XCOM 2
Celatid Alien(No longer supported)
MrShadow  [developer] 24 Mar, 2017 @ 4:12pm
BUG REPORTS HERE!
Please put all bug reports here!
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Showing 1-15 of 22 comments
Dragon32 22 Apr, 2017 @ 6:03am 
Noticed this error in launch.log:
[0013.12] Warning: Redscreen: BehaviorTable index#2522 (CelatidRedLastActionSelector), child#4 references non-existing BehaviorTable (None) - INVALID

Checking XComAI.ini I see this:
+Behaviors=(BehaviorName=CelatidRedLastActionSelector, NodeType=Selector, \\ Child[0]=TryCelatidPoisonCloud, \\ Child[1]=TryCelatidportal, \\ Child[2]=TryCelatidPoisonSpit, \\ Child[3]=HuntEnemyUnsafe, \\ Child[8]=HuntEnemyWithCover, \\ Child[5]=SelectMove_JobOrFlanking)
I think that [8] should be a [4]

[Edit:
And I'm not sure if it's this mod (game seems to chuck all the AI instructions into one big array) but these errors:
[0033.03] Warning: BehaviorTable index 2542 has a duplicate name (AnyLivingEnemyVisible) - INVALID
[0033.03] Warning: StatCondition has invalid parameters: AnyLivingEnemyVisible

May relate to this line:
+Behaviors=(BehaviorName=AnyLivingEnemyVisible, NodeType=StatCondition, Param[0]=AnyLivingEnemyVisible, Param[1]="<", Param[2]=1)
As the BehaviourName is also used as a Parameter.]
Last edited by Dragon32; 22 Apr, 2017 @ 6:14am
MrShadow  [developer] 22 Apr, 2017 @ 12:51pm 
Thanks will take care of it.
Dragon32 22 Apr, 2017 @ 1:25pm 
I also noticed some typos in the autopsy text, are you interested in my thoughts on those too?
MrShadow  [developer] 22 Apr, 2017 @ 2:46pm 
any feedback is welcome
Dragon32 23 Apr, 2017 @ 5:31am 
Typos

[CorpseCelatid X2ItemTemplate]
BriefSummary=
"[...]and an artifical grav unit."
->
"[...]and an artificial grav unit."

LongDescription="[...] Its MELDED to an artificial grav unit [...] will do damage as wel as burn through some armor [...] from other resistance cells that these Celatid cretures [...] the Celatid has an ability to regenerate itselfe very quickly. To the point that some do completly heal. [...] and the Celatid's inate immunities [...]"
->
LongDescription="[...] It's MELDED to an artificial grav unit [...] will do damage as well as burn through some armor [...] from other resistance cells that these Celatid creatures [...] the Celatid has an ability to regenerate itself very quickly. To the point that some do completely heal. [...] and the Celatid's innate immunities [...]"

[HybridAlienTurret X2TechTemplate]
LongDescription="[...] deploy or own [...]"
->
LongDescription="[...] deploy our own [...]"

[HybridAlienSword X2TechTemplate]
LongDescription="[...] deploy or own [...]"
->
LongDescription="[...] deploy our own [...]"

[Scimitar_MG X2WeaponTemplate]
BriefSummary="This advanced version ups its effectivness[...]"
->
BriefSummary="This advanced version ups its effectiveness[...]"

TacticalText="This advanced version ups its effectivness[...]"
->
TacticalText="This advanced version ups its effectiveness[...]"

[Scimitar_BM X2WeaponTemplate]
BriefSummary="This advanced version ups its effectivness[...]"
->
BriefSummary="This advanced version ups its effectiveness[...]"

TacticalText="This advanced version ups its effectivness[...]"
->
TacticalText="This advanced version ups its effectiveness[...]"

[CelatidImmunities X2AbilityTemplate]
LocLongDescription="[...] can still be disoriented, mind controled [...]"
->
LocLongDescription="[...] can still be disoriented, mind controlled [...]"
Dragon32 23 Apr, 2017 @ 7:48am 
Not typos or anything. I've re-written some of the text associated with this unit. Purely stylistic.

Vanilla corpse text seems to be from Tygan when he's had a quick look at the corpse (I'm not a big fan of the all caps used in the original too). Presumably on its way from the Skyranger to the morgue.

[CorpseCelatid X2ItemTemplate]
BriefSummary="The remains of this bizarre hybrid appear to be decomposing quickly, their careful storage should enable detailed study of this perplexing fusion of organism and machine."

Autopsies are performed by Tygan, so I've tried to keep his verbose style and some words he uses a lot, also tried to fit with the vanilla autopsy entries.

I've dropped the explicit reference to Faceless as this autopsy may be conducted before that one, and (according to the Faceles autopsy) Faceless are only confirmed as a thing when XCOM encounter them.
I've added some hints of the link between the two in some common anatomical structures and, for the classicists, both research Code Names are offspring of Poseiden. Also the corpse summary above has echoes of the Faceless one.
Also grabbed some bits from UFOpedia from the original autopsy too.

[AutopsyCelatid X2TechTemplate]
DisplayName="Celatid Autopsy"
Summary="This melding of the organic with the inorganic has created a hybrid with no other discernible purpose than destruction. It appears that the aliens engineered this creature as a weapons platform, and we may be able to re-engineer them for a similar purpose. "
CodeName="Charybdis"
LongDescription="This \"Celatid\" creature is a sophisticated biomechatronic amalgam, the artificial anti-gravity system granting movement to the organic core. Remarkably there does not appear to be a separate brain structure nor any discernible digestive or reproductive systems. Chitin-like structures, rather than a skeletal system, provide internal bracing and support within the body of this creature. A venom sac is the largest organ in this creature's body, which creates and stores a powerful acidic substance that the creature can use for both offensive and defensive purposes. R. Tygan."

