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No worries, although I didn't do much. Kudos for finding and reporting the problem mod.
Aside from that- After almost 6 hours of disabling mods, clearing config, and playing that tutorial mission to the point that I could probably do it with my eyes closed, my issue seemed to be [WOTC] Tactical HUD Lag Fixes, which is a shame. Apparently, the error regarding cover had nothing to do with it, but it's still an issue nonetheless. Hopefully it doesn't lead to a memory leak or similar.
Anyways, Thanks again @Dragon32, I wouldn't have been able to figure it out without that resource you shared!
Ah, rubbish. I'd be tempted to narrow down the mods you're using to just those you'd need for a whole campaign (so class mods and the like) and drop UI and cosmetic ones until you've gone through the tutorial missions. Hopefully the problematic one is one of the disabled ones.
Oh. If you're playing WotC then using some base game mods can be problematic. Maybe what's causing the problem. If you're using Alternate Mod Launcher, you should, then have a good look at the mods it identifies as being non-WotC. Voice packs are OK in my experience, most others can cause problems.
Unfortunately the mission in question does not allow saving/reloading (at least not a way that I have found). If anyone else maybe encountered this issue, what I'm seeing is as soon as I move the character (carrying the unconscious commander) behind the pillar before calling evac, the log shows:
Tried to set invalid cover state for unit: XGUnit_4. Requested cover state 0 but this unit cannot take cover!
repeating so many times, that after ~10 minutes of trying to fiddle with console commands, settings, etc. it printed 166,480 times before I quit lol. Unfortunately I have to play through like 20 minutes each time to test, so if you know of any mods that might help me skip parts or speed up the mission let me know lol.
Oh, comprende.
I can't remember if there are auto-saves or manual saves in that but you could try a binary search . It can be a bit futzy disabling mods in tactical but it could help identify the problem.
I do play through the tutorial once in a while, to get the full story experience, but I don't think I've done so with this mod.
In the vanilla game you plant the C4 on the monument and Gatecrasher is done, there's no evac.
It sounds like you're using a mod that changes Gatecrasher, maybe LWotC? That changes so much of the game it's safe to assume it's incompatible with all other mods not explicitly stated as being compatible.
Are you thinking of "Carry Unit Fix"? That was deprecated by the WotC Highlander, 17th October 2019
Your "there's a recent mod" makes me think you don't mean that one though.
Yep, I did.
Sure man, I'd be happy to help with anything you've got there.
Anyway, thank you for your mod and if you need anything for your future mods in terms of 2D, hit me up on Steam. I did few things here and there, so far I worked on: class icons, perk icons, item icons (including renders), research images, corpse/autopsy images, some small texturing as well, promotional stuff too (logos, workshop icons).
Good luck on future mods tho!
also, the base game uses a red evac zone target to indicate the placement would not be permitted (if there's an xcom unit inside or too many tiles blocked by terrain) so it would have to be a fourth color and that starts to get a bit visually messy. I do appreciate the comment though
ill test it with LW2 and let you know if it works :)
cool
genius
You could read the mod description.