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ArunnyE

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  1. Same issue. Vortex simply doesn't seem to work with Witcher 3. Installing mods do nothing.
  2. This might be hard to do, because I haven't seen anyone do it yet. I'd like to see prop restrictions removed. For example, currently, you can't have a Lower Face Prop if you've got a Recon Hood on, even though most Lower Face Props wouldn't clip with the Recon Hood. Another example is the Shemagh; if you've got the Shemagh as headwear, you can't have an Upper Face Prop (or Lower one, for that matter) despite the fact that most Upper Face Props would work fine with the Shemagh, including all simple glasses. I realize that this would mean that you'd be able to create a lot of combinations that would resulting in clipping, but at least then the decision would be up to me to make, not the game.
  3. The chrome and polished steel of the power armor's are absolutely atrocious, and clash completely with all other equipment in the game, making colours come out completely differently than on any other piece of gear or prop. If anyone would just change the textures so that the chrome parts of the armor would have the texture and colours of the regular kevlar armor (or similar), I'd be infinitely grateful.
  4. Huhm, I too would love an answer to this, not because I want to add more Utility slots to armour, but because I'd like to add a Utility slot to the Specialist, and an Ammo or Grenade slot to the Grenadier (depending on the choice of Perk).
  5. I'm trying to figure out a way to add a third column to each soldier class, which calls upon the AWC Perk pool, assigning a set of unique options for each character. This will create a kind of pseudo-Training Roulette system, where every class has two columns of set abilities, and one randomized that you can pick from as you see fit. This avoids the issues present in XCOM:EU/EW, but maintains a degree of control that is completely missing from XCOM2. I was thinking that I'd be using the Enhanced Perk Tree mod, but I can't seem to find a way to call upon the pool of AWC perks, after poring over the .ini:s. Any suggestions?
  6. and that may just take like one hour, when installing from the four discs? Not that neat I think. Probably it would be possible to verify the integrity of the game cache through Steam and get them that way. That's incredibly subjective, though. A reinstall for me takes no more than 5 minutes, 10 if I'm being lazy. Yeah, it's a hassle, but to many of us it's not some insurmountable hurdle. Most modding I've done in my life has been entirely without redundancies like this, where you had to alter the actual files of the game. Keep a backup, and re-install if you screw up too hard. Super-simple stuff.
  7. When doing Training Roulette, it is incredibly hard to know what to pick at any one tier, because you never know what's coming at later ranks. Making all choices visible from the first rank shouldn't be that hard, but I haven't been able to figure out how to do it.
  8. There's a severely outdated but incredibly useful mod that is called Enhanced Perk Tree. An updated version for Enemy Within would be wonderful. I have no idea where to even start, myself, so I thought I'd make a request. If it would be customizable in how many choices are available by rank, that'd be even better, but I get the feeling that'd be greedy. The most important part would really be to make Major have two Perks, so that people don't get cornered or saddled with a horrific pick at that rank when using Training Roulette.
  9. Edit: Alright, so. If I take this. // if(column >= SoldierRank) 07 D3 00 99 00 FB 1A 00 00 00 F7 1A 00 00 16and change it into this // if(column >= SoldierRank) 06 D3 00 99 00 FB 1A 00 00 00 F7 1A 00 00 16this will be the difference: Vanilla BPT (07 D3 00) vs. Edited BPT (06 D3 00). Close, but no cigar. The Ranks are showing, but not the abilities.
