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Drakous79

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About Drakous79

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    http://jednorozec.net/grafika/
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    Czech Republic
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    XCOM EW, XCOM 2, Real Life
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    Dune 2000, NFS Underground 1 & 2, Freelancer, System Shock 2, XCOM EU/EW, XCOM 2, Caesar 3

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  1. Todavía estoy ocupado. Cualquiera puede continuar si está interesado. Means I am still busy with real life. Anybody can continue :)
  2. Can be done in XComGame.upk, XComTacticalInput.ActiveUnit_Moving.Key_K. Just add civilian's head down ability, like: if(kActiveUnit.GetCharacter().IsA('XGCharacter_Civilian')) { // head down kActiveUnit.PerformAbility(70); return true; } else { // hunker down kActiveUnit.PerformAbility(27); return true; }--- Here is mod file for PatcherGUI. There is no confirmation dialog after a key press, while the soldier is moving and not aiming. Either the ability is performed or in a case of hunker down outside cover an error sound is played. Enjoy. MOD_NAME=Stay Down for EW AUTHOR=Drakous79 DESCRIPTION=A key for soldier's hunker down ability will work for civilian's head down ability as well. There is no confirmation dialog after a key press, while the soldier is moving and not aiming. Either the ability is performed or in a case of hunker down outside cover an error sound is played. Version 1.401776a UPK_FILE = XComGame.upk OBJECT = XComTacticalInput.ActiveUnit_Moving.Key_K:AUTO [REPLACEMENT_CODE] 0F 00 <.kActiveUnit> 1B <GetActiveUnit> 16 07 [@label_if_1] 84 84 19 00 <.kActiveUnit> [@] <XGUnitNativeBase.IsPanicked.ReturnValue> 00 ( 1B <IsPanicked> 16 ) 18 [@] ( 19 00 <.kActiveUnit> [@] <XGUnit.IsStrangled.ReturnValue> 00 ( 1B <IsStrangled> 16 ) 16 ) 18 [@] ( 19 00 <.kActiveUnit> [@] <XGUnit.IsStrangling.ReturnValue> 00 ( 1B <IsStrangling> 16 ) 16 ) 04 28 [#label_if_1] 07 [@label_if_2] 9B 9C 00 <.Actionmask> 2C 20 16 25 16 // if the unit is a civilian; eAbility_CivilianCover (70, 0x46) - Head Down // if (kActiveUnit.GetCharacter().IsA('XGCharacter_Civilian')) 07 [@label_if_3] 19 19 00 <.kActiveUnit> [@] <XGUnit.GetCharacter.ReturnValue> 00 ( 1B <GetCharacter> 16 ) [@] <Core.Object.IsA.ReturnValue> 00 ( C5 21 <XGCharacter_Civilian> 16 ) // kActiveUnit.PerformAbility(70) 19 00 <.kActiveUnit> [@] <NullRef> 00 ( 1B <PerformAbility> 24 46 16 ) // return true 04 27 // else the unit is a soldier or an alien; eAbility_TakeCover (27, 0x1b) - Hunker Down 06 [@label_else_3] [#label_if_3] // kActiveUnit.PerformAbility(27) 19 00 <.kActiveUnit> [@] <NullRef> 00 ( 1B <PerformAbility> 24 1B 16 ) // return true 04 27 [#label_else_3] [#label_if_2] 04 28 04 3A <.ReturnValue> 53
  3. I agree with you Dubious. If I run EU P4 backup on my Win 7 machine with the latest Steam (built Sep 6 2017, api v017) - background process, no game.
  4. No worries :) The best would be, if you could pack all inis from Config folder plus those 2 model files from CookedPC (or CookedPCConsole) folder and XGame.upk and mail them to me so I can have a look. It is very difficult to help, when I don't have the game. Will PM you my mail.
  5. Is it the same model but different texture or different model with different texture? Please look, if your game has DefaultContent.ini. My path to the file is D:\Steam\SteamApps\common\XCom-Enemy-Unknown\XComGame\Config, but it is XCOM Enemy Unknown. If you have the ini, open it and locate archetype names of both models in it. What names to search for is seen in model's *.upk file. After I open decompressed Soldier_MaleKevlar_SF.upk, I click Objects tab and see packages under Content tab. One of them is Soldier_MaleKevlar and it contains an archetype ARC_MaleKevlar. In my DefaultContent.ini is: // Kevlar armor UnitPackageInfo=(PawnType=ePawnType_Male_1_Kevlar,ArchetypeName="Soldier_MaleKevlar.ARC_MaleKevlar") // Carapace armor UnitPackageInfo=(PawnType=ePawnType_Male_2_Carapace,ArchetypeName="Soldier_MaleCarapace.ARC_MaleCarapace")If I'd like Kevlar to look like Carapace, I'd put its archetype name to Kevlar's line: UnitPackageInfo=(PawnType=ePawnType_Male_1_Kevlar,ArchetypeName="Soldier_MaleCarapace.ARC_MaleCarapace")Hope this helps.
