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Cool beans!
Already contacted abeclancy and we're in talks :)
Long War 2, Compatibility and Highlander Takeover
Unfortunatley the mod didn't do the trick, I'm not sure if that's because it doesn't load in time before the message tries to appear or what, but could you tell me what .ini I need to edit to try it myself? My hope is that by editing the .ini to disable it, the game might not try to load it altogether and hopefully sort this out.
Of course I can play in offline mode it's just a bit of a nuisance. Thanks!
Can you upload the code to Github? Or at least open up a repo to track issues, a wishlist , so to say...?
Woo-hoo \o/
IIRC, I posted a few things over on Nexus about tweaking the Protect Device replacement you were considering.
To be honest, I was hoping this would have been fixed months ago. It really irked me that XCOM2 touted its enhanced modding capabilities compared to Enemy Unknown/Within, but then the June 30th patch broke mod loading and it was basically ignored for four+ months.
If this works (I really hope they won't mess it up twice in a row) this finally gives me the ability (and desire) to continue working on this mod! I'll have to download the new XCOM2 modding files, and I'll update this mod as soon as I am able and continue development now that it's fixed. Might take a day or two, need to remember how to run the mod programs again, lol.
If anyone has suggestions, drop them here and I'll consider them! I've got a list of things to add somewhere, I just need to remember where I put it.
Yep, this will make using this mod easier, when abeclancy updates this mod.
Anyway, that said... saw this in today's (8th November) patch notes:
Fix config/upk file issues that prevent full conversion mods from being possible on the Steam Workshop and also allow mods to have Bink files.
Did you consider uploading the source to GitHub to track issues, future plans and PRs?
Apparently as well, this June 30th 2016 patch was supposed to include a feature to allow core mods to function without needing to move any files manually into the game's installation directory, but it doesn't work and caused another unintended bug that negatively affected how core mods load.
I would have had this updated earlier, but this July 4th weekend has eaten up some of my time. But, I'm updating the mod as I type this to work with the most recent patch (should be up in a few minutes). No real new features though, I'm kind of waiting for Firaxis to implement better core-mod loading, so that I can just update my mod whenever I want and people who want to use it don't have to manually copy files around to use it.