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LogRaam

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LogRaam last won the day on February 2

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  1. @Pietje666 I had the same reaction when I saw the project on GitHub.
  2. Thank you Gijs-Jan, I appreciate it. I have experience in programming and good skills in C#. If I can help with anything, let me know, and I'll be happy to assist you.
  3. Ok, I have the log. Attached to this message. Step to reproduce the crash: 1. Start game 2. Go to MODS section 3. Choose any mod to activate, save and close mod section 4. Start a new game. At this point, game crashes to Desktop. I used the 2 mods from your Github. I tested with my own mod too. I tested with only a manifest with name and newly generated UID. All 3 ucases crash the game. output.log
  4. Thank you Gijs-Jan, Everything makes sense if you haven't implemented the ability to import a native PNG sprite into the game without going through a Unity bundle recompilation. I can upload the game logs here if you tell me where to find them. However, I've also tested the two mods suggested on https://github.com/GoldhawkInteractive/X2-Modding, and the game still crashes. I cloned the repo and placed the mods as they are in the game's mod directory. This UCase is probably what you'll be interested in for debugging.
  5. Yes, that could help me. Or if you have the steps for decompressing, I could then use dnSpy to take a look. I tried with the mod examples provided by Goldhawk Interactive, and I have the same issue. So it might be a bug rather than a configuration error on my part.
  6. The supported game version section is filled in via a JSON property. Unfortunately, I do not yet know which property I should use to comply with the manifest standard for mods in Xenonauts 2. Do we have access to documentation on the manifest model that we should use for a mod in Xenonauts 2?
  7. Description: The mouse-over on the section titles in the window does not display the correct tooltips. What Happened: I opened the section dedicated to mods, then I hovered over the section titles on the right side of the window. A tooltip opens with the wrong description. Further information: look at the images in attachement
  8. I tested the integration of a mod into Xenonauts 2. In fact, I created a manifest.json that I associated in the game with the MOD section. My mod is recognized by the game at startup and is listed in the mods.json file. Then, I can select and activate it. However, at that point, the game crashes and exits to the desktop. I wonder if it's not an error in the content of my manifest file. Do you have documentation on creating a manifest file for a mod? Here is the content of my manifest: { "version": "0.1.0", "asset": { "Name": "LogRaam's Better Warden Proportions", "UID": "6936a366-b01e-4cd7-9dd9-5a1f6ac4cafd", "Description": "An adjustment to warden proportions.", "Author": "LogRaam", "Website": "https://www.nexusmods.com/skyrim/users/308756", "Version": "1.0.0" } } And here is the content of the mods.json file when I activate my mod into the game: { "Mods": [ { "Manifest": { "descriptor": { "path": "P:/OneDrive/Documents/My Games/Xenonauts 2/Mods/LogRaam/manifest.json", "_type": "Common.Content.DataStructures.ContentPackManifest", "$type": "Common.Content.Descriptors.FileDescriptor" } }, "State": "Enabled" } ] } In the directory where my manifest is located, I haven't added anything else for now. This scenario causes the game to crash. Ultimately, I would like to include a modified .png texture file corresponding to something like this: { "version": "0.1.0", "asset": { "_assetBundleMap": { "generated_texture_strategy": [ "assets/assets/xenonauts/texture/strategy/ui/paperdoll/armour/warden^default^collar.png", ], }, "$type": "Common.Content.DataStructures.AssetBundleBuildManifest" }, "$type": "Common.Content.DataStructures.VersionedAsset" } I will place the .png file in the correct file structure within the directory of my mod. This second scenario have been tested and still cause a crash of the game. Do you have any advice to better guide me in creating the manifest for a mod that I want to select in the game's MOD section?
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