XCOM 2
[WOTC] Savage Items BETA 0.63
Hudson Savage  [developer] 4 Jun, 2022 @ 10:59pm
Compatibility Discussions.
A place to discuss and organise the creation of compatibility / bridge mods for major overhauls.
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Showing 46-60 of 63 comments
Hudson Savage  [developer] 19 Feb, 2023 @ 4:10am 
I'm literally doing the work now, I might even push the update next weekend if it all works sufficiently well. Let me know if you stream a campaign with this. I'd love to see someone playing with this in their load order to get an idea of how a campaign plays out with it on. (when someone other than myself is playing)
Stukov81-T.TV 19 Feb, 2023 @ 7:04am 
If there is compatibility there is a good chance i will add it. Though my games usually are quite different from your usual customer :)

I will tell you
Hudson Savage  [developer] 21 Feb, 2023 @ 1:54am 
Yes, I know you run a very non-standard game! :D
grammarsalad 20 Jul, 2023 @ 10:47pm 
I'm running this with covert infiltration. From what I'm seeing, this mod is not compatible(?) I can share any issues I find, but what sort of thing should I look for?
grammarsalad 20 Jul, 2023 @ 10:58pm 
Ok, reading the link. I can put together an ini if you like for CI.

I was going to do that anyway, so if you like I can give it to you and you can alter the values as you like.

I'm actually going to create an ini for a few other issues I'm seeing with various mods. I can give those to you if you like as well. For instance, the starting vests aren't well balanced with ceramic plating (not sure what mod that is, but I'll look it up). I was thinking of adding an ini to make ceramic plating be midway between the other two, for example.
Hudson Savage  [developer] 21 Jul, 2023 @ 5:47am 
@grammarsalad - Hi, there is rough compatibility with CI in place already, feedback and pointing out issues with it's implementation is very welcome.

I don't intend to balance my mod against every other mod out there, for obvious reasons :D
So if you want to make a submod which improves the balance of this mod with certain others please go ahead.
grammarsalad 21 Jul, 2023 @ 8:07am 
Originally posted by Hudson Savage:
@grammarsalad - Hi, there is rough compatibility with CI in place already, feedback and pointing out issues with it's implementation is very welcome.

I don't intend to balance my mod against every other mod out there, for obvious reasons :D
So if you want to make a submod which improves the balance of this mod with certain others please go ahead.

Lol, yup, I literally _just_ noticed that. I think I posted based only on what was posted on the very first page of this thread, so I'm probably a little behind. Also, I haven't been sleeping because playing Xcom2.

And I totally get it re balance with other mods. I might make a bridge mod especially for certain equipment 'rebalance' mods, but I'm less interested in creating mods than just playing the game, so we'll see, lol.
LeyShade 21 Jul, 2023 @ 1:35pm 
Originally posted by grammarsalad:
I might make a bridge mod especially for certain equipment 'rebalance' mods, but I'm less interested in creating mods than just playing the game, so we'll see, lol.

Please see here for a project and links to others that sound a lot like what you're already seeking.
Last edited by LeyShade; 22 Jul, 2023 @ 2:42pm
Hudson Savage  [developer] 21 Jul, 2023 @ 6:59pm 
@LeyShade - dude you forgot the URL :D
@grammarsalad - if you want some pointers I can help also the modding discord has lots of helpful people.
grammarsalad 27 Jul, 2023 @ 11:40pm 
Thanks peeps!
@HudsonSavage appreciated!

I'm good for now. I kinda have the 'perfect' run going (or, you know, as close as possible atm). This item mod is a big part of that. Just love all of the options.

I may be interested in creating actual mods sometime in the future.

Lol, I know how it works. I created Baldur's gate mods for years. You play and play and then get the itch. Oh, I can just do this one little thing, and next thing you are working on and tweaking a number of gigantic mods over a period of years. Lol, I'm pretty sure you will see me on the discord before long asking for advice, lol
Hudson Savage  [developer] 28 Jul, 2023 @ 5:41am 
@grammarsalad - Glad to hear it!
Mr.Nuke 29 Oct, 2024 @ 3:15pm 
I have an issue where my game takes 9 hours to start a new campaign twice before loading the main menu, after adding some amalgamation specs. Not necessarily THIS mod is the issue, but the log hangs at HasAmodSlot called which references SavItems. I love these items added but am trying to see what is causing the load lag in relation to this and amalgamation. It may be just a bad combo of amalgam specs because prior to recently adding a few it took 20 mins to load. I will enable logging in the config on this because the load just hangs at HasAmodSlot called for 9 hours at a time 2x before main menu and another 9 hours when ACTUALLY starting a campaign.
Stukov81-T.TV 29 Oct, 2024 @ 3:21pm 
i can say i used Savage items and a ton of Amalgamation plugins with not big problems. Start Times around 10-20 minutes depending on which hard drive XCOM was located
LeyShade 29 Oct, 2024 @ 3:22pm 
Originally posted by Mr.Nuke:
I have an issue where my game takes 9 hours to start a new campaign twice before loading the main menu, after adding some amalgamation specs. Not necessarily THIS mod is the issue, but the log hangs at HasAmodSlot called which references SavItems. I love these items added but am trying to see what is causing the load lag in relation to this and amalgamation. It may be just a bad combo of amalgam specs because prior to recently adding a few it took 20 mins to load. I will enable logging in the config on this because the load just hangs at HasAmodSlot called for 9 hours at a time 2x before main menu and another 9 hours when ACTUALLY starting a campaign.

That's down to the Amalgamation mod itself, especially the more specs you add.

If you're having issues with load times, you may wish to see the work that the Community O+E has done in resolving some of these issues.

If you can specify 'which' Amalgam specs were added when the issues began, it would be very useful in helping to find what's causing the conflict in your environment.
LeyShade 29 Oct, 2024 @ 3:28pm 
To note with specific issues: Load time's are massively reduced by a factor of:

Removing redundancy in INI files (multiple things adding then removing then adding then removing the same things repeatedly)
Formatting of content of INI files (errors in configuration or superflous formatting doesn't play nice with the engine)
Load order of modules used (Largely out of most users control, unless specifically engineered alike the Community Pack).
Mod conflicts (if using the 2K launcher, it may not load mods properly, or indicate when mods are conflicting with each other through editing the same source material)
Not having a mater settings set before loading mods (if you haven't run a clean copy of the game, set your settings up, and then exited, the game will 'always' default to the 'minimum' or 'maximum' settings, which don't work correctly, and cause massive increased load times)

All in all, if you're experiencing long load times, it's normally down to a combination of the above factors.
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