Item research, again fleshing these out as if Tygan wrote them. After the autopsy he's identified some possibilites for future research.

[HybridAlienTurret X2TechTemplate]
DisplayName="Hybrid Alien Turret Technology"
Summary="The Celatid provides the alien forces with a mobile weapons platform. With some effort we should be able to reverse engineer their control system and install a more traditional armament."
CodeName="Firefly"
LongDescription="The simplistic nature of the organic component of the hybrid Celatid unit theoretically enables our re-purposing of these alien constructs to our own ends. My initial examinations of the creature revealed that, though tightly melded together, the organic and inorganic components are relatively discrete. The organic portion instructs the inorganic on where to move and position, and provides the destructive force. Given a more traditional electronic control system interfaced with this sophisticated mechanical mobility platform, and a weapon system which I am sure Chief Shen can provide, we should be able to create a mobile weapons platform to support our troops in the field. R. Tygan."

[HybridAlienSword X2TechTemplate]
DisplayName="Hybrid Alien Sword Technology"
Summary="The alien materials used for the inorganic components of the Celatid are particularly strong, and unsurprisingly corrosion-resistant. The organ that the Celatid uses to create its acidic venom appears small and discrete. These properties taken together suggest the intriguing possibility of creating a new melee weapon for our troops."
CodeName="Scimitar"
LongDescription="From a scientific viewpoint the anti-gravity capabilities of the Celatid are the most astounding, however the materials used in the construction of the creature's inorganic components are potentially more immediately useful. I believe a complete material sciences assay of these component alloys will reveal a substance which will prove particularly effective in the form of a bladed weapon./n/nThe Celatid creature stores its acidic venom in a voluminous sac, which incidentally fills most of the volume of its body, but the organ which creates that venom is relatively minute. If we could somehow extract that organ and isolate its relevant biomechatronic support components then we could couple this new bladed weapon with a venom delivery system. R. Tygan."

If this is of any interest I can post some suggestions for other bits of text too.
MrShadow  [developer] 23 Apr, 2017 @ 10:09am 
Any suggestions are welcome. And thank you sir.
Dragon32 4 Jun, 2017 @ 12:03pm 
Been checking my launch.log and noticed these errors, not sure if they're an actual problem or not:

[0048.18] Log: Missing cached shader map for material M_Pupa_Transition_Master, compiling.
[0048.18] Warning: Warning, Failed to compile Material FX_CHA_Chryssalid.M_Pupa_Transition_Master for platform PC-D3D-SM4, Default Material will be used in game.
[0048.18] Log: Missing cached shader map for material M_Pupa_Transition_Master, compiling.
[0048.18] Warning: Warning, Failed to compile Material Instance FX_CHA_Chryssalid.MI_Pupa_Transition with Base M_Pupa_Transition_Master for platform PC-D3D-SM4, Default Material will be used in game.
[0048.18] Log: Missing cached shader map for material M_Pupa_Transition_Master, compiling.
[0048.18] Warning: Warning, Failed to compile Material Instance FX_CHA_Chryssalid.MITV_Pupa_Transition with Base M_Pupa_Transition_Master for platform PC-D3D-SM4, Default Material will be used in game.
MrShadow  [developer] 4 Jun, 2017 @ 12:10pm 
not sure what that is but will look into it. Have you messed with any files in your mod for this?
Dragon32 4 Jun, 2017 @ 12:23pm 
No, I haven't. Only changes in my local copy of the mod are those text changes up there to the Localisation files and dropping the Celatid spawnweights.

There's a local shader cache file (My Games\XCOM2\XComGame\CookedPCConsole\LocalShaderCache-PC-D3D-SM4.upk) which I think is what's meant by the "compiling" bit - "Missing cached shader map for material M_Pupa_Transition_Master, compiling." Game is attempting to compile the shader into the local copy and failing.

At a guess anything using this "M_Pupa_Transition_Master" material will appear black in game as it's not got a working shader. Not sure where it's used though, I don't have Modbuddy/ other tools to go looking in the UPKs.
MrShadow  [developer] 4 Jun, 2017 @ 12:27pm 
ill go ahead and update the mod on my end again as it has not been done in a while. That will overwrite youre spawn weights and any changes you have made tho. Unless you have saved anothe copy with your changes?
Dragon32 4 Jun, 2017 @ 12:28pm 
Originally posted by shadow79:
ill go ahead and update the mod on my end again as it has not been done in a while. That will overwrite youre spawn weights and any changes you have made tho. Unless you have saved anothe copy with your changes?
That's all good, I always make a re-named copy of mod files I change. Learnt the hard way about Workshop mods :) Winmerge is my friend.
MrShadow  [developer] 4 Jun, 2017 @ 12:33pm 
ok its not an issue with this mod. what you are seeing is a base game issue for the chryssalid pupa, which is the white skinned look which isnt being used in game. Why you are getting that notification, i dont know. but its not a bug in this mod
MrShadow  [developer] 4 Jun, 2017 @ 12:33pm 
you may need to verify your own game files
Dragon32 4 Jun, 2017 @ 1:52pm 
Crap. I read "Chryssalid" as "Celatid". My mistake. Apologies.

[Edit: Thanks for looking, though!]
Last edited by Dragon32; 4 Jun, 2017 @ 1:52pm
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