  6. Finaly at home so I can join the hunt :smile: The laptop spent few hours updating Windows 10, because it is used as a paperweight. I installed Steam (C:\Steam) and copied a backup of EU P6 EW P3 to the computer. Steam downloaded around 200 MB of data (like DirectX) and new XComGame.exe. The executable has version 1.0.0.4963 = Enemy Unknown patch 6 (Patches on Nexus Wiki). File size seems to be inconsistent. I verified integrity of game cache out of curiosity. XComGame.exe P6 I have access to: Win 7 - size 28 428 952 kB - version 1.0.0.4963 (the backup)Win 7 - size 28 428 568 kB - version 1.0.0.4963 (dev computer)Win 8.1 - size 28 428 584 kB - version 1.0.0.4963 (travel computer)Win 10 - size 28 428 584 kB - version 1.0.0.4963 (Steam 9-2017)Win 10 - size 28 428 584 kB - version 1.0.0.4963 (Steam 9-2017 verified) Next I set Steam to offline mode and tried Win 7 and Win 8.1 executable under Win 10: Win 10 (Steam 9-2017 verified) - all okWin 7 (the backup) - background process, no gameWin 8.1 (travel computer) - background process, no game The game starts (set -log switch), but doesn't work. Win 8.1 and Win 10 executables have the same size but different content. No compatibility settings work. Next I tried Win 7 and Win 10 executable under Win 8.1 - background process, no game. It seems that every version of Windows needs certain exe. We may be out of luck, because there were no Windows 10 back in 2013. The worst scenario would be to run downgraded XCOM on virtual machine with Windows 7.
  7. Dethraker, if only XComGame.exe has changed, EU patch 6 mods should be working. Bertilsson, you can rename the file to XCOMLauncher.exec. If there is no launcher, Enemy Unknown is always started. Can you try to set XComGame.exe compatibility to Windows 7, please? Also there is a post by Dubious about Windows 10 using DirectX 12 and XCOM expecting DirectX 9 files.
  8. Welcome back! :) Would be enough to diff patch 4 executable against the latest one? It is possible, there was some compatibility patch nobody noticed.
  9. Unfortunately, the log you post gives no clue, why the game is crashing. I can try the downgrade on Win 7, Win 8.1 and Win 10 machines on saturday. I have patch 4 backup too (not sure if with or without movies), so there is hope. But until weekend I doubt I can help.
  10. When the log is cut like this, I run the game again and wait for it to crash, then mouse over log's icon on windows taskbar to see its window and what's wrong prior to closing error message. I always run XCOM with -log start switch. Windows 8.1 here. I remember XCOM Enemy Unknown crashed a lot because of incorrect hashes of certain *.upk files in XComGame.exe. You can try to update them with XShape or use PatcherGUI > set path to XCOM EU > Tools > Disable hash checking.
  11. You can check Launch.log in your user files\Documents\My Games\XCOM - Enemy Unknown\XComGame\Logs\ and see, if there is some clue, what is going on.