  10. Hmmm.. changing that particular bit of code for 07 ... to 06 ... doesn't seem to have changed anything by itself. Now, this is how the Rig the Roulette Wheel does it's thing, completely separate from Bigger Perk Tree: UPK_FILE=XComStrategyGame.upk OBJECT=UISoldierPromotion.UpdateAbilityData [BEFORE_HEX] 07 19 02 [AFTER_HEX] 06 19 02 [BEFORE_HEX] 07 CD 04 [AFTER_HEX] 06 CD 04 OBJECT=XGSoldierUI.GetHighlightedPerk [BEFORE_HEX] 07 D6 00 [AFTER_HEX] 07 C9 00 OBJECT=XGSoldierUI.GetHighlightedPerkDescription [BEFORE_HEX] 07 7D 01 [AFTER_HEX] 07 50 01 OBJECT=XGSoldierUI.GetHighlightedPromoPerkName [BEFORE_HEX] 07 0B 01 [AFTER_HEX] 07 C9 00Now, the lower three aren't changed by Bigger Perk Tree at all - or if it is, then Rig the Roulette Wheel doesn't seem to care when installing via the XCOM Patcher GUI. But the upper two are each part of the Bigger Perk Tree mod, in these two instances: // if(column >= SoldierRank) 07 19 02 99 00 FB 1A 00 00 00 F7 1A 00 00 16 // AS_SetAbilityIcon(column, Row, "unknown", m_kSoldier.HasPerk(Perk)) 1B 5C 02 00 00 00 00 00 00 00 FB 1A 00 00 00 FA 1A 00 00 1F 75 6E 6B 6E 6F 77 6E 00 19 01 BE 1A 00 00 13 00 39 54 00 00 00 1B 42 14 00 00 00 00 00 00 00 F9 1A 00 00 16 16and // if(column >= SoldierRank) 07 CD 04 99 00 FB 1A 00 00 00 F7 1A 00 00 16 // AS_SetColumnData(column, Caps(XComGameReplicationInfo(class'Engine'.static.GetCurrentWorldInfo().GRI).m_kGameCore.GetRankString(column + 1)), 3) 1B 75 02 00 00 00 00 00 00 00 FB 1A 00 00 EB 19 19 2E 55 FE FF FF 19 12 20 C6 FE FF FF 0A 00 8F FA FF FF 00 1C 3E FD FF FF 16 09 00 77 FA FF FF 00 01 77 FA FF FF 09 00 46 FA FF FF 00 01 46 FA FF FF 18 00 FD F8 FF FF 00 1B 18 13 00 00 00 00 00 00 92 00 FB 1A 00 00 26 16 4A 4A 16 16 2C 03 16 Now, it would seem to me, when I look over this, that the first corresponds to the section of the modded hex that you posted; // if(column >= SoldierRank) 07 D3 00 99 00 FB 1A 00 00 00 F7 1A 00 00 16But changing the 07 (if) to a 06 (else) doesn't seem to do anything. I'll keep poking at it in the morning.
  11. First of all, thanks for all the help. :smile: Secondly, I'm trying, at the moment. However, I can't figure out how the structure in these files work, in the .upk_mod-files. Clearly and obviously the [bEFORE_HEX] is the section to be changed, while [AFTER_HEX] is the section detailing what to change the previous section into, but how do I know which part of the BEFORE_HEX correspond to the AFTER_HEX? Can I at all? Because I need to find what is originally 07 19 02 and 07 CD 04, to be able to determine what to change them into for a "Rig the Roulette Wheel" setup. Rig the Roulette Wheel wants to change these sections into 06 19 02 and 06 CD 04 respectively, but obviously I cannot find these first parts (since they are changed by the Bigger Perk Tree), nor should I change them into exactly what the Rig the Roulette Wheel mod wants to change it to (since these parts now look differently). I tried matching the BEFORE_HEX and AFTER_HEX sections up side-by-side, but it doesn't always correspond straight over, and I'm having a hard time working out how the 07 19 02 99 00 FB 1A 00 00 00 F7 1A 00 00 16 (which contains the 07 19 02) string and the 07 CD 04 99 00 FB 1A 00 00 00 F7 1A 00 00 16 (which contains the 07 CD 04) string looks post-Bigger Perk Tree. Edit: Actually, thinking about it, I shouldn't need to do that, because if I understand what you're saying, I should just (..."just") have to remove the parts of your Bigger Perk Tree mod that ends up hiding the perks completely (rather than displaying "Unknown"). Unfortunately, I have absolutely no clue how to do that, but that seems like the more likely solution. Edit 2: I cannot for the life of me find the function that hides the perks, although I can see that you added a function that makes it so that if there is a duplicate Perk (a very real possibility with 3 perks/rank), you cannot take it, provided I'm reading this right. Neat. That said, I feel like the more I stare at this the more I understand. ...I've been looking for something you added that made the Perks not display, but I'm looking in the wrong place, aren't I? If you simply took the function out, nothing would display. What I need to try to do is to look at the code before the mod was applied, and actually re-add the function that makes the perks display, and then make it ignore the function that made it display the "Unknown" icons. This should be... interesting. I'm surprised I still haven't irrevocably broken something.
