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mccordrm

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  1. So I was looking for a way to assign abilities to a Rookie for my Mod. Finally, user BalianCPP on Reddit gave me an answer: X2Character_DefaultCharacters.uc CreateSoldierTemplate() CharTemplate.Abilities.AddItem('Put_Ability_Here'); The problem is, I'm not a coder. I have absolutely no freakin' idea how to implement this. And yes, I've poured over other folks' code... coding is just beyond my feeble brain. If someone has a moment, I could use a hand, please. I decided that I want every soldier to have Squadsight and Longwatch.
  2. So this is new... I can get into Mod Buddy, work with project, etc. But under Tools, the XCom 2 Editor isn't loading anymore. I get the splash screen that shows it loading the files, but then it just closes down. Anyone else?
  3. I'm debating on whether to add ALL of the eStats we come across. Since some of them are irrelevant to XCOM soldiers, I'm not sure if people want to be bothered by them.
  4. I've been updating the first post to include all findings. :)
  5. Yea, it annoyed me that I had to search for every instance of a particular mob. I figured this just made more sense.
  6. Nope. Rookies don't get a Skill Tree (Ability Tree). I have no idea how to edit/modify the Script Codes. A coder I am not. heh
  7. Traenol and Execator, Edit the character template? I thought that's what I was doing. And yes, I want them to keep the ability throughout their career-- they never lose it.
  8. eXecator, Here is my Bandaid class: [bandaid X2SoldierClassTemplate]+bMultiplayerOnly=0+ClassPoints=4+IconImage=img:///Class_Bandaid.Bandaid+NumInForcedDeck=2+NumInDeck=3+KillAssistsPerKill=2+SquaddieLoadout=SquaddieBandaid+AllowedWeapons=(SlotType=eInvSlot_PrimaryWeapon, WeaponType="rifle")+AllowedWeapons=(SlotType=eInvSlot_SecondaryWeapon, WeaponType="gremlin") ; Squaddie+SoldierRanks=( aAbilityTree=( (AbilityName="Squadsight"), (AbilityName="BlastPadding", ApplyToWeaponSlot=eInvSlot_Unknown), (AbilityName="FieldMedic", ApplyToWeaponSlot=eInvSlot_Unknown), (AbilityName="MedicalProtocol", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon) ), aStatProgression=( (StatType=eStat_Offense,StatAmount=1), (StatType=eStat_Defense,StatAmount=1), (StatType=eStat_HP,StatAmount=3), (StatType=eStat_Strength,StatAmount=0), (StatType=eStat_Hacking,StatAmount=0), (StatType=eStat_CombatSims,StatAmount=1) ), ) ; Corporal+SoldierRanks=( aAbilityTree=( (AbilityName="AidProtocol", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon), (AbilityName="AidProtocol", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon) ), aStatProgression=( (StatType=eStat_Offense,StatAmount=1), (StatType=eStat_Defense,StatAmount=1), (StatType=eStat_HP,StatAmount=1), (StatType=eStat_Strength,StatAmount=0), (StatType=eStat_Hacking,StatAmount=0), (StatType=eStat_CombatSims,StatAmount=0) ), ) ; Sergeant+SoldierRanks=( aAbilityTree=( (AbilityName="RevivalProtocol", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon), (AbilityName="RevivalProtocol", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon) ), aStatProgression=( (StatType=eStat_Offense,StatAmount=1), (StatType=eStat_Defense,StatAmount=1), (StatType=eStat_HP,StatAmount=1), (StatType=eStat_Strength,StatAmount=0), (StatType=eStat_Hacking,StatAmount=0), (StatType=eStat_CombatSims,StatAmount=0) ), ) ; Lieutenant+SoldierRanks=( aAbilityTree=( (AbilityName="ThreatAssessment", ApplyToWeaponSlot=eInvSlot_Unknown), (AbilityName="ThreatAssessment", ApplyToWeaponSlot=eInvSlot_Unknown) ), aStatProgression=( (StatType=eStat_Offense,StatAmount=1), (StatType=eStat_Defense,StatAmount=1), (StatType=eStat_HP,StatAmount=1), (StatType=eStat_Strength,StatAmount=0), (StatType=eStat_Hacking,StatAmount=0), (StatType=eStat_CombatSims,StatAmount=0) ), ) ; Captain+SoldierRanks=( aAbilityTree=( (AbilityName="EverVigilant", ApplyToWeaponSlot=eInvSlot_Unknown), (AbilityName="EverVigilant", ApplyToWeaponSlot=eInvSlot_Unknown) ), aStatProgression=( (StatType=eStat_Offense,StatAmount=1), (StatType=eStat_Defense,StatAmount=1), (StatType=eStat_HP,StatAmount=1), (StatType=eStat_Strength,StatAmount=0), (StatType=eStat_Hacking,StatAmount=0), (StatType=eStat_CombatSims,StatAmount=0) ), ) ; Major+SoldierRanks=( aAbilityTree=( (AbilityName="Sentinel", ApplyToWeaponSlot=eInvSlot_Unknown), (AbilityName="Sentinel", ApplyToWeaponSlot=eInvSlot_Unknown) ), aStatProgression=( (StatType=eStat_Offense,StatAmount=1), (StatType=eStat_Defense,StatAmount=1), (StatType=eStat_HP,StatAmount=1), (StatType=eStat_Strength,StatAmount=0), (StatType=eStat_Hacking,StatAmount=0), (StatType=eStat_CombatSims,StatAmount=0) ), ) ; Colonel+SoldierRanks=( aAbilityTree=( (AbilityName="RestorativeMist", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon), (AbilityName="RestorativeMist", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon) ), aStatProgression=( (StatType=eStat_Offense,StatAmount=1), (StatType=eStat_Defense,StatAmount=1), (StatType=eStat_HP,StatAmount=1), (StatType=eStat_Strength,StatAmount=0), (StatType=eStat_Hacking,StatAmount=0), (StatType=eStat_CombatSims,StatAmount=0) ), ) You'll notice the Squaddie Rank. Every ability listed is automatically assigned when they hit that Rank. No skill tree, no selection process, they just get those abilities. You can put any ability, from any Class or Rank, in this line and they'll get it.
  9. I'm curious if it's possible to add abilities to Rookies from the XComClassData.ini file where every Rank is defined. When a soldier hits Squaddie, you can add all kinds of automatic abilities to them-- IE: No choosing from a Skill Tree, the abilities are just assigned. But I can't figure out how to do that for the Rookie rank.
  10. Rookies are defined as: DefaultSoldierClass=RookieNickNameRank=3ExtraCrossClassAbilities=(AbilityName="LightningReflexes")GlobalStatProgression=(StatType=eStat_Will,StatAmount=4,RandStatAmount=9,CapStatAmount=100) How can I add an ability to them? Hunker Down, for example.(I want my Rookies to be cowards. heh)
  11. Traenol, Thanks. That's exactly what I'm trying to work out. There are eStats listed all over the place, but not all of them are relevant and thus can be ignored when Modding soldiers-- thus, the purpose of this list. :smile: Other examples: eStat_ShieldHP eStat_HearingRadius So the Backpack stat seems to be passive. If, for example, your soldier picks up loot from the battlefield, the backpack is where it goes. Thus the reason civilians (VIPs that you're controlling) can't pick up loot for you. I don't know for sure if anyone has ever hit the limit... I might have to test dropping it to one and playing a mission with multiple loot drops to see if it returns a "Backpack full" message or something.
  12. FxsAlingis, That explains the Alert Level for aliens (Thanks for that, btw), but I'm looking for how it works as a soldier stat. When creating a new Class, or just adjusting the player's soldiers in general, what effect does changing the default Alert Level 2 to something else?
  13. On my mod page at Steam, I clearly acknowledge where I grabbed code or an idea, with links to their page.
  14. I absolutely do not mess with the Default files. I use them to fix errors, though. Some Mods, and I've noticed with mine as well, will "perma-write" data into the XCOM Ini files, so that when you Unsubscribe from, or uncheck, a Mod it leaves behind some of it's changes. When this happens, I go into the: \Documents\My Games\XCOM2\XComGame\Config directory and delete ALL the Ini files there. Then I start the game, uncheck every Mod, and then let the game load. This will rebuild the Ini files fresh and remove any errors. Trying that with the Default Ini files will only cause more errors trying to load the game.
  15. Hey, folks! This is Rabbit_Games from the Steam Workshop. As I'm rebuilding my Mod from scratch with all that I've learned thus far, I've decided to work on some of the INI files to make editing them easier/faster. I'm going to use this thread to share those files and (hopefully) help make your life easier, too. 1. XComGameData_CharacterStats.ini What I did was go through the file and rearrange all the Mobs to put the similar ones together. So... if you want to edit the stats for a Turret, for example, they're all listed in order of level/strength instead of having to search through the damn file to find all the sections to change. It's also in (mostly) alphabetical order. They all begin Commented Out so you can just copy/paste it without it affecting anything until you actually make changes. 2. Character Class Template for creating new Classes. This is the file I use to put together a new Class. This does NOT help create new abilities or anything, it just helps you completely define your new Class to the game.
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