hello, since xcom2 not working properly because of shitty 2k client i tried some mods for xcom1. so installed lw and found your mod as well. now i dont really understand how it should work. i used the lw manager to install your mod and the button in the 2nd wave option appears (so till now all good). but after the first mission and some promotion nothing changed. not doing what it should do (choice of perks from different promotions).
in the description it is said to change some numbers in the txt.files. thats not helping at all, there r bunch of diffeent numbers and digits and not really know which one i should change. so i hope you can help me with my problem because how it looks like its pretty nice and to get the abilities i want (and not what the game wants me to get ^^)
Fantastic mod overall, I completed a full Long War campaign using this mod and then tried another one focusing on MEC troopers instead of gene modded troopers, and encountered an issue. Specifically, when using this mod, the game would crash during squad selection if I attempted to add more than 2 MEC troops to the squad, I could pick any combination of 2 of my MEC troopers, but the moment I tried adding a third it would CTD.
Just wanted to make people aware that if they're encountering that issue when trying to run a full / majority MEC squad, you must disable this mod.
Cheers for the mod all the same, no problems other than the MEC stuff.
Please be aware, having this mod enabled (installed via Long War Mod Manager 1.0d-620-1-0d) causes CTD during squad selection.
Seems most prevalent whilst adding MECs to squad (although has happened whilst adding none-MEC soldiers), slightly different behavior observed on different missions or maps.
Have carefully tested to ensure this is not a conflict being caused by other mods or changes, on a fresh install of LW 1.0 on Steam verified cache, having this mod alone enabled with no other changes (other than LW 1.0 itself) will reproduce the issue.
Please see my troubleshooting information posted in Nexus Mods Long War forum 'Long War troubleshooting' sticky, will attempt to post link URL below:
I recently started playing Long War again after getting bored with XCOM 2 and had this problem happen to me. I think I've managed to fix it in 1.0d as I haven't had it crash on me again. Let me know if this one works for you.
I have to ask you if the following could be done in some alternate version of this specific mod (or even with another altogether), please!
I've been playing with TR lately and i doubt i would try to go back to the default Perk trees anymore -- too good of a gameplay feature which makes the experience that much more interesting.
Only caveat -- i have some serious preferences for certain classes or various Trooper situations. In most cases, two or three major perks are highly desirable from the extensive custom list of Random perks that i personnally adjusted with a few more tricky choices than the usual but limited LW selection pool.
Thus -- when the time comes to promote each of my SPECs, i very rarely get whatever optimal sets for any. Ultimately, i just have to reload (Save-Scum is on) to reset the code seed and then (ONLY then) hope the next session would finally present me **the** ideal combination(s). I understand the philosophy of "Roulette", of course. You're dealt a poker hand and play with it. BUT... since there are single opportunities to define the best (RNG) tree for anyone, i suppose load + reload + again & again is worth going through... although it's somehow annoying.
So simply said, my request is this; Allow the central "Question mark" box to be RE_Clicked (after having selected their class) as often as necessary to enforce the engine to re-create new Perk Selections until we're satisfied by the RNG results.
Would that be possible or easy to do, my friend??
Here's the MOD name... "Commanders Tree Choice" !!
PS; A month later -- here's the latest... Nevermind the above request. TrackTwo kindly created that code for me while offering the perfect solution to the TR dilemna. Soooo, i will be releasing our "Roulette Trees Shuffle" MOD to the Nexus tomorrow morning!!
Tested with Jumpstart. I'd recommend testing with Jumpstart also as it takes quite a while to get to even MEC 1s.
