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RYUchan

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  1. darn, somebody necroed a thread
  2. I have all Pandorable overhauls, Bijin, metalsaber, Kallies and Ordinary Women overhaul working together. The load order I use is. Ordinary women Elegant Elves Beautiful Orcs (has only 1 conflicting NPC) Kallies Pandorable Even though Pandorable, Bijin and Kallies do not confilict they also do not cover every NPC, so I have to use Ordinary and Metalsaber's The easiest way of those mods to work is to use #2 by deleting nif and dds files, you can do #3 if you know how to use SSEedit. I use the following spreadsheet for refference, so I know which mod it is from. It shows the name of the mod and highlights the duplicated names. Here's a preview. Maybe it'll be helpful to you.
  3. I did a huge Followers merge, 90% of them work fine, several of the followers however have the notorious black face bug. I used Merge Plugins tool. The only difference between followers is that the black faced ones have duplicated EditorIDs in the merge.esp. Right now I'm kinda stuck, and do not know what to do in order to solve this problem.
  4. Thanks for the tips. I guess 1 and 3 is too complicated for me, at least for now :smile: Since I have no idea how to add bonus to all soldiers present and new as for the 2nd one. if(!bMPForceDeathOnMassiveDamage && (inDamageType != class'XComDamageType_MindMerge') && (!m_bCriticallyWounded) && (!ActionQueueContains('XGAction_Death')) && (kDamageDealer != none) && (kDamageDealer.GetCharacter().m_kChar.iType != 13) && (!XComTacticalGRI(class'Engine'.static.GetCurrentWorldInfo().GRI).m_kBattle.m_kDesc.m_bScripted) && (!XComTacticalGRI(class'Engine'.static.GetCurrentWorldInfo().GRI).m_kBattle.m_kDesc.m_bDisableSoldierChatter) && (XComGameReplicationInfo(class'Engine'.static.GetCurrentWorldInfo().GRI).m_kGameCore.CalcCriticallyWounded(self, GetCharacter().m_kChar, m_aCurrentStats, iDamage, iRank, GetCharacter().AllObjects('XGCharacter_Soldier') && (XGCharacter_Soldier(GetCharacter()).m_kSoldier.iPsiRank == 4), GetCharacter().HasUpgrade(4) && (m_iUsedSecondaryHeart == 0), m_iUsedSecondaryHeart, GetPawn().Location, m_eTeamVisibilityFlags))) { SetUnitHP(1); m_kPawn.Health = 1; m_kDamageDealer = kDamageDealer; // End:0x18ca Loop:False if(!GetCharacter().HasUpgrade(4)) { m_aCurrentStats[7] -= XComGameReplicationInfo(class'Engine'.static.GetCurrentWorldInfo().GRI).m_kGameCore.5; GetCharacter().m_kChar.aStats[7] -= XComGameReplicationInfo(class'Engine'.static.GetCurrentWorldInfo().GRI).m_kGameCore.5; } AddCriticallyWoundedAction(); } // End:0x1ca9 Do I understand it correctly that the first one is for combat and the other string is overall will decrease? So if I want to change overall will decrease I need to edit the second one?
  5. Good day! I'm poking around XComGame.upk in order to implement some of my ideas on will stat. I have some questions about it. 1) Is it possible to replace Iron Will OTS upgrade with a permanent bonus to will, say +15 to existing and new soldiers? 2) Can anyone point how to remove will stat penalty after bleeding out, either completely or maybe after you use revive skill. 3) If I want a small will progression based on a successful mission count without casualities/2, is this the correct method? if(noDeadSoldiers) kSoldier.m_kChar.aStats[7] += 0.5; { kSoldier.AddXP(XComGameReplicationInfo(class'Engine'.static.GetCurrentWorldInfo().GRI).m_kGameCore.CalcXP(kUnit, 6, none)); // End:0x507 Loop:False if(kSoldier.m_kChar.aUpgrades[158] > 0 && (kSoldier.m_kChar.aStats[6] < XComGameReplicationInfo(class'Engine'.static.GetCurrentWorldInfo().GRI).m_kGameCore.COUNCIL_STAT_MAX)) { kSoldier.m_kChar.aStats[6] += 1; kSoldier.m_kChar.aStats[1] += XComGameReplicationInfo(class'Engine'.static.GetCurrentWorldInfo().GRI).m_kGameCore.COUNCIL_STAT_BONUS; kSoldier.m_kChar.aStats[7] += XComGameReplicationInfo(class'Engine'.static.GetCurrentWorldInfo().GRI).m_kGameCore.COUNCIL_STAT_BONUS; } }
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