Alexandre Lange Posted February 24, 2015 Share Posted February 24, 2015 Hi, guys. I spent some time out, coming back now. Good improvements at Xenonauts, especialy with this edition. Now a question: is it right to have to enable all mods again everytime I lauch the game? There is no way (should not) mod manager keep you last preferences? If you use just some classic mods, it's a long list to enable. It's annoying. Quote Link to comment Share on other sites More sharing options...
kabill Posted February 24, 2015 Share Posted February 24, 2015 The issue seems to be related to the number of mods you have in the list. I was having this problem when I had, what, 23 mods running? But then I combined a lot of the smaller ones together so that it's now around ~10 and it works fine now. (But it is a bug, yes, so far as I know). Quote Link to comment Share on other sites More sharing options...
Chris Posted February 24, 2015 Share Posted February 24, 2015 We are working on fixes for the mod launcher at the moment, but that specific bug is one I've not been able to reproduce myself. Quote Link to comment Share on other sites More sharing options...
Alexandre Lange Posted February 24, 2015 Author Share Posted February 24, 2015 Thanks for the fast answer, guys. Xenonauts is at a reaaly good shape! Damn, so many improvements and options! kalbill: could you help me to put some mods together, so? I am afraid to make a mess by myself. Quote Link to comment Share on other sites More sharing options...
kabill Posted February 24, 2015 Share Posted February 24, 2015 Have you tried it in XCE or only the vanilla branch? If the latter, might be XCE only for some reason? In any case, if you've not tried this the issue seems related to the number of mods activated at the same time. I was running 23 at one point and was consistently having to reset them. However, if I only had a small number activated at the same time (e.g. 4) they stayed activated. So to reproduce it should simply be a matter of installing and activating a large number of mods at once - the game will run fine but when you quit and reopen the launcher/mod manager they will all be deactivated (and put in their default priority order, too). In theory, anyway. That's what was happening with me. EDIT: Alexandre - best tip is to look for mods which don't interact with each other. For example, my three random map packs don't have any clashes so they can all be run from the same folder. Basically, if you copy paste the contents of one mod into another, it will be fine so long as you don't end up overwriting any files (folders are fine but not their contents; the modinfo.xml file is ok to overwrite as all mods have one). Quote Link to comment Share on other sites More sharing options...
Alexandre Lange Posted February 25, 2015 Author Share Posted February 25, 2015 Ok, kalbill, thanks. Will try it myself. Another question: adding new mod, I point to the .zip file I donwload from the mod thread? Quote Link to comment Share on other sites More sharing options...
kabill Posted February 25, 2015 Share Posted February 25, 2015 If you're using the mod manager to install, yes I think so. (I usually do all this manually, but I'm pretty sure that's right.) Quote Link to comment Share on other sites More sharing options...
Alexandre Lange Posted February 25, 2015 Author Share Posted February 25, 2015 Just some feedback: I managed to merge some mods (by autor) and now, with around 10-12 on the list, the mod manager keep it all enabled when I quit and restart (no need to enable and change load order everytime). By the way: playing at Veteran dificulty with Dynamic UFO Spawns I found a real challenge. I started thinking I would be the usual badass, killing aliens all around, but... nope: getting my ass kicked from time to time, and it is pretty awesome. Impressive work, guys, both vanilla patches and CE tweaks. I am glad to see that neither devs or modders drop it after a good amount of time. Really excited about the next Goldhawk game to come. Quote Link to comment Share on other sites More sharing options...
llunak Posted February 26, 2015 Share Posted February 26, 2015 Hmm, yes, the code had problem reading longer registry keys (just renaming mods to shorter names would work too). Will be fixed in next 0.32. Quote Link to comment Share on other sites More sharing options...
Alexandre Lange Posted February 26, 2015 Author Share Posted February 26, 2015 Stupid question (mod manager order): if both mod 1 and mod 2 affect something, mod 1 will overwrite mod 2 or the inverse (i.e. if I want a mod to overwrite another, I move it up or down)? Quote Link to comment Share on other sites More sharing options...
kabill Posted February 26, 2015 Share Posted February 26, 2015 The one higher up the list towards the top will take precedence. Quote Link to comment Share on other sites More sharing options...
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