If by chance the problem appears only with Jumpstart (those are the only two mods I used during testing) then I will contact the creator of that mod, just let me know
I can't seem to attach a file or send you a message so I'm going to just paste the tail end of the launch.log here:
[0198.65] XCom_Content: Cache hit, resource in content cache for eCharVoice_FemaleMec1 [0198.65] XCom_Content: Cache hit, resource in content cache for ePawnType_Female_MecCivvies [0198.65] XCom_Content: Cache hit, resource already loaded for Head Id=135 [0198.65] XCom_Content: Cache hit, resource in content cache for Hair Id=8 [0198.65] ScriptWarning: Accessed None 'WeaponStateNode' XComHumanPawn Command1.TheWorldersistentLevel.XComHumanPawn_113 Function XComGame.XComUnitPawnNativeBaseostInitAnimTree:0097 [0198.65] ScriptWarning: Accessed None 'WeaponStateNode' XComHumanPawn Command1.TheWorldersistentLevel.XComHumanPawn_113 Function XComGame.XComUnitPawnNativeBaseostInitAnimTree:0097 [0198.65] ScriptWarning: Accessed None 'WeaponStateNode' XComHumanPawn Command1.TheWorldersistentLevel.XComHumanPawn_113 Function XComGame.XComUnitPawnNativeBaseostInitAnimTree:0097 [0198.65] XCom_Content: Cache hit, resource already loaded for eCharVoice_FemaleMec1 [0198.67] XCom_Content: Cache hit, resource in content cache for eKit_Deco_Kevlar5 [0198.67] XCom_Content: Cache hit, resource in content cache for eKit_Deco_Kevlar5 [0200.65] XCom_Content: Performing Pre-GC archetype cache flush [0200.65] XCom_Content: Flushing archetype cache [0201.03] DevOnline: Steam IPC calls in the last minute: 6 [0203.78] Log: Script call stack: Function XComGame.XComPresentationLayerBase:BaseScreenState.ContinuedState Function XComStrategyGame.XComHQPresentationLayer:State_ChooseSquad.OnReceiveFocus Function XComStrategyGame.UISquadSelect:OnReceiveFocus Function XComStrategyGame.UISquadSelect_SquadList:OnReceiveFocus Function XComStrategyGame.XGChooseSquadUI:UpdateSquad Function XComStrategyGame.XGChooseSquadUI:BuildLoadout Function XComStrategyGame.XGStrategySoldier:HasAvailablePerksToAssign Function XComStrategyGame.XGStrategySoldiererkLockedOut Function XComStrategyGame.XGStrategySoldier:GetPerkInClassTree Function XComStrategyGame.XGStrategySoldier:AssignRandomPerks Function XComGame.XComPerkManager:GetPerkInTree
[0203.78] Critical: appError called: Runaway loop detected (over 1000000 iterations) XComPerkManager Command1.TheWorldersistentLevel.XComPerkManager_1 Function XComGame.XComPerkManager:GetPerkInTree:004A Script call stack: Function XComGame.XComPresentationLayerBase:BaseScreenState.ContinuedState Function XComStrategyGame.XComHQPresentationLayer:State_ChooseSquad.OnReceiveFocus Function XComStrategyGame.UISquadSelect:OnReceiveFocus Function XComStrategyGame.UISquadSelect_SquadList:OnReceiveFocus Function XComStrategyGame.XGChooseSquadUI:UpdateSquad Function XComStrategyGame.XGChooseSquadUI:BuildLoadout Function XComStrategyGame.XGStrategySoldier:HasAvailablePerksToAssign Function XComStrategyGame.XGStrategySoldiererkLockedOut Function XComStrategyGame.XGStrategySoldier:GetPerkInClassTree Function XComStrategyGame.XGStrategySoldier:AssignRandomPerks Function XComGame.XComPerkManager:GetPerkInTree
[0203.78] Critical: Windows GetLastError: The operation completed successfully. (0) [0210.71] Log: === Critical error: === Runaway loop detected (over 1000000 iterations) XComPerkManager Command1.TheWorldersistentLevel.XComPerkManager_1 Function XComGame.XComPerkManager:GetPerkInTree:004A Script call stack: Function XComGame.XComPresentationLayerBase:BaseScreenState.ContinuedState Function XComStrategyGame.XComHQPresentationLayer:State_ChooseSquad.OnReceiveFocus Function XComStrategyGame.UISquadSelect:OnReceiveFocus Function XComStrategyGame.UISquadSelect_SquadList:OnReceiveFocus Function XComStrategyGame.XGChooseSquadUI:UpdateSquad Function XComStrategyGame.XGChooseSquadUI:BuildLoadout Function XComStrategyGame.XGStrategySoldier:HasAvailablePerksToAssign Function XComStrategyGame.XGStrategySoldiererkLockedOut Function XComStrategyGame.XGStrategySoldier:GetPerkInClassTree Function XComStrategyGame.XGStrategySoldier:AssignRandomPerks Function XComGame.XComPerkManager:GetPerkInTree
Address = 0x76b14598 (filename not found) [in C:\Windows\SYSTEM32\KERNELBASE.dll] Address = 0x1448f61 (filename not found) [in C:\Program Files (x86)\Steam\steamapps\common\XCom-Enemy-Unknown\XEW\Binaries\Win32\XComEW.exe] Address = 0x176c743 (filename not found) [in C:\Program Files (x86)\Steam\steamapps\common\XCom-Enemy-Unknown\XEW\Binaries\Win32\XComEW.exe]
I have not installed this, yet, but I am looking at trying it. However, I usually alter the training roulette list to have ever perk it can to keep things random and soldiers unique. Would this sort of thing still be possible? Is there still a way to get randomized perks from training roulette, since your mod takes over that particular Second Wave option?
