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XCOM Interface Tweaks


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#81
azreil1

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In response to post #13057358.

I'm using the version under old versions. My barracks only has 2 support 1 heavy and a assault. Is it because I am using a save in a mission to test? She earns the promotion before the end of the mission and ends up a sniper.

#82
wghost81

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azreil1, if you're using old 1.0 version, this shouldn't happen. Install ClassProbabilityInstall.txt then open ClassProbabilityTweak.txt, set BYTE=25 to BYTE=0 for every class, except Support, and BYTE=1 for Support. Save and install ClassProbabilityTweak.txt. You should get Support 100%.

BTW, have you ever had a sniper class assigned? If not, you will get a sniper anyway, as the game tries to get you all four classes first. It checks for alive and dead soldiers, but not dismissed ones. So if you had one sniper and then dismissed him, the game will try to force a sniper next promotion.

Edited by wghost81, 20 March 2014 - 03:18 PM.


#83
azreil1

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In response to post #13067188.

Yeah It appears that was the reason. I didn't yet have a Sniper. All sorted now thank you.

#84
ScottishViking

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Really appreciate the work you're doing bridging these from ToolBoks!

#85
wghost81

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Thanks. :smile:

Edited by wghost81, 23 March 2014 - 05:37 AM.


#86
LarkinVB

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Great work !

Is it possible to log which mods are already installed/uninstalled ? If I install-uninstall-reinstall a lot, I certainly get confused which mod is active and which is not.
Is there any danger in installing (or uninstalling) the same mod multiple times ?
Isn't it usefull to delete an uninstall txt file after uninstalling to prevent multiple uninstalls ?


#87
wghost81

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LarkinVB, almost all mods can be re-installed multiple times without any problems. But there are some mods, which use search-replace patching and those can be installed only once. If you'll try to install such mod again, an installation will fail and PatcherGUI will revert to backups it made when you pressed "Install" button. So it is safe too, as simply no changes will be made in this case.

The very first uninstall file contains vanilla code and subsequent uninstall files store previous versions of your modded code. So to completely uninstall a mod, you need to use the very first uninstall file. If mod contains main installer and tweaker, to uninstall it's enough to run main mod uninstaller only.

I see how managing multiple mods can be confusing and will try to think of some kind of a log, as you suggested.

#88
LarkinVB

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Thanks wghost81, now I know how to do it properly. A log file is welcome nevertheless.

#89
Zyxpsilon

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Camera Free-Rotation (with Q or E keyboard shortcuts, etc)?

Default vanilla value has it at 90 while (again, sadly still incompatible with any recent EW_executable builds!) Toolbok allowed us to calibrate a specific custom value.

If only Firaxis devs would simply expose such a feature directly from the usual INI fileset... i wouldn't even need to ask for it as a "mini-mod" via PatcherGUI.

 

PS; I had found some "FOVangle=90.0000" entry in the [UnrealEd.EditorEngine] section of the XComEngine.ini file... but (silly me, i know) that particular call doesn't stick any possible changes.

 

PS2; Strangely, there *IS* an XComCamera.ini file but it seems, no documented assets could be somehow added to it -- unless someone could figure out the actual referencing necessary. Willing to look into the coding?


Edited by Zyxpsilon, 25 March 2014 - 03:46 AM.


#90
wghost81

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Zyxpsilon, XCOM Camera Tweaks. :wink:




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