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The disabled narratives are by the same mods, with the setting settings, as the two campaigns that didn't have the crash. Possibly something got borked either when refreshing the configs for this run or when I purged and re-downloaded my entire mod folder when fixing a different (actual) problem before I began.
Overall I'm going with *shrugs* weird shit happens sometimes as the reason. The tthing was minor and easily fixed, but the report needed making in case it helps someone in the future however unlikely that is.
The only thing I can think straight up outside of a bad install of the mod is using some sort of mod that disables narrative encounters not jiving with this mod.
Turning this off and finishing for the fifth time leads to no crash so I'm pretty positive it was that erroneous narrative call.
Retaliation Missions usually have this, certain Dark Events cause it and various mods add parameters that make it happen for various reasons.
The vanilla pod people complain about there is usually priest + 2 stun lancers. Maybe the lancers got replaced by hunters.
SpawnDistribution[0]=(Template="AdvCounterOpM1", MinForceLevel=3,
Priests shouldn't be showing up at that time either regardless, so it sounds like something is bugged there.
I found the .ini setting for it so I can do it myself
To compensate I made the Hunter's spawn rate relatively high on these missions, but you gave me an idea on how I could reintroduce the Hunter Captains if my idea is possible.
The fact they start hunting you down as soon as the mission starts could be interesting.
The optional objective was to kill the Hunter Captain (likely part of the initial dropship that now only drops normal Captains instead) which if I recall was to slow down Advent or something.
The individual enemy units along the map would of been Advent Hunters, likely meant to slow Xcom down if their overwatch heavy base game AI means anything.
So not quite the same as killing an Advent General, just an optional objective to kill the pursuer or "Hunter" as one might call them.
DerBK has also done the asame thing with ABA Missions
I didn't add the unit in encounter lists tough, so it's mostly just a Skirmisher Mode + and console command unit right now.
If anybody else wanted to make a new version of this guy and the Hunter Captain then their free to do so as long as credit is given.
I've been playing with over 400 mods myself, and the game seems to be running poorly on my end. I was just wondering what kind of mods you have, and if having simply lots of mods, or mods that are high in file size is the issue.
Do you mean like a steam collection to sub to all mods at once or an actual folder to get around downloading the mods from steam?
The Hunter Captain's are because this mod doesn't have their model implemented but I have not added them into encounter lists or anything.
Any screenshots or game logs you can post?
This mod has no requirements beyond WOTC so everything should be there and others have encountered the unit.
Maybe try unsubbing and then ressubing since it could be a corrupted download.
At one point my basegame sniper had a M-97 Viper which suddenly out of nowhere no longer had a reload option but did carry the Shadowkeeper.
Another time I had a Bruiser (custom class) with a default shardgun and the Shadowkeeper.
So while I can suspect the Shadowkeeper as a possible cause, it shouldn't, I have no clue what triggered it.
I'm almost certain that your mod didn't trigger it since the problem persisted after a complete wipe and reset to a previous stable state that didn't even involved this mod.
So it could possibly just be a coincidence with a mod update that sneaked in somehow, but since I have so many mods it's going to be difficult finding out.
Been using the Advent Hunter's myself and I have not been able to replicate the bug at at.
Do you have any mods that would "heavily" alter base game weapon properties like say mods that edit sniper rifles?
I have an insane amount of mods that could all conflict with each other somehow.
re-installing the game, resetting configs, starting a new campaign, all did nothing.
But I seem to have a stable game now. And it's also the first time in the 1000+ hours of gameplay I encountered this. The problems started after I got this mod, but didn't go away after disabling this mod, but keeping the old mods that never caused any problems, even after reinstalling the entire game and wiping any config or savegame.
Tl;Dr : It's not caused by this mod, but what did I don't know.
Very cool to hear thank you! As a newbie modder comments like that are much appreciated.
Hope you find/make a mod list that works for you!
That would be interesting to use thanks, I can take a look if it's alright with you.
https://steamhost.cn/steamcommunity_com/app/268500/discussions/0/2747650363453120950/
I don't know what combination of mods are affecting you but in this case there is probably nothing I can do about it.
I can investigate it later but try clearing your configs.
The only real additions I made were Squadsight and Longwatch as well as Dark Events to effect them.
@Stalin's Crusade I agree that standard Sniper enemies would of been lovely
@beelzial yes you can use it with ABA or ABAI
@dmc32 your standard ai changes that ABA does, the Counter Op's had their own AI instead of simply using Stunlancer or Trooper ai