Peperonis Posted September 14, 2014 Share Posted September 14, 2014 (edited) Hello and thanks for an awesome xenonauts mod! Unfortunately the 5.31 version download link in strategy informer isnt workin, site says its temporary unavailable Can u make a repost of a working plz? Thanks again! EDIT: Its working fine for some reason lol! Edited September 14, 2014 by Peperonis Quote Link to comment Share on other sites More sharing options...
haeserk Posted September 14, 2014 Share Posted September 14, 2014 (edited) New to Xenunauts, and new to all the mods here. This one looks really juicy, and I really want to play it! I do have one gamestopping problem though, plus one qurious question below:I saw in this thread that people had problems with the shields being 0/100 in the mod, and I found the same problem in my version (downloaded latest version yesterday). I also read the posts about the workaround with the repair and/or the save/reload trick, but it still won't work for me. I try to put the wrench in the belt, but it doesn't appear in any quickslot, I just see the ammo clip in the ammo slot (can't right click it) and the grenades when right clicking the grenade slot. I tried to put it in the backpack and nothing happens. I tried to put the wrench in my weapon hand (shield in left hand) and that makes the shield disappear into thin air (and, curiously, the ammo in the ammo quickslot also disappears). I tried the save and reload trick, both in Geoscape and on the combat map but that didn't help either. This also applies to newly created shields. Am I not understanding how to do the workaround, or is the bug back? While I'm asking things, I also have a question about some of the base structures. It's really cool with the different sizes of labs, workshops and living quarters. But in my version, there seems to be absolutely no reason to buy the larger facilities as they take up double space in the base, give double manpower, but cost more than double in upkeep than the previous smaller versions? Why is it like that? Is there some other hidden bonus with the level 2 and 3 facilities that makes it worth it? I hope my questions aren't too stupid, and thanks again for making such a great looking mod to a game that I just recently found and already love to bits! I can't stop playing. I experienced exactly same bug. In my case, 1. Save in Geoscape map 2. Quit the game & exit to Windows 3. Restart Xenonauts & Load 4. 100/100 shield visible in equip screen.. Eum.. I have no idea about the mechanism. Why??? And, I still can't repair shield in combat mod. I could not but use Shield once as in Vanilla Game. Edited September 14, 2014 by haeserk Quote Link to comment Share on other sites More sharing options...
haeserk Posted September 15, 2014 Share Posted September 15, 2014 I've just equipped shield in primary weapon slot in combat mod. In Combat mod, 1. Empty backpack except shield 2. Any two-hand weapons in primary weapon slot 3. drag weapons into the shield at Backpack 4. And then, The shield will be placed to primary weapon slot. 5. If so, repair kit will be appeared in quick slot, too. 6. From now, damaged Shield can be repaired by means of clicking repair kit in quick slot. .. Good Luck! Quote Link to comment Share on other sites More sharing options...
Ryusho Posted September 15, 2014 Share Posted September 15, 2014 THis shield bug needs to be fixed really badly, as the work arounds to fix them is quite annoying >.< Quote Link to comment Share on other sites More sharing options...
Delta_Com Posted September 15, 2014 Share Posted September 15, 2014 I just installed the mod, but when I go into the workshop screen, almost all of the projects are "####". Is there some sort of fix? Quote Link to comment Share on other sites More sharing options...
haeserk Posted September 17, 2014 Share Posted September 17, 2014 (edited) Annoying way of solution of the Buzzard armour hovering animation bug. 1. Coyote armour must be equipped for any soldier who never be in Buzzard armour & Wolf armour. 2. The soldier should perform any one ground battle. 3. Return to the base. 4. After that, Take off Coyote armour and then be in Buzzard armour. 5. Buzzard armour hovering animation works normally in Next mission. PS.1) Ony coyote armour shows that effect. I have no idea of that mechanism. I should respect Game programmer. ( esp, Bug Hunter. ^^ ) PS.2) Soldier with Original weapons of Vanilla game looks likely to work normally. --> I just checked the hovering animation maybe have nothing to do with armour. It maybe works normally when the soldier equip original vanilla game weapon in weapon slot. I guess This problem would get resolved by expert. Edited September 17, 2014 by haeserk Quote Link to comment Share on other sites More sharing options...
