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His lowest HP counts.
Thank you . Whilst not the cause of my issue (I'm using the Alien Pack downloaded from Nexus, and in this campaign am just using the version with the Muton Centurion) it did give me the clue as to what was causing my issue.
I'd disabled the Elite Vipers mod as I believe that's causing Andromedons to not spawn in my game. Re-enabling that mod means I can get passed the Supply Drop.
Thanks!
@robojumper:
Apologies for falsely accusing this mod of causing my issues. I guess if it had been possible to deactivate it without the game crashing then I'd have realised that this mod wasn't the cause of my crashes. Regardless, thanks for this mod and all your others.
I had the exact same issue, turned out it was because I played a mission with the updated pack before reverting back to the Centurion only version, was forced to use it again. Thought it was the supply drop; it wasn't. It was spawning a mission with one of the new enemies that was no longer available because the mod didn't exist.
If that isn't your issue, then good luck figuring it out!
As for the game crashing with the mod de-selected, yes, this mod does that for some insane reason. No other mod I've used was permanently embedded into the save like this one. Something is clearly wrong with its design and the original author (or another) needs to re-develop it.
You could upload them, but native crashes are generally not that insightful.
Understand that, would really appreciate you taking a look at this if you have the chance. It's kinda borked my campaign and I'm probably just a month or so away from the last mission. But, yeah, any consideration of this would be appreciated.
Yeah sorry, I'm busy with a lot of stuff at the moment (mainly the Music Modding System, completely writing an alternative Music Framework isn't easy).
If I deactivate this mod then the game crashes whilst loading the save (before getting to the Avenger) with the Pure Virtual Function error.
I did use to use It's Just A Scratch and swapped it for this mod. Looking at my save games, though, I think I started this campaign on 11th of July so would have been using this mod for the campaign's entirety. I'm afraid my fleshy memory isn't that good.
I've my test save file (only this one mod associated with it thanks to Remove Missing Mods) but I'm not sure how to send it to you (I don't use Dropbox or anything like that and the file sending site I used to use has turned into a pile of rubbish)
I think this is causing a "Pure virtual function being called while application was running (GIsRunning == 1)" for me.
I had the crash on the monthly supply drop triggering on the Geoscape. I know. Weird.
In trying to identify the cause I've used a binary search and Remove Missing Mods to whittle my 400-strong list of active mods to a save game with just this one mod active.
If I load the save, go to the Geoscape and scan then the game crashes with the Pure virtual function error.
I already left a comment there (to no avail). Tell them to implement the custom to strategy transfer via the new Hook since the SLG Patch.
It touches one single thing, the function responsible for transferring soldiers to strategy. I tested this mod, and explicitly stated that the instructions apply to your case. That said, if you want, suggest your improvements.
The crash is actually an issue on Firaxis' side.
@BigBoss: I'd say modders are obligated to test their mods before releasing something that breaks the user's game, be it critically by corruption, or being unable to remove it from crashing like this one. There is literally no reason why we would be unable to remove this mod when all it makes is a simple change to injury timers. Hell, even mods that add tons of content can be removed (LW weapon packs for instance).
I've briefly looked at the source code and it appears this mod is touching multiple things it has no need to. The original developer must be as inexperienced as I am with code modding this game..
I'd love to look into improving it, but I really don't have time to learn this stuff right now.
Does it crash when loading? This is an issue on Firaxis' side, a workaround is trying to disable it in the opposite play mode (strategy-tactical).
Moving forward, I use both this mod and bleedOut and had no issues so far.
Have you tried a mod that loads a game with missing mods anyway?
I disabled this mod to test and lo and behold, I can no longer load the game. This is the only mod I have subscribed to function this way.
I know you only ported it, but jesus christ, people really need to playtest their mods before they release them, including the effects on removing it. This had some clear core issues that never got rooted out, despite being just a very simple mod.
It's using the LowestHP stat...
Although I may have noticed something like this earlier...
It is completely incompatible with "Playable Advent/Aliens".
There have been reported issues of persistently reducing soldier's stats in combination with Red Fog, although I've heard reports without this mod as well.
Working fine with LWTools?
I had a soldier in predator armor (4 armor) take 5 damage, and they were shown as "gravely wounded" with 8 days of recovery time. Wouldn't it make more sense to only count the damage that went through armor when calculating wound severity? Any chance this could be addressed by this mod?
No, then they'll heal incredibly slow.
If you just want them to heal faster, you can just change XCOM 2/XCoGame/DLC/DLC_3/Config/XComGameData.ini
BaseSparkHealRate= to something higher
I have no idea, sorry. What the old version did was start a standard healing project for the spark that's probably preventing him from healing. If you don't mind "cheating" there is a console command for strategy called "HealAllSoldiers", maybe that clears Healing Projects? Idk.
is there a fix or should i move on to the next spark or even campaign?
thans for replying
"Remove Missing Mods" is the one with the ability to remove mod bindings from a save game. AFAIR, "Ignore Missing Content" just added a button to Ignore (which Firaxis themselves added in / enabled with a patch).
"Ignore Missing DLC" has a button in the Pause Menu to reset Mod Bindings.
No bugs except the possibility of being unable to load a save made prior to this mod being activated. In this case follow troubleshooting.
That's strange. Maybe start a campaign without this mod and enable it in tactical?
Also tell me if it worked. The pure virtual function thing seems to be partly Firaxis' fault, on the subreddit they promptly asked for error logs, crash dumps and things.
Hence why I got confused in the first place why this was causing the crash if I never had used it before and it was a brand new campaign?
If you start a new game, this shouldn't matter. It's about existing saves, and in that matter, you understood correctly.
Basically, start a game with It's Just A Spark disabled, get into the middle of a mission, save in the middle of it, quit to desktop, relaunch, and enable It's Just A Spark.
Correct?
No idea. I managed to confuse myself with the Sparks stuff and removed the tag now.
One question, why exactly is this tagged as soldier class? I think this tag is out ouf place for this mod.