XCOM 2
[DEPRECATED] Its Just a Spark
67 Comments
robojumper  [author] 18 Oct, 2016 @ 5:29am 
It's deprecated now, here's the new and more compatible version.
robojumper  [author] 16 Sep, 2016 @ 7:53am 
@Legion Prime
His lowest HP counts.
Dragon32 10 Sep, 2016 @ 9:24am 
@DAOWAce:
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.
DAOWAce 9 Sep, 2016 @ 1:38am 
@Dragon32: Were you subscribed to the Alien pack from Long War Studios?

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.
robojumper  [author] 8 Sep, 2016 @ 11:31am 
@Dragon32
You could upload them, but native crashes are generally not that insightful.
Dragon32 8 Sep, 2016 @ 11:29am 
Ah, phew. Thanks for replying.

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.
robojumper  [author] 8 Sep, 2016 @ 11:22am 
@Dragon32
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).
Dragon32 8 Sep, 2016 @ 11:06am 
Uh. Are you relying on Steam's Notifications system to let you know about posts in threads you've posted in? In my experience that's pretty unreliable and the fairly often failed to notify me. I've ended up subscribing to threads I'm interested in.
Dragon32 7 Sep, 2016 @ 11:25am 
Hey, robojumper, sorry to hassle... I could upload the log files to Pastebin (one for crash without mod, one for crash on Geoscape) without a problem. Would those be any use?
Dragon32 6 Sep, 2016 @ 2:44pm 
2 of 2

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)
Dragon32 6 Sep, 2016 @ 2:44pm 
1 of 2

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.
robojumper  [author] 10 Aug, 2016 @ 12:13am 
@=[NK]= Col. Jack O'Neil
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.
=[NK]= Col. Jack O'Neil 9 Aug, 2016 @ 8:35am 
There's a conflict with payable alines in the XComGameStateContext_StrategyGameRule file :(
robojumper  [author] 9 Aug, 2016 @ 1:57am 
@DAOWAce
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.
DAOWAce 7 Aug, 2016 @ 9:49am 
It crashes immediately upon loading a save from the Geoscape, so that mod removal mod does nothing. I have not tried a tactical save as the instructions were talking about upgrading from the non-SLG version of the mod, but this clearly applies to this version too as per my experience.

@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.
robojumper  [author] 7 Aug, 2016 @ 7:51am 
@DAOWAce
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).
mR.MaG0o 6 Aug, 2016 @ 10:56pm 
@DAOWAce when modding a game you assume the risk of breaking the game. modders have no obligations whatsoever.
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?
DAOWAce 6 Aug, 2016 @ 1:49pm 
So it would be this mod and not BleedOutMod? I left a comment over there describing the issue.

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.
robojumper  [author] 6 Aug, 2016 @ 9:55am 
@Mazdek
It's using the LowestHP stat...
Although I may have noticed something like this earlier...
Mazdek 6 Aug, 2016 @ 5:01am 
I'm not sure if this is a quirky interaction with BleedoutMod, but If a soldier gets healed above their base level on the mission, they don't have any recouperation time at all. Does this mod only check damage levels at the end of a mission? It seems like it might not be noticing if a soldier gets taken down to 1 point and then healed up again.
robojumper  [author] 22 Jul, 2016 @ 11:45am 
@BigBoss
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.
mR.MaG0o 22 Jul, 2016 @ 11:15am 
Is there any compatibility issue that you are aware of?
Working fine with LWTools?
Mituna 16 Jul, 2016 @ 12:34pm 
Not sure if this was mentioned before, but there is a small issue I found with this. As expected, a soldier is not treated as wounded if damage did not go below base health. However, if even one point of damage goes beyond what is provided by armor, then the soldier is treated as having been wounded for all of those damage points.

