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@son0fether
Has this map been stable now since the workaround?
TL;DR, replace that plot's data with a different plot
1) Figure out which plot isn't loading. Both I and others have had problems with Plot_SLM_HWY_Mgee_01. You can check the log file in \Documents\My Games\XCOM2 War of the Chosen\XComGame\Logs\Launch.log for a line like this:
Log: LoadMap: Plot_SLM_HWY_Mgee_01?Name=Player?Team=255?game=XComGame.XComTacticalGame
2) go to the mod's Content\Plots folder: \steamapps\workshop\content\268500\1787366627\Content\Plots. There's .umap files in there, named after plot files.
Rename the .umap file for the plot that isn't working to something else, like giving it the .bak extension. Then copy the umap for a different (working) plot, like Plot_SLM_HWY_Mgee_02.umap, and rename that copied file to the old file's name, e.g. Plot_SLM_HWY_Mgee_01.umap. Now the data for the 02 plot will be loaded when the game tries to load the 01 plot.
For anyone else using this mod, to disable that plot and the 09 plot mentioned below, I've added '#' before the lines with those plot ids in the following file:
\steamapps\workshop\content\268500\1787366627\Config\XComPlots.ini
I've disabled Plot_SLM_HWY_Mgee_09 too, there's some reports of infinite loading with that one as well.
I've also made the parcel edits listed in the Discussion for "Additional Mission Types Redux".
I haven't had any problems yet with those changes, YMMV, getting these maps is down to RNG
I played fine on a lot of your highway maps,but THIS one :
Small plot
'Plot_SLM_HWY_Mgee_01'
Keep infinite loading me,and huh yeah its a pain.
can I disable this specific plot or do I have to remove the whole mod?
Edit : found in the ini I can,nice,cause I love the mod,but infinite is a real pain lol
Opening the map in the Unreal Editor and manually rebuilding polys, lighting, etc, and saving it got the map to load.
Not all of the parcels have all of the objective type stuff on them. Advent Roadblocks 1 and 2 seem to be missing hack computer objective blueprints, so it's spawning the objective marker in the 0-0 coordinates and not giving an objectives.
https://discord.com/invite/JRx52zGj
@MrMister your link doesn't send me anywhere haha
Just go into this mod's Content\Plots\ folder and replaclace the 01.umap file with a renamed copy of 06.umap, which from what I could tell in TQL seems identical to 01 anyway. Bahm, campaign can be resumed.
@wrecker013 definitely a bug, the map isn't supposed to generate like that but sometimes xcom apparently gets impatient and does whatever tf it wants, screw the rules. or the mod files are corrupted. hard to tell, sometimes near the end of a campaign an xcom file takes so many resources to run all kinds of weird stuff happens. mod responsibly
This i'm not sure, each time i closed this mod after the loop happening, it seems has to be a tunnel map.
I should probably mention that the edits worked like a charm! Have had no problems over the past month. Great map pack!
By the way, "Mod edits" is a bit vague and doesn't make it clear by the title that it concerns compatibility fixes. "Mod compatibility edits" would make that more clear.
FileIO.log entry:
XCom_Maps: , Plot_SLM_HWY_Mgee_08, Temperate, 10.16
Making xcom levels is super fun once you know how the dev kit works along with its quirks, and the replayability of xcom 2 keeps it interesting to see how they end up working
One suggestion for future releases: Instead of map packs maybe release single maps or very small sets of plots/parcels. Then it'll be easier to narrow down which part of the mod is causing issues when people say a map isn't loading or the hack objective is absent or whatever. I feel like that has led to the downfall of a lot of map content, the bug reports make it sound like the whole pack is broken when it's likely just a very specific issue.
@advent avenger I think I found the issue with cover, just have to test it out