Jump to content

PeaslyWellbott

Premium Member
  • Posts

    11
  • Joined

  • Last visited

Nexus Mods Profile

About PeaslyWellbott

Profile Fields

  • Country
    None

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

PeaslyWellbott's Achievements

Rookie

Rookie (2/14)

  • First Post
  • Collaborator Rare
  • Conversation Starter
  • Week One Done
  • One Month Later

Recent Badges

0

Reputation

  1. Good stuff! I confess I don't have any experience with the C family (I treat Xcom more like... cryptography, I guess?), so I won't catch many invisible errors. I did have concerns about removing the escape clause, but I looked up the chain to the one place DismissSoldier is called and a null reference couldn't get through. "Couldn't" is such a loaded word though, it's probably more that playing so many Bethesda games has raised my threshold of acceptable crash levels : p
  2. One way to speed up testing on Training Roulette may be to use this mod. Rather than having to train up a new batch of soldiers whenever a change is made, you can just load a save, maybe an easy run with all the xp requirements dropped to nil, and force a high-ranking soldier to re-shuffle his tree. It uses the same function used to assign perks in the first place, so will reflect all relevant changes. I also used it to reformat the perk trees when using the Expanded Perk Tree. Making the changes to an extant game kinda... collapsed all the perks into the lower ranks? Running them through the augmentation -> dismissal loop put everything into place.
  3. Hey Amineri, hope this Holiday season sees you well. I installed this modlet so that my Training Roulette soldiers could have two Major perks to choose from, but I ran into a pretty big bug. Sometimes it wouldn't let me select a new perk, not recognizing that I had actually taken all the previous ones. I tracked the issue to the function XComStrategyGame.XGSoldierUI.PreviousPerksToAssign, which was improperly returning True. It's only checking two perks to see if you've taken any in the row, instead of all three. Couldn't do the straightforward expansion, of course, so I've rewritten it to handle 3 choices (or with an integer change, however many there may be) This appears to fix the problem, and the re-purposing of the iBranch loop shouldn't have any negative effect. Seemed unnecessary to me, if the function does its job the case where a missing perk is more than one rank back will never occur. That little hiccup aside, it looks like Training Roulette is playing nice with these changes.
  4. Alright, that was pretty straightforward, just killed a few If statements and repaired the jumps. Here you go
  5. Seems plausible. I'll take a look a how the ability tree UI is handled.
  6. The XCom nexus is still pretty wonky. Particularly an issue because the game was patched just before the maintenance, so my mods are broken but I can't upload fixed versions; I only get "There was an error moving your file in to the proper directory on the server. Notify an admin." So this is me Notifying An Admin, if the issue is news to you.
  7. The game still needs an exe tweak to read DefaultGameCore.ini. I recommend downloading this mod. Just ignore the instructions and run the batch file, it should make the changes appear. Try out on a fresh batch of testees, though.
  8. Yes, find ~\Documents\my games\XCOM - Enemy Within\XComGame\Config (or~\Documents\my games\XCOM - Enemy Unknown\XComGame\Config) and open up XComMaps.ini. This is a list of all the maps in the game - if you see one you don't like, comment it out with a ; at the beginning of the line and it won't appear in the rotation. Just be sure there's a map for all types, don't go knocking off all the Crashed Large Scout maps, I'm not sure what would happen.
  9. Ah, I'd never even cracked open those files... of course the most language dependent data would be in the, well, language dependent section. Thanks!
  10. I've been trying to get a S.H.I.V. modification up and running, but I can't get several UPK edits to actually show in game. For instance, I want to change the default naming scheme for Alloy S.H.I.V.s from GOLIATH-# to SPECTRE-# via the XComStrategyGame edit 47 4F 4C 49 41 54 48 2D --> 53 50 45 43 54 52 45 2D In UEExplorer this properly changes m_strAlloySHIVPrefix, but along with similar edits to research descriptions there's simply no effect when the damn thing's built, even after starting a game from scratch. Since the "GOLIATH-" string is no longer located in any of the major UPK files, I'm wondering where the game is getting it from. Are the values in defaultproperties actually baked into the executable in a way the functions aren't? Or is there hidden data stored in that vast swath of SNjarblejarble_SF.upk files?
  11. Found thread, seemed like a good idea. Got your back my friend Though I could only add naming, not repainting. There's no native customization data to pull I think. It seems plausible, though, with TexMod and the like... someone with more resource editing experience would have to give it a go.
×
×
  • Create New...