XCOM 2
MGee's WOTC Highways
164 Comments
TROCH22 May 27 @ 8:10am 
@RambelZambel
@son0fether
Has this map been stable now since the workaround?
RambelZambel Mar 20 @ 4:40pm 
thx
RambelZambel Mar 20 @ 4:40pm 
rename fix saved my day
son0fether Mar 16 @ 2:50pm 
I'm definitely getting weird holes in the terrain in the mission, but the soldier and enemies all can path around, so it's good enough.
son0fether Mar 16 @ 2:43pm 
UPDATE WITH WORKAROUND, fixes infinite map loading
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.
son0fether Mar 16 @ 1:08pm 
I just hit an infinite loading for a mission with a Plot_SLM_HWY_Mgee_01 map. Disabling this mod unfortunately also doesn't let me load that mission, so I think I'm going to have to skip it.

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
Dragon32 Jul 14, 2024 @ 4:10am 
@Soul, TAKEDA 🔴 SHINGEN
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
Soul Jul 13, 2024 @ 9:48pm 
Sooooo it seem bugged on some maps
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
Daddy Takeda Jul 11, 2024 @ 2:04pm 
So was it fixed or not?
Tedster Feb 16, 2024 @ 6:08pm 
Correction to last comment, it's just AdventRoadblock02 that's missing the laptop hack blueprint.
Tedster Feb 16, 2024 @ 5:59pm 
Ok, results of more testing:
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.
Tedster Feb 16, 2024 @ 2:05pm 
Tested Neutralize Field Commander, Hack the Hidden resistance computer, and destroy the alien relay objectives, all failing to load. only mods are skirmish mode + to pick the map, this, and it's dependency. no CHL.
Tedster Feb 16, 2024 @ 1:46pm 
more testing myself, with no mods except Skirmish Mode+ so I can pick the map, the 01 version consistently generates in TQL but fails during skirmish mode or campaigns. my hunch is objective is failing to generate, I'd look at those settings
Tedster Feb 16, 2024 @ 8:29am 
@Mgee - I pinged you on the main modding discord as well, I've been doing additional testing with the various debug tools. I'm going to try further debugging over the weekend, my current hunch is an issue with objectives somehow
MrMister Feb 16, 2024 @ 12:03am 
Oh right, you need a dicord invite before being able to use the other link - here:
https://discord.com/invite/JRx52zGj
Mgee  [author] Feb 15, 2024 @ 8:53pm 
I'm pretty sure I duplicated it just to add some variance between resistance and advent sided missions, which also increases the chances of seeing the map pop up (though often the maps are chosen by plot in a linear style)

@MrMister your link doesn't send me anywhere haha
MrMister Feb 15, 2024 @ 11:51am 
Hey, also for what it's worth, for the people affected, there's a very quick and easy way to "fix" this bug in ongoing campaigns:

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.
MrMister Feb 15, 2024 @ 12:24am 
@Mgee I'll refer you to the LWOTC discord string where I've been trying to debug this; I tried it on Skirmish+ here [discord.com].
Mgee  [author] Feb 14, 2024 @ 4:13pm 
@MrMister ooh yeah I'd love to know the details on that one
MrMister Feb 14, 2024 @ 3:34pm 
For what it's worth, I can easily reproduce a loading bug with Plot_SLM_HWY_Mgee_01 in Skirmish+ 100% of the time, but unlike when loading it in a campaign, there you can bring up the escape menu and return to main menu after it bugs out, so maybe that can help.
Rukks Jan 29, 2023 @ 4:32am 
Hey Frizzeldian12, you should make a modlist for us! I'd be interested, I'm currently trying to make a Star Wars run.
Dęąth Viper Oct 19, 2022 @ 12:37pm 
Just finished a campaign with about 685 mods, this one included, and had no major issues! Thanks for putting this up.
Mgee  [author] Jun 24, 2022 @ 10:28pm 
@troopercoon mostly fuctional depending on the state of your xcom game, otherwise hectic, different, and hopefully fun

@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
Nero Jun 22, 2022 @ 2:05am 
so how are the maps?
Wrecker013 Jun 23, 2021 @ 4:51pm 
Should the highway plots be leading straight into buildings and such? Feels more like a parking lot than a highway when that occurs, and I'd love to use this mod otherwise.
747074170 Mar 8, 2021 @ 4:10pm 
the endless loot seems happening in destroying conductor missions only (forgot the name but NOT the planting x4 mission).
This i'm not sure, each time i closed this mod after the loop happening, it seems has to be a tunnel map.
Mgee  [author] Oct 18, 2020 @ 3:22pm 
I'm at a loss, I'll poke at it some more, but unless someone else is able to come out and show why these problems happen for some people and not others, I'm not sure what to do about it :(
Grimjack Hex Oct 15, 2020 @ 8:44am 
yep. infinite loading loop problems.
EvilPolygons Aug 25, 2020 @ 1:40am 
I just got hit with the Plot_SLM_HWY_Mgee_01 infinite loading bug. I know it has already been reported by other people, I just wanted to mention that's it's still happening.
Mgee  [author] Aug 6, 2020 @ 6:46pm 
<3
EvilPolygons Aug 5, 2020 @ 7:52pm 
@Mgee
I should probably mention that the edits worked like a charm! Have had no problems over the past month. Great map pack! :2018bestaward:
Mgee  [author] Aug 5, 2020 @ 1:38pm 
good idea!
EvilPolygons Jul 5, 2020 @ 8:37pm 
Oops, I just realized that it's a known issue with the "Additional Mission Types Redux" mod (specifically, the mission where you have to protect a Resistance operative while they hack a terminal). I'lll give the edits a try and see if they help.