LordFoulgrin Posted September 19, 2014 Share Posted September 19, 2014 Brand new to modding Xenonauts. I have modded games in the past, and I know installing them can be a pain every now and then. Well, I seem to be able to get the XNT to work (V 6.0), however, xenophobia seems to like to make the screen black and will not load... the longest I have waited is around 7ish minutes. Worse yet, It doesn't respond to commands to close after I load the black screen. As of right now I have just XNT loaded, and will probably stick with that until somebody can offer a solution. I have downloaded V5.31 of XNT if somebody thinks that will make a difference. If there are assets I need to delete or replace, please let me know! this mod looks awesome and I want to try it badly. thanks! Quote Link to comment Share on other sites More sharing options...
novalestine Posted September 19, 2014 Share Posted September 19, 2014 (edited) Is there any way to use this mod in Mac? Edit: By using the install software option in wineskin i was able to instal xenophobia. It seems to be working for me so far although i have not entered any combat yet Edited September 19, 2014 by novalestine Quote Link to comment Share on other sites More sharing options...
R4WK1LL Posted September 19, 2014 Share Posted September 19, 2014 @LordFoulgrin: Most likely it's because you use XNT v6.0. Slayerjerman said somewhere in this thread that he won't recommends to use the mod with XNT later than v5.31. Follow these instructions.1. Install Xenonauts v1.08 or v1.09 fresh. I suggest somewhere simple like C:/Games/Xenonauts 2. Download XNT 5.31 final (firebat) here: http://www.mediafire.com/download/wx3cm3xvox9qbga 3. Extract XNT's files somewhere (I use 7zip program), I suggest extracting the folder to your desktop. 4. Then copy these XNT files to your /Xenonaut/ folder. When asked to overwrite files, press YES TO ALL. It will ask you to overwrite alot of files and you want to overwrite them all with XNT's files. 5. Now download Xenophobia v1.5.0a installer file. 6. Extract the ZIP file to your desktop, inside will be an EXE. (if you dont trust it, feel free to virus scan it first). 7. Run the EXE as administrator, press next until you it asks you to enter your /Xenonauts/ location where you installed the game in step #1. Type in the file path and the press Next and let it install. 8. Play using the new Xenonauts.exe in your /Xenonauts/ folder. Do not use any shortcuts created by STEAM. Quote Link to comment Share on other sites More sharing options...
Pwnzerfaust Posted September 20, 2014 Share Posted September 20, 2014 I've got a weird bug. I just finished researching the Marauder interceptor, but when the research finished, there was no Xenopedia entry, and the Marauder isn't available to build in my workshop. WTF m8. Quote Link to comment Share on other sites More sharing options...
haeserk Posted September 21, 2014 Share Posted September 21, 2014 (edited) I've got a weird bug. I just finished researching the Marauder interceptor, but when the research finished, there was no Xenopedia entry, and the Marauder isn't available to build in my workshop. WTF m8. It's not bug. If you explore research.xml in assets folder, You will know that Producing the marauder intercepter is unlocked by completing the reseach of carrier Hull. It's somewhat complicated. You should get the Items of Carrier Hull, & should complete the Researches of Alien reactor, Researches of Cruiser Hull for Starting the reseach of Carrier Hull. Items of Carrier Hull is gained by producing Disassembling Carrier Datacore in part of Aircraft manufacture. 1. research alien reactor. 2. Get cruiser datacore. 3. research disassembling cruiser datacore. 4. Get another one of cruiser datacore 5. Produce Cruiser datacore Disassembly --> 1 item Cruiser Hull produced. 6. can start & complete research of Cruiser Hull. 7. Get one Carrier datacore. 8. research of Carrier datacore disassembly. 9. get another one of carrier datacore. 10. produce carrier datacore dissassembly. --> 1 item Carrier Hull produced. 11. can start & complete research of Carrier Hull. 12. after all of above, manufacture of Marauder intercepor will be appeared. Good luck. This Xenophobia mod is very exciting but, a little difficult. Edited September 22, 2014 by haeserk Quote Link to comment Share on other sites More sharing options...