The mod doesn't "take over" the TR option. It just lets you cycle the perks up and down the tree when leveling up. Training roulette will work the same as it always did but you'll be able to cycle the perks.
12 comments
in the description it is said to change some numbers in the txt.files. thats not helping at all, there r bunch of diffeent numbers and digits and not really know which one i should change. so i hope you can help me with my problem because how it looks like its pretty nice and to get the abilities i want (and not what the game wants me to get ^^)
Just wanted to make people aware that if they're encountering that issue when trying to run a full / majority MEC squad, you must disable this mod.
Cheers for the mod all the same, no problems other than the MEC stuff.
Please be aware, having this mod enabled (installed via Long War Mod Manager 1.0d-620-1-0d) causes CTD during squad selection.
Seems most prevalent whilst adding MECs to squad (although has happened whilst adding none-MEC soldiers), slightly different behavior observed on different missions or maps.
Have carefully tested to ensure this is not a conflict being caused by other mods or changes, on a fresh install of LW 1.0 on Steam verified cache, having this mod alone enabled with no other changes (other than LW 1.0 itself) will reproduce the issue.
Please see my troubleshooting information posted in Nexus Mods Long War forum 'Long War troubleshooting' sticky, will attempt to post link URL below:
http://www.nexusmods.com/xcom/mods/88/?tab=5&&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fxcom%2Fajax%2Fcomments%2F%3Fmod_id%3D88%26page%3D1%26sort%3DDESC%26pid%3D0%26thread_id%3D3661560&pUp=1
Thank you
I've been playing with TR lately and i doubt i would try to go back to the default Perk trees anymore -- too good of a gameplay feature which makes the experience that much more interesting.
Only caveat -- i have some serious preferences for certain classes or various Trooper situations. In most cases, two or three major perks are highly desirable from the extensive custom list of Random perks that i personnally adjusted with a few more tricky choices than the usual but limited LW selection pool.
Thus -- when the time comes to promote each of my SPECs, i very rarely get whatever optimal sets for any. Ultimately, i just have to reload (Save-Scum is on) to reset the code seed and then (ONLY then) hope the next session would finally present me **the** ideal combination(s). I understand the philosophy of "Roulette", of course. You're dealt a poker hand and play with it. BUT... since there are single opportunities to define the best (RNG) tree for anyone, i suppose load + reload + again & again is worth going through... although it's somehow annoying.
So simply said, my request is this; Allow the central "Question mark" box to be RE_Clicked (after having selected their class) as often as necessary to enforce the engine to re-create new Perk Selections until we're satisfied by the RNG results.
Would that be possible or easy to do, my friend??
Here's the MOD name... "Commanders Tree Choice" !!
PS; A month later -- here's the latest...
Nevermind the above request. TrackTwo kindly created that code for me while offering the perfect solution to the TR dilemna.
Soooo, i will be releasing our "Roulette Trees Shuffle" MOD to the Nexus tomorrow morning!!
Tested with Jumpstart. I'd recommend testing with Jumpstart also as it takes quite a while to get to even MEC 1s.
