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Anyway, my brain research completed sucessfully, prompted the cutscene to play, unlocked the encrypted codex data project, and also immediately brought up the coordinates story mission when next entering geoscape - which I think is all as expected?
So to reiterate your earlier PSA, if anything it does seem like it's the actual codex kill that matters rather than the subsequent research.
Sorry for not having a better answer.
So, for clarity, I have encountered and killed several Codexes already, however I havent yet researched the brain in the shadowchamber. Am I still at risk of the bug discussed below or should I be ok?
you could try console cheating those goals to get back on track, maybe?
as i said, not really sure how these goals are woven into each other, if that just means you crash on the next step after that, it's not much of a help i suppose
i'll put a note about this issue into the description of my mod, thanks for playtesting i guess :D
(1/2)
Hmmmm, first time i hear about this. Looking at the mod, i did make it so it doesn't just spawn a vanilla Avatar. It spawns a unique "ABAAvatarGeneral" enemy as a possible General.
so i guess you got to forcelevel 19 without ever doing the Codex hijack?
i don't really know the inner workings of how the Golden Path is strung together, what stuff triggers what. But i wouldn't have expected that the game listens for an Avatarkill (actually, a kill of any AdvPsiWitch?) before you even did the Codex. More importantly, i don't see how that would do anything to break the actual Codex hijack quest? (Bearbeitet)
Since my mod only gives the Avatar from FL19 on, and there are other enemy mods on the Workshop with Avatars in them, i would've thought that any of those already ran into this issue and that this was a known thing.
In fact, i have never ever heard about the game just deleting savegames.
Is that how it's meant to be? Is there a way to adjust the frequency of missions from the mod?
I'd wager that you'd find the mission much more bearable if you were to encounter it a second time.
If you want to modify the mission, you can do so in the XComSchedules.ini, in the "TER" folder within Config. It's a very finicky ini, though. Misplacing a bracket or something like that can lead to crashes or having the missions be empty, so be careful about it. I suggest leaving it, that particular mission is quite rare in the first place.
I am not aware of any mod that managed to fix that issue.
That would be my prime suspect.
What's even weirder is that I dug into your mission configs and definitely confirmed that the Prototype one, which HAS worked for me, doesn't do anything different. Heck, they're like the base missions and I've never seen this before in my 1200 hours playing XCOM 2. <_<
I did notice that the viper was a different color than usual (red, but not a wyvern, just a viper)--maybe it's something with the enemy color variations mod invalidating the logic code's references somehow?... I don't think the Dynamic Pods by Force Level would do anything at all to that. Ahwell! it was worth a shot asking and thanks for the prompt reply. :) I'll just reload and maybe remove the 02 variant of the SND from my mod files.
Are you cheesing the missions in some way? The mission logic should go "End of turn: Activate Timer" -> "Once boss enemy revealed: Set that guy to mission critical". I could maybe see the logic breaking if you manage to uncover the alien before the end of your first turn...
I don't think Kismet issues are fixable by console, but this is a topic i do not know a whole lot about.
I invariably fail the mission when this one spawns. It's totally fine though with the Prototype. Haven't run into the chryssalid one yet. It's a shame, because I love the variation these add, but I don't even know where to begin with figuring out how to at least get credit for the guerilla ops. There's no crash or anything, and pods spawn, it's just the field commander isn't recognized as a field commander to kill for some... really bizarre reason, and I can't even console fix it. Got any ideas or a console command to run to earn credit once it's all completed? I've even tried "killallais" and it doesn't register, and have spawned all units at my cursor, etc. Just nothin'. Not really sure how to even troubleshoot this one since it's so odd. I have cleared my configs and it's happened on two separate campaigns after a clear each time. I can't find anything weird in the config files that would suggest why this happens either.
@Derbk, I've been having a pretty nuts issue with the ABA Plus version (just posting here since all the info on stuff is here) where I get a Locate Powerful Alien variant, but I actually achieve Neutralize all enemy targets... without having Locate the powerful Alien or Kill the Alien completed. I see a single enemy that is a new, powerful type, but it doesn't trigger anything other than Tygan's generic dialogue about the new enemy type, but it doesn't complete the objective. I'm actually just completely baffled. I've even tried all the variations of "forcecompleteobjective NeutralizeCommander" or "Kill" or "Sweep" or "NeutralizeFieldCommander" or so forth and it hasn't worked in the console to get me through it.
Aside from that one thing i do, i don't really interact with that mission type in any meaningful way.
No idea what could cause it tbh. You are the first one to report such a problem too, so i think that may have been just a one-time issue.
It's literally the same mission as the vanilla one, just with the boss swapped out.