Amyclas Posted September 25, 2014 Share Posted September 25, 2014 Is XCE 0.28 included or must it be installed separately? I have an old XNT 5.3, XNT 5.3 is no longer on this forum... I still need to chuck it in right? Quote Link to comment Share on other sites More sharing options...
shadow303 Posted September 28, 2014 Share Posted September 28, 2014 (edited) There is something terribly wrong here. I know I`m not supposed to get like half a million credits for completing a ground raid on shot down UFO, but getting something ~$2000 total (and only for corpses at that) for Medium UFO is a total joke. You are forcefully driven to constantly (like 50-70% of all available engineers) manufacture some junk just to stay on a positive balance. And I stress CONSTANTLY. With all the random pack of UFO flying here and there, you wont be able to keep all the countries happy. Thus taking a hit on your organization financing. PS. This mod is not in any way difficult except for one- serious lack of balance (or logic in choosing some ingame parameters/stats) Edited September 28, 2014 by shadow303 Quote Link to comment Share on other sites More sharing options...
Ghostsniper64 Posted September 30, 2014 Share Posted September 30, 2014 There is something terribly wrong here. I know I`m not supposed to get like half a million credits for completing a ground raid on shot down UFO, but getting something ~$2000 total (and only for corpses at that) for Medium UFO is a total joke. You are forcefully driven to constantly (like 50-70% of all available engineers) manufacture some junk just to stay on a positive balance. And I stress CONSTANTLY. With all the random pack of UFO flying here and there, you wont be able to keep all the countries happy. Thus taking a hit on your organization financing.PS. This mod is not in any way difficult except for one- serious lack of balance (or logic in choosing some ingame parameters/stats) The bulk of your income (at least mine) comes from selling the alien equipment you pick up. Check your warehouses and sell your excess. Try not to finish off aliens with explosives due to their tendency to destroy valuable stuff. Quote Link to comment Share on other sites More sharing options...
shadow303 Posted September 30, 2014 Share Posted September 30, 2014 The best course if action I`ve determined is to constantly manufacture a MIG-32 Foxtrot, then equip it with some cheap rockets like Sidewinder and then sell it via "dismiss an airplane". You`ll also have 2 Mammoth heavy rockets in our storage s a bonus, $188k each. But again you should be more or less rewarded for cleaning up all the survived aliens. Being able to sell (as opposed to use them) captured equipment and alien corpses is just a bonus. Quote Link to comment Share on other sites More sharing options...
adyvag Posted October 1, 2014 Share Posted October 1, 2014 How to revert to CE 25 from CE 28? I have some crashes in missions... Quote Link to comment Share on other sites More sharing options...
AND_GREAT Posted October 1, 2014 Share Posted October 1, 2014 (edited) 0.28 is very, very bad version freezes AI when your turn, freezes blasts fired from a grenade launcher, the Full destruction of houses with explosions, for all of these glitches, we should thank the Community Edition 0.25HF - 0.30 freezes AI when moving the Hidden Movement The best performance is noticed work in the version 0.25 not 0.25HF. 0.25 crash when auto combat bomber protection 2 fighter can download 1. Download Patch Xenophobia v 1.5.1 http://my-files.ru/w4qnnd 2. Install Patch Xenophobia v 1.5.1 http://s016.radikal.ru/i334/1410/2c/694265b28981.jpg Sorry for my English, it's not native for me. Edited October 7, 2014 by AND_GREAT Quote Link to comment Share on other sites More sharing options...
Reiter Posted October 3, 2014 Share Posted October 3, 2014 Hi all, Any idea how to fix crash, what happens, when I click medkit on equipping page? I installed Xenonauts, and then applied the mod on it. Crash, every time. Quote Link to comment Share on other sites More sharing options...
