.CE V0.35.0] X-Division 1.00 Beta (1.00.11c)
Charon replied to Charon's topic in Completed Game Mods
This aint possible. Fpr features like this you have to put effort into XCE and ask/help @Solver to do this. You are welcome ^^- -
Well, i was going to look into the situation, but then i noticed you were using several incompatible mods together, like Dreadnaught, Armoured Assault, Crew Diversity and Tweaks, which i presume are your personal mod changes. The situation is quickly explained, you have an aiprops modmerge error. The game tries to load units who dont exist, hence the absents of units and weapons. I would simply write this of as(s) an incompatible mod setup. Sry gal, aint your fault nobody tells you mods arent compatible with each other.
-
[1.65/X.CE V0.35.0] X-Division 1.00 Beta (1.00.11c)
Charon replied to Charon's topic in Completed Game Mods
HALL OF FAME - -
7. Pandis Aircombat Circus If ´yer ever wondered to what perfection a player can play the airgame, take a look into Pandis Aircombat circus, the man who can defeat UFOs with a single toothpick.
- 66 replies
-
- x-division
- sfarrelly
- (and 4 more)
-
@JoshT There is no update for .45 version. The whole .4X versions use the same tech tree to keep savegame compability. I am talking about the next .5 version, which you can already admire on twitch: https://www.twitch.tv/charon117 Here is the one used for it: researches.xml It is basically all fixes and revisions which accumulated during the .4X period.
-
[1.65/X.CE V0.35.0] X-Division 1.00 Beta (1.00.11c)
Charon replied to Charon's topic in Completed Game Mods
200 saves successfully suggest either UAC or AV were the culprits. Further testing ofcourse is necessary but if you can play 200 saves that sounds pretty promising. The most troublefree period of time i had is when i didnt have any AV for 7 months. Right now i use Norton because it actually makes my system faster, never mind what the Antivirus part actually does. -
[1.65/X.CE V0.35.0] X-Division 1.00 Beta (1.00.11c)
Charon replied to Charon's topic in Completed Game Mods
Keep making saves for 10 minutes and report back. If you make a save every 10 second you can make 60 saves. Apart from that this rather looks like your ssd/hdd drive is causing any amount of random problems throughout your system, which i wonder why you come to us in the first place as it does clearly not have anything to do with the game or the executable itself. Here look: Since your documents are usually kept in your "main" drive i suspect having 0 mb of free hardware space wont let you write a savegame which sometimes requires up to 2 mb. Maybe the AV/UAC will fix it, but the point is being your drive needs to get checked first. The hard points are, buy a new ssd/hdd. I dont recommend moving your documents folder to somewhere else as that might cause even more problems along the way. Alternatively get your current ssd up to a normal state again, save the data you need and type "format c", every windows system has a cmd tool. Then you need to set up your OS again, etc ... . -
[1.65/X.CE V0.35.0] X-Division 1.00 Beta (1.00.11c)
Charon replied to Charon's topic in Completed Game Mods
@Mattes98 And what is your ssd J all about ? Is that a virtuel environment ? Is your documents folder properly accessible for that ?