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Having an issue importing/exporting Enemy meshes
bluegun222 replied to Maclimes's topic in XCOM's XCOM 2
On the unlikely chance you see this. I have exported SM_Viper "Minor edit to make her look more,,,human" then reimported it. i then copied the viper gameunit pawn archetype to my upk and replaced the Skeletal Mesh with mine. when i did this the Viper doesn't change in game at all. So i used some code Moomany used to replace Shen with his own custom skeletal mesh no idea if you know anything about this? The gist of it is delete the default archetype for Shen then additem the archetype you have made but this has a config file worked so that you can have two options with true or false. i'm comfortable with this as I've used it to make my own replacer for Shen, however when i use it for the viper below it deletes the viper archetype fine but doesn't add my replacement. when debugging it says Character template Viper does not have a valid pawn archetype specified: then it points to My_Viper.Archetype.ARC_GameUnit_ViperNips the thing is its just a copy of the vipers original but with my Skeletal Mesh Dont surpose you ever ran into anything like this? if you did it competly differently explain please. // This is an Unreal Script//---------------------------------------------------------------------------------------// FILE: XComDownloadableContentInfo_My_Viper.uc // // Use the X2DownloadableContentInfo class to specify unique mod behavior when the // player creates a new campaign or loads a saved game.// //---------------------------------------------------------------------------------------// Copyright © 2016 Firaxis Games, Inc. All rights reserved.//--------------------------------------------------------------------------------------- class X2DownloadableContentInfo_My_viper extends X2DownloadableContentInfo config(NipsOrNot); var config bool Do_Vipers_Have_Nips; /// <summary>/// This method is run if the player loads a saved game that was created prior to this DLC / Mod being installed, and allows the /// DLC / Mod to perform custom processing in response. This will only be called once the first time a player loads a save that was/// create without the content installed. Subsequent saves will record that the content was installed./// </summary>static event OnLoadedSavedGame(){} /// <summary>/// Called when the player starts a new campaign while this DLC / Mod is installed/// </summary>static event InstallNewCampaign(XComGameState StartState){} static event OnPostTemplatesCreated() { local X2DataTemplateManager CharManager; local array<X2DataTemplate> DataTemplates; local X2DataTemplate DataTemplate; local X2CharacterTemplate CharTemplate; CharManager = class'X2CharacterTemplateManager'.static.GetCharacterTemplateManager(); CharManager.FindDataTemplateAllDifficulties('Viper', DataTemplates); foreach DataTemplates(DataTemplate) { CharTemplate = X2CharacterTemplate(DataTemplate);if ( CharTemplate != none ) { CharTemplate.strPawnArchetypes.length = 0; // delete all existing archetypes // add your new ones //CharTemplate.strPawnArchetypes.AddItem("GameUnit_HeadEngineer.ARC_Unit_HeadEngineer");if (default.Do_Vipers_Have_Nips == false) { CharTemplate.strPawnArchetypes.AddItem("My_Viper.ARC_GameUnit_ViperDontHaveNips");}if (default.Do_Vipers_Have_Nips == true) {CharTemplate.strPawnArchetypes.AddItem("My_Viper.Archetype.ARC_GameUnit_ViperNips");} } }}