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azxeus

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  1. you should look into the escalation mod, this mod allows you to change the pods with a config file
  2. hm, so what you mean is, you want to be able to choose your rewards?
  3. The problem with this is that in LW each abductor is a UFO you can shoot down and prevent the abduction, which I don't think is the case in vanilla, so not only is this more complicated than it seems but it makes creates other complications like do you send out multiple UFOs each abduction? what happens if you shoot one down but not the other? and possibly other things. The way I look at it is that although LW made it so you don't HAVE to choose to not go on one of the abductions you can still choose not to and probably should sometimes.. you're not MEANT to go on every mission on LW, this is something a lot of people fail to grasp The terror mission change is possible though, and might be a mod some people like but i'd just like to say the point is to not have terror missions occur at all, i don't think terror missions should decrease panic
  4. and here it is! http://www.nexusmods.com/xcom/mods/655/
  5. OKAY NEVERMIND looks like i had 14 (LetBool) instead of 0F (Let) for my = ... NO WONDER IT WASN'T WORKING! I feel like such an idiot, i've been looking at this scratching my head trying to figure out why it was crashing for days.. sigh well the mod is finished now haha, i just replace it with 0 and it removes the perk, i'll post the link here once i have it up
  6. yeah, (byte)71 is what i tried in the first place and that crashes the game too, i really don't know why.. since 71 is mind control and shouldnt appear in the normal perk tree i was going to remove it in getperkinclasstree but i cant get it to work at all.. i already have if (HasPerk(Perk)) return false; in the israndomperkvalidtoadd as the training roulette version of this mod, was much easier than what you suggested xD
  7. here's my function, it's crashing when i when i enter line 43 when i try to alter a perk in the tree that the soldier has it crashes.. it works up until the point this happens http://pastebin.com/LLJ1pM2K
  8. okay, you were right putting the check in getperkinclasstree wasnt the best choice, but something you said gave me a great idea, m_arrRandomPerks isn't being used in non-TR games so i could use that to store the perktree, so the game knows which perks i had before i got my perk tree and which were assigned after. i've almost finished implementing this but for some reason the game crashes if i try to alter what is going into the m_arrRandomPerks and i just can't figure out why the only clue i have is this weird thing appearing in the log which is strange because i never altered how getperkinclasstree accesses m_RandomPerks apart from that it now does so in non-TR games also EDIT: no.. that's not causing the crash.. there are more of them further up. i really have no idea
  9. if you have "wear and tear" secondwave option enabled then gear gets damaged on it's own
  10. i've been trying to get this to work for non-TR games before i tackle TR (since it's easily possible to get this problem even with no random perks) i thought getperkinclasstree was the bast place to do this and put something separate somewhere else for TR what i posted is most of the file apart from the bit at the top about TR and what you described is what i want to happen.. but im not sure why it doesnt
  11. This is should enable all customisation options for special soldiers in EW:
  12. so i tested this with no other changes and it works fine but then i tried to add my loop: if((branch != 1) || IsAugmented()) { I = 0; J0xFD: // End:0x1D1 [Loop If] if(I < 172) { // End:0x1D1 if(m_kSoldier.HasPerk(I)) { // End:0x1D1 if(GetPerkInTree(byte(m_iEnergy), branch, Option, bIsPsiTree) = GetPerk(I)) { return PERKS().GetPerk(0); goto label_end } // End:0x271 } ++ I; // [Loop Continue] goto J0xFD; return PERKS().GetPerkInTree(byte(m_iEnergy), branch, Option, bIsPsiTree); goto J0x271; } return PERKS().GetPerkInTree(GetClass(), branch, Option, bIsPsiTree); } #label_end return ReturnValue; this seems to crash the game when i look at the abilities screen extra perk or not
  13. maybe it would be possible to repurpose I.. suchas if((branch != 1) || IsAugmented()) { return PERKS().GetPerkInTree(byte(m_iEnergy), branch, Option, bIsPsiTree); } else { return PERKS().GetPerkInTree(byte(GetClass()), branch, Option, bIsPsiTree); }
  14. Huh? i dont know what you are talking about, the variable I in GetPerkInClassTree is used to determine the class if(((IsOptionEnabled(4)) && !IsASuperSoldier()) && branch != 1) { return m_arrRandomPerks[(3 * (branch - 1)) + Option]; } I = GetClass(); // End:0x11F if(true) { // End:0x11F if((branch != 1) || IsAugmented()) { I = m_iEnergy; } It Shouldn't matter if the perk was from an earlier rank because you can't have the same perk twice, my loop should check every perk to see if the soldier already has it before looking at his tree and if he does stop it from being able to appear or be chosen from the tree, this would for example stop van doorn's promotion from being messed up when he gets to a rank that contains steadfast
  15. so i think i found the function that i need my check to be in which is XGStrategySoldier.GetPerkInClassTree but there aren't any available variables for me to use my perk checking loop: var = 0; if var < 172 loopif { if m_kSoldier.HasPerk(var) { //check against GetPerkInTree here } ++var } help? Dx
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