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Modding Soldiers, weapons and items


versengeteriks

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been asked to start this here to reduce space on the Modpatcher page. The utility has helped me to make changes fast, so i highly reccomend it.

 

weapon and armour mods work on save at base but not mid combat, since the game references this info fresh each combat, character mods only work on newly generated chars so your current chars will not get the 40+ hp you just tweaked, only new recruits.

 

#weapon mods

 

The code below is my tweaked sode for shotguns as an example (note the precise shot? doesnt work unless eWP_sniper is added):

 

Weapons=(iType=eItem_Shotgun,ABILITIES[0]=eAbility_ShotStandard,ABILITIES[1]=eAbility_Overwatch,ABILITIES[2]=eAbility_ShotSuppress,ABILITIES[3]=eAbility_PrecisionShot,ABILITIES[4]=eAbility_NONE,ABILITIES[5]=eAbility_NONE,Properties[0]=eWP_AnyClass,Properties[1]=eWP_Pistol,Properties[2]=eWP_Heavy,Properties[3]=eWP_None,Properties[4]=eWP_None,Properties[5]=eWP_None,iDamage=4,iEnvironmentDamage=40,iRange=10,iReactionRange=27,iReactionAngle=360,iRadius=0,iCritical=20,iOffenseBonus=0,iSuppression=0,iSize=eItemSize_Large,iHPBonus=0,iWillBonus=0)

 

You can replace eWP_Rifle with eWP_anyclass anywhere as it makes it avail to all except the heavy. for heavy to have access to a weapon you must have eWP_Heavy in the line up.

 

to mod an item to go in the pistol slot. shotgun/arcthrower and in my case sniper rifles too. you need to have eWP_Pistol. only issue here is that is has some problem in game recognising when the "pistol" is out of ammo and also gets the switchable weapon icon wrong, and some times even when that weapon is supposedly empty it still allows shots. The ingame graphics end up being a melding of your primary and secondary weapon.

 

For anyone weapon to be able to do suppressive fire it needs to be in the weapon abilities eAbility_ShotSuppress. side effect here is all troops can now suppress (my view not a bad thing as these guys are supposedly hand picked soldiers and this is a basic skill in most armies!!).

 

If you only want a weapon to suppress while in the hands of a heavy just add eWP_Heavy instead (thx PaxEmpyrean)

 

eAbility_RapidFire will attach to a weapon and show ingame but doesnt seem to fire. (in progress)

 

eAbility_PrecisionShot doesnt seem to work unless you are a sniper (in progress)

 

Tried to mod in a few others. bull rush - appears in game, char makes the run but fails to melee. (in progress)

 

Putting rocket in back pack (in progress)

 

#armour tweaks - save game compatible

iSmallItems=1; Increase this number on armour to increase the number of small items u can carry. of course there are also largitems etc to tweak too if you wish. ihp upgrades movement etc can all be increased here.

 

iType=eItem_ArmorKevlar,iHPBonus=1,iDefenseBonus=0,iFlightFuel=0,iWillBonus=0,iLargeItems=1,iSmallItems=1,iMobilityBonus=0)

 

eAbility_Stabilize ive had no luck with as it fails to show up on the ability bar in game. havent tried any others yet.

 

#character tweaks - only work on fresh games or on new recruits in saved games

 

these are the line you probably want to tweak. civ hitpoint can be handy on rescue and terror missions. Character hp, mobility etc

 

Characters=(iType=eChar_Civilian,HP=1,Offense=0,Defense=0,Mobility=12,SightRadius=27,Will=0,Psionics=20,CritHitChance=0,CritWoundChance=0,FlightFuel=0,Reaction=0,ABILITIES[0]=eAbility_CivilianCover,ABILITIES[1]=eAbility_NONE,ABILITIES[2]=eAbility_NONE,ABILITIES[3]=eAbility_NONE,ABILITIES[4]=eAbility_NONE,ABILITIES[5]=eAbility_NONE,ABILITIES[6]=eAbility_NONE,ABILITIES[7]=eAbility_NONE,Properties[0]=eCP_None,Properties[1]=eCP_None,Properties[2]=eCP_None,Properties[3]=eCP_None,Properties[4]=eCP_None,Properties[5]=eCP_None,bCanUse_eTraversal_Normal=True,bCanUse_eTraversal_ClimbOver=True,bCanUse_eTraversal_ClimbOnto=True,bCanUse_eTraversal_ClimbLadder=True,bCanUse_eTraversal_DropDown=True,bCanUse_eTraversal_Grapple=False,bCanUse_eTraversal_Landing=True,bCanUse_eTraversal_BreakWindow=True,bCanUse_eTraversal_KickDoor=True,bCanUse_eTraversal_JumpUp=False,bCanUse_eTraversal_WallClimb=False,bCanUse_eTraversal_BreakWall=False,eClass=eSC_None,bHasPsiGift=False)
Characters=(iType=eChar_Soldier,HP=5,Offense=65,Defense=0,Mobility=12,SightRadius=27,Will=40,Psionics=30,CritHitChance=0,CritWoundChance=0,FlightFuel=0,Reaction=0,ABILITIES[0]=eAbility_TakeCover,ABILITIES[1]=eAbility_NONE,ABILITIES[2]=eAbility_NONE,ABILITIES[3]=eAbility_NONE,ABILITIES[4]=eAbility_NONE,ABILITIES[5]=eAbility_NONE,ABILITIES[6]=eAbility_NONE,ABILITIES[7]=eAbility_NONE,Properties[0]=eCP_CanGainXP,Properties[1]=eCP_None,Properties[2]=eCP_None,Properties[3]=eCP_None,Properties[4]=eCP_None,Properties[5]=eCP_None,bCanUse_eTraversal_Normal=True,bCanUse_eTraversal_ClimbOver=True,bCanUse_eTraversal_ClimbOnto=True,bCanUse_eTraversal_ClimbLadder=True,bCanUse_eTraversal_DropDown=True,bCanUse_eTraversal_Grapple=True,bCanUse_eTraversal_Landing=True,bCanUse_eTraversal_BreakWindow=True,bCanUse_eTraversal_KickDoor=True,bCanUse_eTraversal_JumpUp=False,bCanUse_eTraversal_WallClimb=False,bCanUse_eTraversal_BreakWall=False,eClass=eSC_None,bHasPsiGift=False)
Characters=(iType=eChar_Tank,HP=10,Offense=70,Defense=20,Mobility=14,SightRadius=27,Will=0,Psionics=20,CritHitChance=0,CritWoundChance=0,FlightFuel=0,Reaction=0,ABILITIES[0]=eAbility_NONE,ABILITIES[1]=eAbility_NONE,ABILITIES[2]=eAbility_NONE,ABILITIES[3]=eAbility_NONE,ABILITIES[4]=eAbility_NONE,ABILITIES[5]=eAbility_NONE,ABILITIES[6]=eAbility_NONE,ABILITIES[7]=eAbility_NONE,Properties[0]=eCP_Robotic,Properties[1]=eCP_Hardened,Properties[2]=eCP_None,Properties[3]=eCP_None,Properties[4]=eCP_None,Properties[5]=eCP_None,bCanUse_eTraversal_Normal=True,bCanUse_eTraversal_ClimbOver=False,bCanUse_eTraversal_ClimbOnto=False,bCanUse_eTraversal_ClimbLadder=False,bCanUse_eTraversal_DropDown=False,bCanUse_eTraversal_Grapple=False,bCanUse_eTraversal_Landing=True,bCanUse_eTraversal_BreakWindow=False,bCanUse_eTraversal_KickDoor=True,bCanUse_eTraversal_JumpUp=False,bCanUse_eTraversal_WallClimb=False,bCanUse_eTraversal_BreakWall=False,eClass=eSC_None,bHasPsiGift=False)