If by chance the problem appears only with Jumpstart (those are the only two mods I used during testing) then I will contact the creator of that mod, just let me know
I can't seem to attach a file or send you a message so I'm going to just paste the tail end of the launch.log here:
[0198.65] XCom_Content: Cache hit, resource in content cache for eCharVoice_FemaleMec1
[0198.65] XCom_Content: Cache hit, resource in content cache for ePawnType_Female_MecCivvies
[0198.65] XCom_Content: Cache hit, resource already loaded for Head Id=135
[0198.65] XCom_Content: Cache hit, resource in content cache for Hair Id=8
[0198.65] ScriptWarning: Accessed None 'WeaponStateNode'
XComHumanPawn Command1.TheWorldersistentLevel.XComHumanPawn_113
Function XComGame.XComUnitPawnNativeBaseostInitAnimTree:0097
[0198.65] ScriptWarning: Accessed None 'WeaponStateNode'
XComHumanPawn Command1.TheWorldersistentLevel.XComHumanPawn_113
Function XComGame.XComUnitPawnNativeBaseostInitAnimTree:0097
[0198.65] ScriptWarning: Accessed None 'WeaponStateNode'
XComHumanPawn Command1.TheWorldersistentLevel.XComHumanPawn_113
Function XComGame.XComUnitPawnNativeBaseostInitAnimTree:0097
[0198.65] XCom_Content: Cache hit, resource already loaded for eCharVoice_FemaleMec1
[0198.67] XCom_Content: Cache hit, resource in content cache for eKit_Deco_Kevlar5
[0198.67] XCom_Content: Cache hit, resource in content cache for eKit_Deco_Kevlar5
[0200.65] XCom_Content: Performing Pre-GC archetype cache flush
[0200.65] XCom_Content: Flushing archetype cache
[0201.03] DevOnline: Steam IPC calls in the last minute: 6
[0203.78] Log: Script call stack:
Function XComGame.XComPresentationLayerBase:BaseScreenState.ContinuedState
Function XComStrategyGame.XComHQPresentationLayer:State_ChooseSquad.OnReceiveFocus
Function XComStrategyGame.UISquadSelect:OnReceiveFocus
Function XComStrategyGame.UISquadSelect_SquadList:OnReceiveFocus
Function XComStrategyGame.XGChooseSquadUI:UpdateSquad
Function XComStrategyGame.XGChooseSquadUI:BuildLoadout
Function XComStrategyGame.XGStrategySoldier:HasAvailablePerksToAssign
Function XComStrategyGame.XGStrategySoldiererkLockedOut
Function XComStrategyGame.XGStrategySoldier:GetPerkInClassTree
Function XComStrategyGame.XGStrategySoldier:AssignRandomPerks
Function XComGame.XComPerkManager:GetPerkInTree
[0203.78] Critical: appError called: Runaway loop detected (over 1000000 iterations)
XComPerkManager Command1.TheWorldersistentLevel.XComPerkManager_1
Function XComGame.XComPerkManager:GetPerkInTree:004A
Script call stack:
Function XComGame.XComPresentationLayerBase:BaseScreenState.ContinuedState
Function XComStrategyGame.XComHQPresentationLayer:State_ChooseSquad.OnReceiveFocus
Function XComStrategyGame.UISquadSelect:OnReceiveFocus
Function XComStrategyGame.UISquadSelect_SquadList:OnReceiveFocus
Function XComStrategyGame.XGChooseSquadUI:UpdateSquad
Function XComStrategyGame.XGChooseSquadUI:BuildLoadout
Function XComStrategyGame.XGStrategySoldier:HasAvailablePerksToAssign
Function XComStrategyGame.XGStrategySoldiererkLockedOut
Function XComStrategyGame.XGStrategySoldier:GetPerkInClassTree
Function XComStrategyGame.XGStrategySoldier:AssignRandomPerks
Function XComGame.XComPerkManager:GetPerkInTree
[0203.78] Critical: Windows GetLastError: The operation completed successfully. (0)
[0210.71] Log: === Critical error: ===
Runaway loop detected (over 1000000 iterations)
XComPerkManager Command1.TheWorldersistentLevel.XComPerkManager_1
Function XComGame.XComPerkManager:GetPerkInTree:004A
Script call stack:
Function XComGame.XComPresentationLayerBase:BaseScreenState.ContinuedState
Function XComStrategyGame.XComHQPresentationLayer:State_ChooseSquad.OnReceiveFocus
Function XComStrategyGame.UISquadSelect:OnReceiveFocus
Function XComStrategyGame.UISquadSelect_SquadList:OnReceiveFocus
Function XComStrategyGame.XGChooseSquadUI:UpdateSquad
Function XComStrategyGame.XGChooseSquadUI:BuildLoadout
Function XComStrategyGame.XGStrategySoldier:HasAvailablePerksToAssign
Function XComStrategyGame.XGStrategySoldiererkLockedOut
Function XComStrategyGame.XGStrategySoldier:GetPerkInClassTree
Function XComStrategyGame.XGStrategySoldier:AssignRandomPerks
Function XComGame.XComPerkManager:GetPerkInTree
Address = 0x76b14598 (filename not found) [in C:\Windows\SYSTEM32\KERNELBASE.dll]
Address = 0x1448f61 (filename not found) [in C:\Program Files (x86)\Steam\steamapps\common\XCom-Enemy-Unknown\XEW\Binaries\Win32\XComEW.exe]
Address = 0x176c743 (filename not found) [in C:\Program Files (x86)\Steam\steamapps\common\XCom-Enemy-Unknown\XEW\Binaries\Win32\XComEW.exe]