AND_GREAT Posted October 4, 2014 Share Posted October 4, 2014 (edited) Hi all,Any idea how to fix crash, what happens, when I click medkit on equipping page? I installed Xenonauts, and then applied the mod on it. Crash, every time. Add a string to the end of the file strings.xml weapon.grenade.medipack1 medipack1 weapon.grenade.medipack1.desc medipack1 Crash when using Mar weapons file weapons.xml dragTextureName weaponsMar/mar_pistol weaponsMar/mar_rifle weaponsMar/mar_rifle2 weaponsMar/mar_shot weaponsMar/mar_heavy weaponsMar/mar_launcher change for work weapons/Mar/mar_pistol weapons/Mar/mar_rifle weapons/Mar/mar_rifle2 weapons/Mar/mar_shot weapons/Mar/mar_heavy weapons/Mar/mar_launcher Edited October 5, 2014 by AND_GREAT Quote Link to comment Share on other sites More sharing options...
squigoth Posted October 5, 2014 Share Posted October 5, 2014 Been playing the mod for two days and I enjoy it. Unfortunately I get an occasional game lock up it the tactical mode during the AI's turn... Quote Link to comment Share on other sites More sharing options...
AND_GREAT Posted October 5, 2014 Share Posted October 5, 2014 (edited) Been playing the mod for two days and I enjoy it. Unfortunately I get an occasional game lock up it the tactical mode during the AI's turn... As I wrote above when using CE 0.28 is frequent freezing with the AI. Use the version CE 0.25 Unfortunately the entries are not visible on 0.28 version 0.25 is going to have to start a new game can download CE 0.25 http://www.goldhawkinteractive.com/forums/showthread.php/11737-X1-09-X-CE-0-26HF-XENOPHOBIA-Ultimate-Compilation-Mod?p=139342&viewfull=1#post139342 Sorry for my English, it's not native for me. Edited October 7, 2014 by AND_GREAT Quote Link to comment Share on other sites More sharing options...
squigoth Posted October 6, 2014 Share Posted October 6, 2014 (edited) Your download link says "Xenonauts.exe 1.07 - CE 0.30.rar" Is CE0.25 in there with the other stuff? Never mind I found it. How do I install CE 0.25 from your folder? Sorry for the questions. Have the STEAM version with the Beta turned off. I currently have Fire in the Hole mod installed. Should I go back to vanilla and install CE 0.25 then install Into the Darkness and then your mod? Sorry for all the questions. Edited October 6, 2014 by squigoth Quote Link to comment Share on other sites More sharing options...
AND_GREAT Posted October 6, 2014 Share Posted October 6, 2014 (edited) 1. Download XNT-INTO DARKNESS v5.31 http://www.strategyinformer.com/pc/xenonauts/mod/53041.html 2. Download XENOPHOBIA - Ultimate Compilation Mod v1.5.0a http://www.nexusmods.com/xenonauts/mods/4/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fxenonauts%2Fajax%2Fmodfiles%2F%3Fid%3D4&pUp=1 3. Download Patch Xenophobia v 1.5.1 http://my-files.ru/w4qnnd description of changes available http://www.goldhawkinteractive.com/forums/showthread.php/11737-X1-09-X-CE-0-26HF-XENOPHOBIA-Ultimate-Compilation-Mod?p=139678&viewfull=1#post139678 4. Download K-Lite Codec Pack Full http://files.digital-digest.com/static/K-Lite_Codec_Pack_1075_Full.exe 5. Install game Xenonauts v1.08 or v1.09 6. Install XNT-INTO DARKNESS v5.31 Copy the replacement files from the archive into the folder \Xenonauts 7. Install XENOPHOBIA - Ultimate Compilation Mod v1.5.0a Copy the replacement files from the archive into the folder \Xenonauts 8. Install Patch Xenophobia v 1.5.1 http://s016.radikal.ru/i334/1410/2c/694265b28981.jpg 9. Install K-Lite Codec Pack Full 10. Run game. Necessarily new game Edited October 12, 2014 by AND_GREAT Quote Link to comment Share on other sites More sharing options...
squigoth Posted October 7, 2014 Share Posted October 7, 2014 Thanks Installing this tonight as we speak. I'll let you know how it works out. Quote Link to comment Share on other sites More sharing options...
squigoth Posted October 7, 2014 Share Posted October 7, 2014 Ok I played about three hours and I had two lock ups during the AIs turn. Battle saves at the end of my every turn seemed to have stopped it. Quote Link to comment Share on other sites More sharing options...
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