  12. You can add them into DefaultGameCore.ini, where are prices defined. Tune iCash as you like. ItemBalance_Easy=(eItem=eItem_ExaltAssaultRifle, iCash=1, iElerium=0, iAlloys=0, iTime=-1,iEng=-1) ItemBalance_Easy=(eItem=eItem_ExaltLMG, iCash=1, iElerium=0, iAlloys=0, iTime=-1,iEng=-1) ItemBalance_Easy=(eItem=eItem_ExaltSniperRifle, iCash=1, iElerium=0, iAlloys=0, iTime=-1,iEng=-1) ItemBalance_Easy=(eItem=eItem_ExaltLaserAssaultRifle, iCash=2, iElerium=0, iAlloys=0, iTime=-1,iEng=-1) ItemBalance_Easy=(eItem=eItem_ExaltHeavyLaser, iCash=3, iElerium=0, iAlloys=0, iTime=-1,iEng=-1) ItemBalance_Easy=(eItem=eItem_ExaltLaserSniperRifle, iCash=3, iElerium=0, iAlloys=0, iTime=-1,iEng=-1) ItemBalance_Easy=(eItem=eItem_ExaltRocketLauncher, iCash=1, iElerium=0, iAlloys=0, iTime=-1,iEng=-1) ItemBalance_Normal=(eItem=eItem_ExaltAssaultRifle, iCash=1, iElerium=0, iAlloys=0, iTime=-1,iEng=-1) ItemBalance_Normal=(eItem=eItem_ExaltLMG, iCash=1, iElerium=0, iAlloys=0, iTime=-1,iEng=-1) ItemBalance_Normal=(eItem=eItem_ExaltSniperRifle, iCash=1, iElerium=0, iAlloys=0, iTime=-1,iEng=-1) ItemBalance_Normal=(eItem=eItem_ExaltLaserAssaultRifle, iCash=2, iElerium=0, iAlloys=0, iTime=-1,iEng=-1) ItemBalance_Normal=(eItem=eItem_ExaltHeavyLaser, iCash=3, iElerium=0, iAlloys=0, iTime=-1,iEng=-1) ItemBalance_Normal=(eItem=eItem_ExaltLaserSniperRifle, iCash=3, iElerium=0, iAlloys=0, iTime=-1,iEng=-1) ItemBalance_Normal=(eItem=eItem_ExaltRocketLauncher, iCash=1, iElerium=0, iAlloys=0, iTime=-1,iEng=-1) ItemBalance_Hard=(eItem=eItem_ExaltAssaultRifle, iCash=1, iElerium=0, iAlloys=0, iTime=-1,iEng=-1) ItemBalance_Hard=(eItem=eItem_ExaltLMG, iCash=1, iElerium=0, iAlloys=0, iTime=-1,iEng=-1) ItemBalance_Hard=(eItem=eItem_ExaltSniperRifle, iCash=1, iElerium=0, iAlloys=0, iTime=-1,iEng=-1) ItemBalance_Hard=(eItem=eItem_ExaltLaserAssaultRifle, iCash=2, iElerium=0, iAlloys=0, iTime=-1,iEng=-1) ItemBalance_Hard=(eItem=eItem_ExaltHeavyLaser, iCash=3, iElerium=0, iAlloys=0, iTime=-1,iEng=-1) ItemBalance_Hard=(eItem=eItem_ExaltLaserSniperRifle, iCash=3, iElerium=0, iAlloys=0, iTime=-1,iEng=-1) ItemBalance_Hard=(eItem=eItem_ExaltRocketLauncher, iCash=1, iElerium=0, iAlloys=0, iTime=-1,iEng=-1) ItemBalance_Classic=(eItem=eItem_ExaltAssaultRifle, iCash=1, iElerium=0, iAlloys=0, iTime=-1,iEng=-1) ItemBalance_Classic=(eItem=eItem_ExaltLMG, iCash=1, iElerium=0, iAlloys=0, iTime=-1,iEng=-1) ItemBalance_Classic=(eItem=eItem_ExaltSniperRifle, iCash=1, iElerium=0, iAlloys=0, iTime=-1,iEng=-1) ItemBalance_Classic=(eItem=eItem_ExaltLaserAssaultRifle,iCash=2, iElerium=0, iAlloys=0, iTime=-1,iEng=-1) ItemBalance_Classic=(eItem=eItem_ExaltHeavyLaser, iCash=3, iElerium=0, iAlloys=0, iTime=-1,iEng=-1) ItemBalance_Classic=(eItem=eItem_ExaltLaserSniperRifle, iCash=3, iElerium=0, iAlloys=0, iTime=-1,iEng=-1) ItemBalance_Classic=(eItem=eItem_ExaltRocketLauncher, iCash=1, iElerium=0, iAlloys=0, iTime=-1,iEng=-1) --- If these lines are not in DefaultGameCore.ini, then prices are taken from XComStrategyGame.upk, class XGItemTree, function BuildItems. You can view decompressed *.upk files with UE Explorer. Open a file, click Objects tab, then Classes tab, use search field at the bottom to filter XGItemTree. And if you open XComGame.upk, class XGItemLibrary explains where I got those numbers. // ExaltAssaultRifle BuildItem(212, 1, 0, 0,, -1, -1,,,, 70); // ExaltLMG BuildItem(213, 1, 0, 0,, -1, -1,,,, 71); // ExaltSniperRifle BuildItem(214, 1, 0, 0,, -1, -1,,,, 72); // ExaltLaserAssaultRifle BuildItem(215, 2, 0, 0,, -1, -1, 20,,, 73); // ExaltHeavyLaser BuildItem(216, 3, 0, 0,, -1, -1, 21,,, 74); // ExaltLaserSniperRifle BuildItem(217, 3, 0, 0,, -1, -1, 22,,, 75); // ExaltRocketLauncher BuildItem(218, 1, 0, 0,, -1, -1,,,, 76); function BuildItem(iItem, iCashCost, iEleriumCost, iAlloyCost, iMeldCost, iTime, iMaxEngineers, eTechReq, eItemReq, eFTech, EImage)
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