  12. This may be because you didn't decompress UPKFILE=UICollection_Strategy_SF.upk This file contains the Flash (actionscript + sprite) changes necessary to allow additional perk icons. The vanilla perk tree sprite was actually hard-coded to the 1-2-2-2-2-1-2 format, so the sprite had to be extended to allow up to 3 perk icons per level. Actually, that file is listed as being UPKFILE=XComStrategyGame.upk. Either way, all of them should be decompressed. Edit: Alright, so. I went through the __S_UiSoldierPromotion_UpdateAbilityData.upk_mod row by row, and I found the following hexes weren't matching up with the XComStrategyGame.upk (marked down by row in Notepad+): Row 88. Does not exist: 07 19 02 99 00 FB 1A 00 00 00 F7 1A 00 00 16 Does exist: 06 19 02 99 00 FB 1A 00 00 00 F7 1A 00 00 16 Row 122. Does not exist: 07 CD 04 99 00 FB 1A 00 00 00 F7 1A 00 00 16 Does exist: 06 CD 04 99 00 FB 1A 00 00 00 F7 1A 00 00 16So by replacing those and removing the "__" in front of the name of two of the files (because for some reason, they just wouldn't install otherwise.. maybe this was intentional?), everything seems to now have installed just fine. I haven't tried launching XCom yet, though, so.. here's hoping it'll work. I have to first update the .ini-files, though, to conform to the new format. Edit 2: AHA! It seems to be working! Unfortunately, it broke "Rig the Roulette Wheel" (http://www.nexusmods.com/xcom/mods/449/?), but I'm going to see if I can get them both working at the same time, by uninstalling both, re-installing the Bigger Perk Tree, and then examine Rig the Roulette Wheel to see if I can hit it with a wrench until it gives in and gives me both. Thanks for all the help. :smile: Edit 3: Oh christ almighty who arth in heaven, I'm retarded, god dammit, I'm so sorry for wasting your time. I think it was the Rig the Roulette Wheel mod that was interfering the whole time. It specifically changes 07 19 02 to 06 19 02 and 07 CD 04 to 06 CD 04. I have no idea what I was thinking, I've been brainwashed by press-button-to-install mods for way too long, I'd forgotten the first tenet of troubleshooting - reduction of parameters. That is, remove all the fedging mods that might interfere. God. Dammit.
  13. I think I can see where it went wrong before. I created projects that I put the .upk_mod-files in, and the "no UPK file selected" never showed up, nor could I press the folder. When completely disregard the whole "project" thing and just open up a .upk_mod-file straight away, it finally shows the "no UPK file selected" and the folder is pressable! Woo! This is counter to what it says on the page I got the UPKmodder from, though. I'll give it a swirl and see how far I get. Much love, cheers. I'll be back when things inevitably don't work out (they never do). :smile: Edit: Aaaaaaaaaaaaaaaah, I can load the project, and then open up the individual files inside of the UPKmodder, and then it shows up as it should. I had no difficulties configuring it, although the __S_UiSoldierPromotion_UpdateAbilityData.upk_mod shows up in red when testing it's status. I'll see if I can hit that with a wrench and see what happens... Edit 2: Is there a way to determine what the error was?
  14. 1) I've tried to figure it out, but I'm just not sure what it's asking for. The executable is patched to load the DGC.ini and the relevant .upk-files in the CookedPCConsole should be decompressed now, but I still have no idea how to configure the config file for UPKmodder. Like I said, what information goes where? And I'm not even sure what the GUID lines are. I'd love to configure it, but I just have no idea what it's asking, like I said earlier, some of the files it seems to make references to doesn't even exist in my CookedPCConsole folder (such as the aforementioned XComGame_EU_Patch4.upk). Linking to the .upk:s can't be done before UPKmodder has been configured, it seems; the instructions speak of colours, but all I get is grey, and the folder in the lower left can't be pressed. Either way, that's practically a non-issue until I know how to configure the config file. 2) You're an amazing person with some amazing experience with these things. What is straightforward to you is certainly not straightforward for others. I'm not even sure how to get started on doing that, based on the information I have (the .upk_mod-files). 3) I actually tried to work that out when reading the your earlier post, but either I'm not looking at the right files or I don't have them, or something else went wrong, because I quite quickly ran into strings I couldn't find when searching. Which, obviously, means that I can't really alter them. I'll take another swing at them and see what I can work out, although I doubt I'll get far.
  15. I really appreciate you taking the time, and I feel like a total idiot for asking, but all mods I've dealt with so far either uses the Patcher, ol' ToolBoks (I think that's the name), or editing of the .ini-files. Looking at the .upk_mod-files in Notepad+ that you just linked, they seem to contain the same (exact same?) information as you posted earlier. Now.. *cough* what.. what do I actually do with them? Do I place them somewhere? Do I run them through some kind of patcher to edit the .upk-files? I'm.. at a bit of a loss. Edit: Alright, so, after searching vigorously for a while, I've found the UPKModder v0.82, but I can't work out the instructions. It doesn't seem to be working, but that's likely because I have no idea how I'm supposed to configure the upk_config.ini. What information goes where? It lists files I can't even find in my folders, such as XComGame_EU_Patch4.upk and such. Also, I doubt that anyone ever had such files dumped straight in C:/Games, especially considering that the .upk-files are usually way down in the XCOM installation folders (in my case, D:\Games\Steam\SteamApps\common\XCom-Enemy-Unknown\XEW\XComGame\CookedPCConsole). Any pointers on that? And I'm not even sure what the GUID lines are. I've managed to create a Project and I dumped the .upk_mod-files in the modsrc-folder of the project. So if I can work out the UPKModder configurations, I think it should just be punch and go.. right? I think.
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