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Post by WanderingScholar on Mar 6, 2020 17:07:31 GMT
There should be a version of complete edition with allghost mod included, you can always change these parameters yourself in XML Editor included with the mod. All you have to do is to open XML file, then click on HaunterData and on selected haunter change property of time gate stage to 0. This is the exact thing what AllGhostMod does. After you do that, Run Ghost Master Data Converter and press Generate, select XML file what you modified, and then the program should generate you a folder with your mod. Excellent! That did the trick. The Rejected Ghost mod didn't have the Time Gate parameters set to 0. After the edit it works like a charm. You should update the XML file for Rejected Ghosts in the original mod. Here's a link to my updated files. There should be no need for the Complete Edition (AllGhosts Version) anymore, correct?
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Post by Woitek on Mar 6, 2020 17:39:29 GMT
Yes, Complete Edition (AllGhosts Version) definitely works fine,. I think, I just forgot to set time gates before release. Thanks for reporting the error!
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Post by WanderingScholar on Mar 6, 2020 19:05:39 GMT
Woitek, I should also mention that with the additional plasm mod activated any high-scores will be overwritten if you gain this 50 plasm at the end of the mission. That means that if you have a triple pumpkin high-score it will be overwritten. The game seems to retain your score if you get additional gold plasm, not if the score was higher.
My proposed solution for gold plasm in the long run would be to double all the multipliers you get for pumpkin times. So, the x2, x3, and x5 multipliers would become: x4, x6, x10. I think this would largely eliminate the need to farm any gold plasm. One of the developers commented in an old article that he thought gold plasm was too scarce anyways. We just need to find where those values are stored and edit them.
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Post by Woitek on Mar 6, 2020 21:06:56 GMT
Ow, Good to know, eh... or I just substract it from the score. it's also a solution . That's why I need you guys!, for check things I didn't notice, and for advices. Nah, they are precalculated from the formula, very complex formula, but it's doable. Thank you very much!.
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Post by aspen on Mar 15, 2020 4:18:59 GMT
New to the mod, and I am having some problems. Firstly, I am having the same problem someone else mentioned where I cannot get AllGhosts and Rejected Ghosts to work together. I have done quite a bit of testing with various options selected. AllGhosts works if I do not select Rejected Ghosts. If I select Rejected Ghosts, it seems to override AllGhosts. I get the new ghosts but can't use later ghosts on earlier levels. I tried what you suggested, by altering the rejectedghosts xml file, but that didn't work for me. I have not tested anything with the TimeGate mod selected. I'm not sure what that mod is supposed to do, so I wouldn't know what to look for. Part of the problem is that I can't seem to get your editors to work properly. Is it because I am using Windows 10? I cannot get the XML editor to open an xml file. I tried dragging the file onto the editor, but that doesn't work. If i use the File > Open and browse for files, it only shows folders, and I cannot select a file. If I select the file and then "Open With..." and select your XML editor, the editor will open but the file does not load into it. So, I edited the file in notepad and changed all of the TimeGate parameters to 0, then tried to use the data converter to generate the mod folder. When I hit generate and select the folder, it tells me that my file is outdated and asks if I want to update it. If I click "Yes", I get an error, if I click "No" it says that it completed successfully, but it doesn't work properly. The mod does not have a name listed in the launcher, and when I start a new game the ghosts don't have icons on the select screen, just their names. If i copy the contents of the original Rejected Ghosts folder into my new folder (without overwriting), the Rejected Ghosts name will then show up in the launcher, but the images for the ghosts on the select screen are still missing. They ghosts all show up normally in the training room. Also, I don't see any options to swap or remove powers. Am I missing something? The function cheats and the 50 gold plasm for repeated missions is there, and I am able to select higher resolutions, but there is no interface for replacing powers. Great mods, btw. The instructions all seem pretty straight forward, but I can't seem to get some of them to work. Any ideas as to what may be causing this? Using the Steam version.
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Post by WanderingScholar on Mar 15, 2020 5:05:02 GMT
Aspen, I have my updated mod files here if you're interested. Put it into your "Mods" folder and select this mod instead of AllGhosts and RejectedGhosts. Like you said the Rejected Ghost Mod needs it's time gate parameters set to 0 for each ghost (I've already notified Woitek of this). The XML editor is prompting you for the "Ghost Data" directory. After selected you'll be prompted to choose an XML file from the "Mods" folder to edit. Next, create a new folder in the "Mods" directory where you will place the scripts from the GMDataConverter. Use the GMDataConverter to generate the scripts from your new XML file, put it into your new folder (click "no" for the update, not sure what it's about but it works fine). Lastly, copy the "config" file from any one of the other mod folders in the "Mods" directory and place it into your new mod folder. Edit the "config" file and under "name" put your mod's new name. The "config" file makes it selectable from the launcher. You should be able to retrain optional powers after the first power on a given band is purchased. If you want to full on add or replace powers you'll have to use the XML editor.