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.
EvilPolygons Jul 5, 2020 @ 7:56pm 
One of the highway maps in this mod has a mission-breaking bug. The access point I was supposed to hack didn't spawn, making the mission unwinnable -- the marker was sitting on top a big tree in the median, which unfortunately was NOT a cleverly disguised access point. :steamsad:

FileIO.log entry:
XCom_Maps: , Plot_SLM_HWY_Mgee_08, Temperate, 10.16
Cypher10 Jun 16, 2020 @ 5:07pm 
Thanks for the insight Mgee. :). Maybe I should check out map modding too. It's really fun traversing new maps that are both aesthetic and brain teasing game play wise. Map design is another appealing aspect of games, and you map designers rock with these addons!
Mgee  [author] Jun 14, 2020 @ 5:33pm 
Ive popped onto the xcom 2 modding discord every now and then, it's cool to see what other people are working on too, exchange ideas n tips. I already figured on compartmentalizing the different kinds of map mods, not everyone is keen on all the maps, I just try and group them up if they are designed the same way. The other map mod was designed to be mostly the same as the in game parcels, but with a slight focus on dramatic arena style pieces. The highway one really through me off because I made all the pieces at the same time using the same methods and why one map would work and another one not is super irritating.

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
Mgee  [author] Jun 14, 2020 @ 5:33pm 
@jeb if someone is playing ironman (I know, super risky when using mods) or the mission generated is critical to not failing the current game, then the campaign is toast. You could argue other bugs ruin the campaign too, like inaccessible objectives, terrain bugs that allow advent to shoot through walls wiping your A squad, having a VIP rescue van spawn with the door outside the map boundary, all kinds of fun stuff
jeb Jun 14, 2020 @ 12:21am 
Hm, I am skeptical that a map bug would be capable of ruining an entire campaign. I imagine anyone making that claim just didn't know how to diagnose their problems by reading the crash logs and commenting out offending plots/parcels/mission types accordingly... Awesome that you're still working on content for XCOM though, if you don't go there already come by the modding Discord sometime. There's a link in the sidebar of the xcom2mods subreddit.

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.
Mgee  [author] Jun 13, 2020 @ 6:23pm 
@jeb it was causing a lot of crashes, wrecking save files for people. There are problems translating maps made for vanilla into WOTC and I'm not even sure if I can find a solution for them :( I've been plugging away at map stuff and more will come though!
jeb Jun 13, 2020 @ 3:02pm 
Hey man, I've been using another map pack of yours, MGees WOTC Maps. It's pretty awesome, any particular reason you removed it from the workshop? As for this mod I've been using it forever and that's the only problem I've experienced. Thanks for the work you've done, love having extra maps to play on and it's a shame they're so few and far between.
Mgee  [author] Jun 13, 2020 @ 1:52pm 
I appreciate the specifics of you guys too btw :)
Mgee  [author] Jun 13, 2020 @ 1:51pm 
I'll straight up rebuild it from scratch again when I can. Problem with the wotc stuff is that to test it, I have to publish a private mod to make sure its interacting with the game properly. Testing it with the dev kit everything works fine, but for some reason the mod separate from the testing shell doesn't connect to the related files the same way. Big pain in the butt!
Cypher10 Jun 12, 2020 @ 11:35pm 
I confirm regarding Plot_SLM_HWY_Mgee_01 causing infinite loading when going into a mission. Current solution right now is to uncomment it in the ini file as Jeb stated.
jeb Apr 29, 2020 @ 7:11pm 
I'm having the same infinite load screen issue as an earlier commenter concerning Plot_SLM_HWY_Mgee_01. I've just commented that one out for now in the ini. Bummer that the dev kit is so finnicky when it comes to creating new map content, because more maps do a lot to keep the game fresh.
Agent Coxack Apr 2, 2020 @ 3:04am 
@Mgee Yeah, but... it'd be funny to see the Chosen Warlock get mowed down by a futuristic Smart Car. Not saying it can be done but... hoo boy.
Mgee  [author] Feb 26, 2020 @ 10:55am 
@ valvatorez moving objects would be a really rad thing, but there's not way to implement them in a sane way, and being a turn based game, you'd be seeing them move turn based too, it's a weird concept to wrap your head around, would be funny to watch, definitely not a thing to include in a game with iron man mode lol

@advent avenger I think I found the issue with cover, just have to test it out
Valvatorez(Cox Cable = awful ISP Feb 22, 2020 @ 9:39pm 
Is it possible to have moving vehicles be actual hazards or is that not possible?
moemasterrace Nov 12, 2019 @ 7:45am 
This thing has killed two of my soldiers so far this run, and it's still early. Great job!
Juravis Nov 10, 2019 @ 11:04pm 
There's a couple of cover issues with vehicles, it's really apparent on Truck Heist parcels.
Mice Oct 23, 2019 @ 9:56pm 
Lost world dark event triggering on this is hilarious, very unique maps I really missed all those highways in the first game, great job! it crashes quite a bit lately because of some mods, but thats entirely on my end (mostly extra missions looking like the culprit) when they do work, oh boy do they work wonders