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Result - no sign of ready up icon(s) either on the Gatecrasher mission or the one following.
So l:
deleted local config
deleted local log folder
deleted the ready up mod folder.
Unsubbed/resubbed and it is not last in load order.
Checked conflicts for ready up using that mod launcher (none found)
Rebooted PC
Start game through normal steam method
Load save BEFORE the second mission.
Same result, no icons. Note that l have beatdown installed and that icon shows.
Here are the lines form the launch log that have "ready up" in them:
[0060.58] ScriptLog: Creating Ready All Ability: Aim 10, Cost 1 End Turn? False
[0060.58] ScriptLog: Creating Ready Up Ability: Aim 10, Cost 1 End Turn? False
[0329.42] Warning: Redscreen: ***Game State Created but Never Added to History***
New Game State: XComGameStateContext_ChangeContainer -- XComGameState_7708
Pending Game States:
==> CC Add Ready Up Abilities -- XComGameState_7707
Stack:
Script call stack:
(Default__XComGameStateContext_ChangeContainer) XComGameStateContext_ChangeContainer::CreateChangeState
(XComInteractiveLevelActor_0) XComInteractiveLevelActor::GetState
(XComInteractiveLevelActor_0) XComInteractiveLevelActor::GetInteractiveState
(XComInteractiveLevelActor_0) XComInteractiveLevelActor::PostBeginPlay
[0364.93] Warning: ***Game State Created but Never Added to History***
New Game State: XComGameStateContext_ChangeContainer -- XComGameState_7708
Pending Game States:
==> CC Add Ready Up Abilities -- XComGameState_7707
Stack:
Script call stack:
(Default__XComGameStateContext_ChangeContainer) XComGameStateContext_ChangeContainer::CreateChangeState
(XComInteractiveLevelActor_0) XComInteractiveLevelActor::GetState
(XComInteractiveLevelActor_0) XComInteractiveLevelActor::GetInteractiveState
(XComInteractiveLevelActor_0) XComInteractiveLevelActor::PostBeginPlay
UIScreenListener_TacticalHUD_ReadyUp.OnReceiveFocus: Processing [x] squad members
or
UIScreenListener_TacticalHUD_ReadyUp.OnReceiveFocus: Processing XComHQ.Squad[x]
or
Ensuring unit x has ability ReadyUp
or
Ensuring unit x has ability ReadyAll
or
Adding ReadyUp to unit x
or
Adding ReadyAll to unit x
[0231.62] ScriptLog: UIScreenListener_TacticalHUD_ReadyUp.OnReceiveFocus: Processing 6 squad members
[0231.62] ScriptLog: UIScreenListener_TacticalHUD_ReadyUp.OnReceiveFocus: Processing XComHQ.Squad[0]
[0231.62] ScriptLog: Ensuring unit XComGameState_Unit_2512 has ability ReadyUp
[0231.62] ScriptLog: Adding ReadyUp to unit XComGameState_Unit_2512
[0231.62] ScriptLog: Ensuring unit XComGameState_Unit_2512 has ability ReadyAll
[0231.62] ScriptLog: Adding ReadyAll to unit XComGameState_Unit_2512
[0231.62] ScriptLog: UIScreenListener_TacticalHUD_ReadyUp.OnReceiveFocus: Processing XComHQ.Squad[1]
[0231.62] ScriptLog: Ensuring unit XComGameState_Unit_2513 has ability ReadyUp
[0231.62] ScriptLog: Adding ReadyUp to unit XComGameState_Unit_2513
[0231.62] ScriptLog: Ensuring unit XComGameState_Unit_2513 has ability ReadyAll
[0231.62] ScriptLog: Adding ReadyAll to unit XComGameState_Unit_2513
[0231.62] ScriptLog: UIScreenListener_TacticalHUD_ReadyUp.OnReceiveFocus: Processing XComHQ.Squad[2]
[0231.62] ScriptLog: Ensuring unit XComGameState_Unit_2514 has ability ReadyUp
[0231.62] ScriptLog: Adding ReadyUp to unit XComGameState_Unit_2514
[0231.62] ScriptLog: Ensuring unit XComGameState_Unit_2514 has ability ReadyAll
[0231.62] ScriptLog: Adding ReadyAll to unit XComGameState_Unit_2514
[0231.62] ScriptLog: UIScreenListener_TacticalHUD_ReadyUp.OnReceiveFocus: Processing XComHQ.Squad[3]
[0231.62] ScriptLog: Ensuring unit XComGameState_Unit_2515 has ability ReadyUp
[0231.62] ScriptLog: Adding ReadyUp to unit XComGameState_Unit_2515
[0231.62] ScriptLog: Ensuring unit XComGameState_Unit_2515 has ability ReadyAll
[0231.62] ScriptLog: Adding ReadyAll to unit XComGameState_Unit_2515
[0231.62] ScriptLog: UIScreenListener_TacticalHUD_ReadyUp.OnReceiveFocus: Processing XComHQ.Squad[4]
[0231.62] ScriptLog: Ensuring unit XComGameState_Unit_2510 has ability ReadyUp
[0231.62] ScriptLog: Adding ReadyUp to unit XComGameState_Unit_2510
[0231.62] ScriptLog: Ensuring unit XComGameState_Unit_2510 has ability ReadyAll
[0231.62] ScriptLog: Adding ReadyAll to unit XComGameState_Unit_2510
[0231.62] ScriptLog: UIScreenListener_TacticalHUD_ReadyUp.OnReceiveFocus: Processing XComHQ.Squad[5]
[0231.62] ScriptLog: Ensuring unit XComGameState_Unit_2516 has ability ReadyUp
[0231.62] ScriptLog: Adding ReadyUp to unit XComGameState_Unit_2516
[0231.62] ScriptLog: Ensuring unit XComGameState_Unit_2516 has ability ReadyAll
[0231.62] ScriptLog: Adding ReadyAll to unit XComGameState_Unit_2516
[0231.62] ScriptLog: UIScreenListener_TacticalHUD_ReadyUp.OnReceiveFocus: Done
In this log, the error mentioned before was as follows:
[0231.96] Warning: Redscreen: ***Game State Created but Never Added to History***
New Game State: XComGameStateContext_ChangeContainer -- XComGameState_10522
Pending Game States:
==> CC Add Ready Up Abilities -- XComGameState_10521
Stack:
Script call stack:
(Default__XComGameStateContext_ChangeContainer) XComGameStateContext_ChangeContainer::CreateChangeState
(XComInteractiveLevelActor_0) XComInteractiveLevelActor::GetState
(XComInteractiveLevelActor_0) XComInteractiveLevelActor::GetInteractiveState
(XComInteractiveLevelActor_0) XComInteractiveLevelActor::PostBeginPlay
I'm running a tonne of other mods though... Haven't been any reported clashing mods have there??