 

hope this helps. my info is as good as i can get it (not used to writing mods or reports!!), feedback would be great.

Edited by versengeteriks
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i was wondering about adding shot suppression myself....

 

could argue it both wyas though i guess...

 

in the end i kept suppression to the LMG and the SHIVs.

 

 

 

Just for others: changes to kevlar (basic armour) you need to click on the item in inventory to get the second small itoem slot to show.

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Things with charges (medkit) show up but don't seem to initialise the number of charges properly.

Some abilities seem to be tied to specific classes or weapons, too.

 

"Generic" abilities like the grappling hook, yeah. These work but they aren't the fun bits. =)

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Hiya,

 

I've tried modding the soldiers offence from 65 to 100 but in the game it does not change, this is with both a savegame and a fresh game, even tried recruiting new solders in both new and save games, they are still at the default 65, any ideas?

 

I'm using the mod patcher btw.

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Hmm, I just noticed that when ever I launch the game steam says completing installation and rewrites my EXE. However if I dont edit the EXE the game starts straight away without rewriting the EXE. I've run steam in offline mode but the completing installation step still appears but gets stuck on 1% and if I tell steam not to keep the game updated it still overwrites the EXE. I think this only started when I did a verify on the game files to build a fresh new EXE, but now it seems to rebuild one every time :(
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Ok fixed the steam issue by rebooting PC, the offence value still seems to make no difference, however changing health does, so it seems that I'm modding correctly but its just not taking effect. I only want to increase the aim of my soldiers slightly, any ideas?
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I've tried modding the soldiers offence from 65 to 100 but in the game it does not change, this is with both a savegame and a fresh game, even tried recruiting new solders in both new and save games, they are still at the default 65, any ideas?

 

From what I can see, everyone is assuming that all the variables exposed in DefaultGameCore.ini work. I have tested many of them, in a re-balance of aliens, weapons, and armor and nothing came through into the game. So then I deleted the file and to my horror the game worked just fine. That means most, if not all, is not referenced from it. Likely all the variables were baked into the engine, meaning most of this *may* not work at all. I am still waiting for confirmation from a few of the modders that have released mods that claim to actually have modded these values. If they got it to work, then I will let you know.

 

For example, change the health bonus on Kevlar armor from 1 to 10 and start a new game. It has no effect on any solider. Since the grapple is confirmed, as well as a few other special features, it does sound like some parts of this file are being referenced, but not all (or they are being over-ridden by code in the exe).

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I've tried modding the soldiers offence from 65 to 100 but in the game it does not change, this is with both a savegame and a fresh game, even tried recruiting new solders in both new and save games, they are still at the default 65, any ideas?

 

From what I can see, everyone is assuming that all the variables exposed in DefaultGameCore.ini work. I have tested many of them, in a re-balance of aliens, weapons, and armor and nothing came through into the game. So then I deleted the file and to my horror the game worked just fine. That means most, if not all, is not referenced from it. Likely all the variables were baked into the engine, meaning most of this *may* not work at all. I am still waiting for confirmation from a few of the modders that have released mods that claim to actually have modded these values. If they got it to work, then I will let you know.

 

For example, change the health bonus on Kevlar armor from 1 to 10 and start a new game. It has no effect on any solider. Since the grapple is confirmed, as well as a few other special features, it does sound like some parts of this file are being referenced, but not all (or they are being over-ridden by code in the exe).

The values being changed are in the executable. DefaultGameCore.ini is a copy of that part of the executable but it doesn't seem to be used for anything.

 

I've made changes to the relevant portion executable and they work just fine.

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