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IIRC that's one of Zyspisilon's (sp.?) mods. The one that gives you posters telling you how many supplies you got and the like. They changed the date format but didn't bother to mention it.
If installed EMB will use this mod to set custom date ranges for certain stories.
EMB will also patch this mod to recognise 'Non-Skirmisher Hybrid' class types.
No idea why, but I still have the incorrect Hybrid birth dates even though 'Even More Backstories' is installed.
Birthdates does not identify them as Skirmishers, thus defaulting them to regular age rules.
This mod will require an update to add compatibility. Alternatively, users of my backstory mod can use my Birthdates patch to correct this.
I can't wrap my head around what I need to actually edit anything outside of .ini's. The SDK confuses the hell out of me.
I built a SPARK and it's got a birthdate in 2004...
I'm not sure if in vanilla WoTC SPARKs are assigned birthdays and/or if this mod is assigning them one as a random soldier.
I'm just wondering if it would be possible to either exclude SPARKs from getting a birthdate, or (IMO, better) assigning them their creation date (or incept date as Roy Batty would say)?
If that'd cause problems for users of this mod without Shen's Last Gift (as the SPARK class isn't defined for them) then please ignore.
Love this mod, together with Even More Backstories it's aces.
The complete list is:
X2DownloadableContentInfo.InstallNewCampaign for the barracks and initial recruits pool
UIAlert for units awarded from scanning sites and when you unlock the black market
UIResistanceReport for units added to the black market and recruit pool on supply drops
UIMissionSummary for units awarded from completing missions
strategy event listener for NewCrewNotification that only acts if the new unit is a faction soldier
As the description notes, it's also possible that a mod will add units to the game that don't go through any of these paths, in which case it won't catch them unless you also explicitly account for however the mod does it. It's up to you and what you're trying to do how much of a problem that might be. Good luck.
I'm working on a background mod (not planning on conflicting with yours -- no desire to change birthdays) and I've hit a snag that Character Pool characters appear to load their bio's *after* mine has a chance to run.
How did you avoid this? Eg, where to you hook into the game to do your stuff? Some folks have suggested I use Highlander, but I don't want to create a dependancy, and it seemed like you might have worked this problem out already.
Thanks both for your mods and your time!
Chris Woods
Now that I've checked it over more thoroughly, I see that your ini just supports vanilla bio's which is perfect.
It doesn't reset the backgrounds, so they're compatible.
The easiest way to make our mods work together is probably to do what More Random Backstories did, which is to add another version of XComBirthdays.ini to your own mod's config folder for those backstories, as described here: https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/650277509/364039531220315576/
Main thought: Can both of our mods co-exist? My concern is your mod 'resets' the backgrounds right?
If they can co-exist, then I understand you have a config file, 'XcomBirthdays' in your mod which handles age assignment to custom bios, and this how the two mods would work together. Which leads to two options:
1) I provide you with the background index strings of my mod - I would need to DM you every time I update my mod with more bios (it's an ongoing work).
OR
2) I bundle my own version of XcomBirthdays in my mod. - However I admit I do not fully understand if this would work correctly because then your mod would have duplicate files to load.
What I want to completely avoid is requiring users to do any ini editing themselves.