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Modding Gene Mod Length


Feltsuit

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I know this is in the UPK file under XGTechTree but I don't know how to change it. Can anyone offer some insight? The last post about this was a "nvm fixed it" occasion.

 

Here's the line.

function BuildGeneTechs()
{
    BuildGeneModTech(1, 53, 240, 15, 50, 4);
    BuildGeneModTech(2, 47, 144, 10, 20, 20);
    BuildGeneModTech(3, 51, 240, 15, 20, 28);
    BuildGeneModTech(4, 44, 72, 8, 15, 155);
    BuildGeneModTech(5, 13, 72, 4, 10, 30);
    BuildGeneModTech(6, 13, 72, 4, 10, 38);
    BuildGeneModTech(7, 58, 168, 10, 25, 42);
    BuildGeneModTech(8, 50, 240, 10, 20, 148);
    BuildGeneModTech(9, 46, 168, 12, 20, 50);
    BuildGeneModTech(10, 48, 168, 15, 30, 45);
    //return;    
}
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  • 3 weeks later...

I'm not actually sure (I haven't even touched XCOM for about 6 months or more) and only really progressed a little beyond 'dabbler' status even then but it looks to me that the third set of integers for each entry is the time it takes to go through the gene manipulation process in game hours.

 

Example:

 

BuildGeneModTech(4, 44, 72, 8, 15, 155);

 

72 hours = 3 days

 

Should be pretty painless to change by finding the specific HEX string in UE Explorer' buffer view then doing an old school "Find/Replace" using HxD.

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  • 8 months later...

Okay... it seems you are looking to change these values from the Enemy-Within fileset.

 

1) Visit the Wiki and consult the articles on modding UPK files... these will suggest minimal tools like UEExplorer & Gildor's decompress.exe to gain access to the source code found in the XComStrategyGame.UPK for genemods like this...

function BuildGeneTechs()
{
    BuildGeneModTech(1, 50, 72, 15, 75, 4);
    BuildGeneModTech(2, 47, 72, 10, 25, 20);
    BuildGeneModTech(3, 51, 72, 20, 35, 28);
    BuildGeneModTech(4, 6, 72, 10, 35, 29);
    BuildGeneModTech(5, 13, 72, 5, 15, 30);
    BuildGeneModTech(6, 13, 72, 5, 15, 38);
    BuildGeneModTech(7, 48, 72, 15, 35, 42);
    BuildGeneModTech(8, 58, 72, 65, 150, 95);
    BuildGeneModTech(9, 46, 72, 25, 60, 50);
    BuildGeneModTech(10, 13, 72, 15, 30, 45);
    //return;    
}

2) As explained in the Wiki article, you should then be able to view, interpret and (indirectly, later on) edit some "Tokens" ( Ideally, disassembled by UEEx! ) while pointing to the correct hex-code(s) that defines any of the *72* (DECIMAL) values listed above.

 

The correct value for this number is *48* when noted in HEX format by & with such tokens.

 

For example the first GeneMod row and its list of tokens goes like that...

1B 1E 05 00 00 00 00 00 00 24 01 24 32 2C 48 2C 0F 2C 4B 24 04 16

Do you see something directly obvious there??

Note that... 24 or 2C are "separators" or "commas" in disassembled formatting language.

1=01, 50=32, 72=48, 15=0F, 75=4B, 4=04...

Eureka!

 

It is preferable to provide the whole referencing token for processing by a Patch file.

 

Thus... a rather simple Theory mod-code would go like this...

[BEFORE_HEX]
1B 1E 05 00 00 00 00 00 00 24 01 24 32 2C 48 2C 0F 2C 4B 24 04 16
[AFTER_HEX]
1B 1E 05 00 00 00 00 00 00 24 01 24 32 2C 12 2C 0F 2C 4B 24 04 16

That first Genemod will from now on take 18 hours!!

 

BUT-- i will also need to insist that you visit the Wiki to familiarize yourself with such Modding technicalities including how to create Patcher files.

Edited by Zyxpsilon
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