Edited by ReconElite, 11 January 2013 - 06:24 AM.
ResourceHacker
Started by
Site Bot
, Oct 29 2012 11:21 PM
97 replies to this topic
#51
Posted 11 January 2013 - 04:04 AM
Could someone test this ?
In the [ Characters=(iType=eChar ] section at the very end there's this line "eClass=eSC_None" from what I can guess this could configure any of the characters/enemies to one of the 4 classes Assault,Support,Sniper,Heavy. But I'm not sure what exactly it will do. I'm curious cause if it does work, you could configure a civilian to use support skills like smoke or maybe they start with a weapon.
I'm not entirely sure.
I'm going to field test giving the Soldier class the ability to jump over walls (bCanUse_eTraversal_WallClimb=True) like the Thin Man can do. And see if it'll work or not. -Edit : Does work, but they don't execute any jumping animations so they just teleport over walls.
#52
Posted 27 January 2013 - 08:11 PM
Does this tool work with the new patch? The game won't launch after modifying. Not sure if I modified something wrong (I took great care not to) or if it's just not updated.
Thanks!
Thanks!
#53
Posted 14 February 2013 - 07:57 PM
Can this tool change skills available to classes?
#54
Posted 18 February 2013 - 07:35 PM
How am I supposed to save the file as? When I tried to just hit save, it says it cannot replace the original and cancels. I've been able to "save as" but none of the changes I made appear in-game. Any help would be appreciated. Thanks.
#55
Posted 28 February 2013 - 12:04 AM
Hi some nice tips you gave there with ResourceHacker. Although, there is a much more advanced tool out on the net that also allow you to assemble code, edit classes, hex edit and of course edit resources. It knows how to handle compiled files and save them properly once edited. Thought you might like it, it's called CFF Explorer. You can download it from the link. It's a free tool.
http://www.ntcore.com/exsuite.php
Edited by Joz13, 28 February 2013 - 12:06 AM.
#56
Posted 11 March 2013 - 03:15 AM
What I want to know is... how does one increase the blast radius of explosives? I mean I've beat the game on pretty much every setting; I want to just have fun and blow random things up now.
#57
Posted 16 March 2013 - 05:59 PM
Does this mod work with the latest Firaxis patch released on 3/15?
Edited by YuckyGeo, 16 March 2013 - 07:25 PM.
#58
Posted 17 March 2013 - 03:11 AM
ok so annoying problem. well in to my game using edited resource hacker file. had changed lazer weapons to unlimited ammo. But, when i researched the item, it now comes up as an inventory item not a weapon! Can anyone tell me why???
Example test for a lazer weapon
Weapons=iType=eItem_LaserAssaultRifle,ABILITIES[0]=eAbility_ShotStandard,ABILITIES[1]=eAbility_NONE,ABILITIES[2]=eAbility_Overwatch,ABILITIES[3]=eAbility_NONE,ABILITIES[4]=eAbility_NONE,ABILITIES[5]=eAbility_NONE,Properties[0]=eWP_Rifle,Properties[1]=eWP_UnlimitedAmmo[2]=eWP_None,Properties[3]=eWP_None,Properties[4]=eWP_None,Properties[5]=eWP_None,iDamage=4,iEnvironmentDamage=125,iRange=27,iReactionRange=-1,iReactionAngle=200,iRadius=0,iCritical=20,iOffenseBonus=5,iSuppression=0,iSize=eItemSize_Large,iHPBonus=0,iWillBonus=0)
Example test for a lazer weapon
Weapons=iType=eItem_LaserAssaultRifle,ABILITIES[0]=eAbility_ShotStandard,ABILITIES[1]=eAbility_NONE,ABILITIES[2]=eAbility_Overwatch,ABILITIES[3]=eAbility_NONE,ABILITIES[4]=eAbility_NONE,ABILITIES[5]=eAbility_NONE,Properties[0]=eWP_Rifle,Properties[1]=eWP_UnlimitedAmmo[2]=eWP_None,Properties[3]=eWP_None,Properties[4]=eWP_None,Properties[5]=eWP_None,iDamage=4,iEnvironmentDamage=125,iRange=27,iReactionRange=-1,iReactionAngle=200,iRadius=0,iCritical=20,iOffenseBonus=5,iSuppression=0,iSize=eItemSize_Large,iHPBonus=0,iWillBonus=0)
#59
Posted 19 March 2013 - 10:34 AM
Are you the author of this tool?
#60
Posted 22 April 2013 - 11:18 PM
On the line of whichever weapon/explosive you're editing, there is a 'radius' option. Up the number, and the explosion will be bigger.
I actually modified my heavy weapons to have a radius - it just seemed right, those guns just spray bullets into an area, they should hit anything surrounding them.
I actually modified my heavy weapons to have a radius - it just seemed right, those guns just spray bullets into an area, they should hit anything surrounding them.



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