XCOM 2
Restore Tutorial Narrative CI Bridge
25 Comments
Epigamesh  [author] 16 Jun @ 2:55pm 
@Melan Strange. I haven't tested with it so far, but will keep this in mind.
Melan 12 Jun @ 9:21am 
No I didn´t change anything, just kept doing the last couple of turns on Gatecrasher and when hoping that the RFD would trigger.
I do have an idea of what might have been the issue. I´m using the Raider Bases mod. This creates a bunch of these bases on the Geoscape from the start of the game.
I´m quite sure, that at least two of the times the RFD mission got placed on the exact same spot as one of these bases somehow. So the game bugged out.
It was a bit weird, that the game just skipped the mission and jumped to the next mission instead.
Epigamesh  [author] 11 Jun @ 2:27pm 
@TRNEEDANAME I'm answering late, but this could either be some mod incompatibility (wouldn't know which, though), or maybe the initial mod's version being too old for it to work (there had been some code changes, just before the bridge release, that are necessary for these two mods to work together.)
Epigamesh  [author] 11 Jun @ 2:20pm 
@Melan Out of curiosity, did you change anything (mod, config) to fix the problem ?
I'm wondering if it could be related to a mod update: I had done some code changes in the initial mod just before releasing the bridge (and which were necessary to it, though I don't remember the exact specificities)
Melan 11 Jun @ 1:59pm 
Well the problem somehow fixed itself. I got the RFD mission to load with no hiccups.
Loved to play through these missions and seeing all the cutscenes again. Been a very long time since I saw them last. Couldn´t stand to do the tutorial mission more than once.
Had to change the reinforcement timer on Gatecrasher though. With my mod list, the starting enemy count is quite high, so I changed the reinforcements to start at turn 5 and increase every 5 turns. Ended with 22/38 enemies killed/total and 4 soldiers dead.
Melan 11 Jun @ 10:33am 
I have sort of the same problem, as previous poster. The Recover Flight Device mission won´t trigger.
I get the cutscene that should trigger it and on the geoscape Firebrand flies to the location of the mission, but the squad select screen doesn´t appear and there´s a loud engine noise too.
If I wait, suddenly Firebrand flies halfway across the globe to another location and the tutorial for Assault missions pops up. Then the squad select appears and if I when launch the mission I get the CI Gatecrasher mission.
TRNEEDANAME 3 May @ 6:47am 
Hello,

I have a weird issue
The second mission (where you get the power item) bugs out

It stay stuck on the "launch mission" (where you are on the geoscape and select it) forever
The music changes and the UI for the squad select (namely the "build items" and such) appear

If I click on it again, it switch between the "geoscape select" and the "geo / armoury select"

I tested on multiple campaigns and the issue still appear, any ideas ?
Epigamesh  [author] 14 Apr @ 2:04pm 
@Mapleteal If Jane isn't spawning, it would look like an incompatibility with another mod, but I don't know which one could cause this.
Mapleteal 13 Apr @ 5:55pm 
@Epigamesh
It seems like having [WOTC] Visibility Memory enable to be the case. I didn't have just Kelly and Elena becoming hostile, it was everyone in the squad being able to target Elena. She wasn't even moveable, when I'm able to select her and click on a tile.

With Visibility Memory disabled, it seems like the trick to get the base mod continue like it should be, though Jane doesn't seem to spawn along with Central.
Epigamesh  [author] 13 Apr @ 2:36pm 
@Mapleteal Found the comment: it was indeed Elena and Kelly becoming hostile with this mod installed (I haven't tested with it, though)
Epigamesh  [author] 13 Apr @ 2:33pm 
@Mapleteal Good to know.
Elena should'n't spawn as an ennemy: it seems like a conflict with another mod.
For example some users have found [WOTC] Visibility Memory to cause problems with the base mod (though I don't remember which ones exactly)
Mapleteal 13 Apr @ 2:15pm 
@Epigamesh
Turns out I needed to unsuscribe and resuscribe the mod to get this work. Thanks man. Also, is Elena spawning as a targetable "enemy" unit a bug with this?
Epigamesh  [author] 13 Apr @ 1:39pm 
@Mapleteal I've never seen such an issue, so I'm really not sure what could have happened to you.
Maybe try to unsuscribe and resuscribe the mod, if, for one reason or another, there had been an error during the package download ?
Mapleteal 13 Apr @ 1:20pm 
@Dragon32
Both WOTCHighlander and the base mod are active. I started the game with both active, and then have this bridge mod active next time. The error still happened.
Dragon32 13 Apr @ 1:09pm 
@Mapleteal
Have you got the Highlander active? And double-check the base mod is too.
Mapleteal 13 Apr @ 12:18pm 
I got this debug message when starting with the Alternative Mod Launcher with this (and WOTC) and the base mod and CI:

Error detected attempting load of package:
RestoreTutorialNarrativeCIBridge

The game then refused to load to the title screen.
Epigamesh  [author] 13 Apr @ 11:28am 
@ Dęąth Viper You're welcome; have fun ^^
Dęąth Viper 13 Apr @ 9:38am 
Can confirm everything is working perfectly with CI! Thanks for this bro, this is awesome!!
Andrei Cineva 13 Apr @ 5:29am 
Got it. Kinda what I thought, but appreciate the clarification. Thank you!
Epigamesh  [author] 13 Apr @ 2:28am 
@Andrei Cineva Technically, you can't change the frequency (having one ADVENT reinforcement each two turns for example), but you can modify the reinforcement podsizes themselves (exactly the same way as the bridge mod overwrittes it in the ini files). If you want, you can also delay the turn number when each new addditionnal pod apears (this is not modified by the bridge, but directly done in the original mod)
Andrei Cineva 13 Apr @ 1:42am 
Can the frequency of the reinforcements be changed?

I understand it needs to be realistic. But 4 ADVENT dropping in every turn against a bunch of Rookies (even if they are 6) seems a bit much. Not to mention that the amount reinforcement pods increases later.
Epigamesh  [author] 13 Apr @ 1:28am 
@Andrei Cineva Yes, you should get the default 6 soldiers from CI ; that's why I tweaked the pods a little.
Epigamesh  [author] 13 Apr @ 1:26am 
@Papistman Thanks!
Andrei Cineva 12 Apr @ 9:34pm 
Is the squad size in the CI config overriding the squad size in your original mod (meaning we'd get 6 soldiers instead of 4)? Because the enemy reinforcements were already rather impressive in the original and this mod increases their pod size by 1.
Papistman 12 Apr @ 4:46pm 
Great stuff!