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You can make the ability trigger on TakeDamage event post state submit, then make the custom BuildGameState lookup history to recover any reserveactionpoints lost
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Using PerObjectConfig with Actor classes spawned at runtime?
bountygiver replied to robojumper's topic in XCOM's XCOM 2
You can use a hacky way of putting the config on another object and add an init function to your actor, where you pass in a name it creates an object with that name, then extract all the configs from that object. -
Hotkeys without extending XComTacticalInput?
bountygiver replied to SaintKnave's topic in XCOM's XCOM 2
Screens actually can only receive a very limited set of key presses through onunrealcommand. The input controller filters it beforehand. -
DefaultGameData.INI (PossibleStartingRegions)
bountygiver replied to Zyxpsilon's topic in XCOM's XCOM 2
PossibleStartingRegions is only used if BestStartingRegions is empty, and BestStartingRegions is determined by finding a region with connections to at least 2 regions that is in different continent to the starting region. -
http://steamcommunity.com/sharedfiles/filedetails/?id=674886999
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it is actually possible to add additional slots without highlander, it just requires using gamestatecomponent to store the extra equipped items, and move them into their respectifve slot before tactical init (no item count limit validation there). Basically the only thing you will be overwriting will be the squad select screen because the utility slots UI is hard coded there.
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you just put stuff like this into your UIScreen class simulated function bool OnUnrealCommand(int cmd, int arg) { if( !CheckInputIsReleaseOrDirectionRepeat(cmd, arg) ) return false; switch( cmd ) { case class'UIUtilities_Input'.const.FXS_BUTTON_B: case class'UIUtilities_Input'.const.FXS_KEY_ESCAPE: case class'UIUtilities_Input'.const.FXS_R_MOUSE_DOWN: OnCancel(); break; } return super.OnUnrealCommand(cmd, arg); } This example is how you implement closing a screen (OnCancel() function) with ESC/Controller button B/Right click Note that screens don't catch listen to all input, you can listen to ctrl/alt/esc/arrows/mouse clicks/controller buttons
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[Creation Kit] Finding Alchemy Skill Level Data
bountygiver replied to SabinXL's topic in Skyrim's Skyrim LE
Try opening the Gameplay -> Settings menu, it contains a list of variables containing data stored for parameters used in the game. For Alchemy gold cost, I believe the variable you are looking for would be: fAlchemyGoldMult. Modifying this value should change the gold multipliers for the potions you make. Hope this helps :)