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?
Viper Actual 15 Jul, 2016 @ 6:55am 
Oh
robojumper  [author] 15 Jul, 2016 @ 6:54am 
@Viper123_SWE
No, then they'll heal incredibly slow.
Viper Actual 15 Jul, 2016 @ 6:47am 
So if I put 1 they'll heal right away?
robojumper  [author] 15 Jul, 2016 @ 6:40am 
@Viper123_SWE
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
Viper Actual 15 Jul, 2016 @ 5:51am 
So with this mod I don't have to wait two months for all my Sparks to repair?
robojumper  [author] 12 Jul, 2016 @ 2:04pm 
@bravehp
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.
bravehp 12 Jul, 2016 @ 1:45pm 
Hi there, had the crash while switching mods (scrath and spark) and troubleshooting fixed it, but my currently damaged spark does not get repaired...
is there a fix or should i move on to the next spark or even campaign?
thans for replying
Rowanas 12 Jul, 2016 @ 12:05pm 
Hello. I'm not a modder, but based on my observations I think this mod has an issue with the Red Mist option available through the Long War Toolbox. I've tracked a couple of soldiers now that have taken light damage on several missions and just degraded in stats over time. My best guess is that they're losing stats to Red Mist and never getting them back at the end of the mission because it's just armour damage. Would you mind looking into it? (One of my snipers now has an aim of 46)...
El 12 Jul, 2016 @ 12:04pm 
Thanks for this. Really. Repair times for Sparks are just ridiculous.
Dragon32 11 Jul, 2016 @ 10:09am 
@tc50812
"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).
robojumper  [author] 11 Jul, 2016 @ 2:21am 
@tct0812
"Ignore Missing DLC" has a button in the Pause Menu to reset Mod Bindings.
dract17 11 Jul, 2016 @ 1:05am 
Thank you for the mod! Is there a way after uninstalling to not get the save files to give me the "missing content" error? Saves sill load fine; it's just annoying to see the warning every time.
Wendersnaven 10 Jul, 2016 @ 4:35pm 
Yep it's working well, thank you.
Bennabus Kahn 10 Jul, 2016 @ 4:15pm 
double thumbs up good sir! Thank you!
Wendersnaven 9 Jul, 2016 @ 6:30am 
I have a fresh install on a new rig as of two days ago. I only have four mods, and there is no crashing or slowing comming from any of them. I can't tell if this one is working as I've just started the game and have only used default outfits, so I don't think armor is calculated until I purchase and equip.
Sakarbik 8 Jul, 2016 @ 11:00am 
You are a hero amongst men
Eisenefaust 6 Jul, 2016 @ 8:45pm 
@robojumper Just had a chance to test out the steps you outlined in troubleshooting. Worked like a champ! Thanks very much! :steamhappy:
robojumper  [author] 6 Jul, 2016 @ 4:25pm 
@Razor4884
No bugs except the possibility of being unable to load a save made prior to this mod being activated. In this case follow troubleshooting.
Razor4884 6 Jul, 2016 @ 4:12pm 
So, to clearify, if I have never used/subscribed-to It's Just A Scratch, and I just subscribed to this now -- and I'm in the middle of a campaign -- I shouldn't have to worry about any bugs?
robojumper  [author] 6 Jul, 2016 @ 8:21am 
@Ser Lancelot
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.
Ser Lancelot 6 Jul, 2016 @ 8:18am 
All righty, that's the thing...the Pure Function crash came with a NEW game with SPARK enabled and I had never, ever used Scratch before.

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?
robojumper  [author] 6 Jul, 2016 @ 7:57am 
@Ser Lancelot
If you start a new game, this shouldn't matter. It's about existing saves, and in that matter, you understood correctly.
Ser Lancelot 6 Jul, 2016 @ 7:57am 
And this is WITHOUT even enabling the original Scratch mod because I've never used it.
Ser Lancelot 6 Jul, 2016 @ 7:55am 
Well, yes, I see the description but I'm unsure:

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?
Musashi 6 Jul, 2016 @ 4:51am 
:D Thx man for helping people with ocd problems like myself ;)
robojumper  [author] 6 Jul, 2016 @ 4:47am 
@Musashi
No idea. I managed to confuse myself with the Sparks stuff and removed the tag now.
Musashi 6 Jul, 2016 @ 4:43am 
Hi robojumper, neat mod!
One question, why exactly is this tagged as soldier class? I think this tag is out ouf place for this mod.