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Post by aspen on Mar 15, 2020 8:30:48 GMT
WanderingScholar,
I appreciate the upload, but I can't open the file. Both Winrar and 7zip say that it is corrupt, or an unknown format.
The xml editor doesn't prompt me to select a file after selecting the folder. After selecting the folder, nothing happens. The data converter did do that, so I know what you are talking about, but I'm not sure why the xml editor is not working for me. Also, the "Convert" button, on the converter does nothing.
I redid the whole process again, but with the config file added. The name now shows up in the launcher (yay). The converter creates the files for the mod, but when I start a new game all of the ghosts are missing their icon images. All of the slots are blank. The ghosts names are still there, and I can select them for the mission, but once inside the mission, the icons are still missing, and if I click on "Bind" on any of the ghosts, the game crashes. Any chance that this has to do with me using the rejected ghosts xml file to create the new mod? Like maybe there's a reference in the file that is confusing the game. I don't have the rejected ghosts mod selected, and I have tried with Allghosts selected and not selected with the same results.
I've set them to run as administrator, and have tried various comparability modes, so far, no luck.
I went back in and tried the retrain powers. I can retrain powers that I bought, which I did not notice before, because i never tried to replace the ones I bought. Because I couldn't change the others, it didn't occur to me to check those. So that's good. However, the description says that you can trade out powers that a ghost has had from the very beginning and that you can delete powers. Clicking on powers that they already owned (the defaults) does nothing, and there is no option to delete a power. I would not mind being able to replace some of the starting powers, but I doubt i would ever need/want to delete a power. As you say, i could always replace/modify them in the xml editor, if I wanted to....once I can get that part working right.
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Post by WanderingScholar on Mar 15, 2020 15:22:33 GMT
Aspen, Try again here. I assume your using the UK version of the game? Do you have Ghost Master installed in your program files? I'm running Win 10 and I don't have to use compatibility mode. I have: "disable fullscreen optimizations", "run this program as admin", and "override high dpi scaling - application" selected under my compatibility options (for all applications in "GhostData"). I edited the RejectedGhosts.xml for my mod without problems. I'm sure your selecting the "GhostData" folder not the "Ghost Master" folder when prompted, right? You have the XML files inside the "Mods" folder? You might want to try a clean install.
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Post by aspen on Mar 15, 2020 21:52:43 GMT
WanderingScholar, Thanks, I was able extract that zip, and it looks good , so far. I'll have to play a bit before i can check to see if the AllGhosts part works, but it definitely looks better. I still can't swap out the default powers, and can't delete any powers, but that's ok. Being able to swap out purchased powers is good enough, for me, but since the description says that you should be able to do those other things, I assume Woitek would want to know...unless that is just me too. I am using the Steam version of the game, which I have read is the UK version. Yes, I am installing in the GhostData folder. I was able to get the mods to work independently, but not together. I already tried a clean install, which didn't help. However.... I was pointing the XML editor and the data converter to the mods folder, which is where the xml files are, and that, obviously, didn't work. However, based on what you said, I just tried pointing them both to the GhostData folder, instead of the mods folder, and they worked. The xml editor seems odd, because it asks for the location of the folder and I drill down to the GhostData directory, but then when the window pops up looking for the file, it opens in my Documents directory. Then I have to redirected back to the GhostData folder to open the file. It's not quite intuitive, but it works. I was also able to generate a new xml file by pointing the data converter to the GhostData folder rather than the mods folder, so that works too. Thanks a lot for all of your help. I really appreciate it. Btw, do you have any idea what the Time Gate version does differently than the AllGhosts version? I have not been able to find any information on it. I'm thinking of deleting it from the mods folder, so i don't have to keep deselecting it each time. Update: Yep, Allghosts and Rejected Ghosts are both working. Thanks again.
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Post by WanderingScholar on Mar 17, 2020 20:59:44 GMT
"TimeGate" just refers to the original non-AllGhost version. You can remove it if you wish. I haven't been able to delete powers either, but I'm unconcerned with this because I can't really think of a reason for doing so unless you were refunded the gold plasm.
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