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flankers

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  1. will you upload it somewhere? It's propably the only thing I care about right now. Got most of those bugging things from modding ini files so far and rest is not that big of a deal. That can wait for another replay and maybe someone will solve those by that time... ^^ Try the following links. It also change every armour to include the utility slot. (PS. Its the solution not the actual mod.) I assume you have the SDK and can build it. https://www.dropbox.com/s/cfjjdnvgovskmw3/ExtendedDefaultWeapon.7z?dl=0 oh man you are golden ...but nope, dont have it. Is there some quick way to build it from those .uc files without it or with basic UDK? Dont really want to poke around more than ini files for this game. It would totally kill me :D Tried that for KF2 and with luck it crashed on me and still is crashing even today :D I always had bad luck with UDKs, so never got into them. EDIT: ok, seems like that i cant compile this with standard UDK on my own without package with a superclass ...is that XComGameData_WeaponData.ini alterable in mod version? Only thing I want different is to have all weapons with 4 slots, because I have completely different damage model set with higher tiers more reliable and different pros/cons instead to allow more variety late game. You should upload it to nexus. Lots of ppl will love u for this SLOT package combined.
  2. will you upload it somewhere? It's propably the only thing I care about right now. Got most of those bugging things from modding ini files so far and rest is not that big of a deal. That can wait for another replay and maybe someone will solve those by that time... ^^
  3. Matte metal texture. Right now it is like shining pure white in missions. o.O
  4. what about this? someone posted in in steam workshop. Can it work? Create a new class to extend the X2Item_DefaultWeapons class <NewClassName> extends X2Item_DefaultWeapons config(<ConfigFileName>); Create the config variable var config int ASSAULTRIFLE_CONVENTIONAL_IUPGRADESLOTS; override the template creation method static function X2DataTemplate CreateTemplate_AssaultRifle_Conventional() { local X2WeaponTemplate Template; Template = X2WeaponTemplate(Super.CreateTemplate_AssaultRifle_Conventional()); Template.NumUpgradeSlots = default.ASSAULTRIFLE_CONVENTIONAL_IUPGRADESLOTS; return Template; } In XCom<ConfigFileName>.ini Add the following config [<ModName>.<NewClassName>] ;Assault Rifle ASSAULTRIFLE_CONVENTIONAL_IUPGRADESLOTS = 2 you also need to tell the engine to override the original file by add the following in XComEngine.ini [Engine.Engine] +ModClassOverrides=(BaseGameClass="X2Item_DefaultWeapons", ModClass="<NewClassName>") You only need to override the method / template you want to change.
  5. what about this? someone posted in in steam workshop ...can it work? Create a new class to extend the X2Item_DefaultWeapons class <NewClassName> extends X2Item_DefaultWeapons config(<ConfigFileName>); Create the config variable var config int ASSAULTRIFLE_CONVENTIONAL_IUPGRADESLOTS; override the template creation method static function X2DataTemplate CreateTemplate_AssaultRifle_Conventional() { local X2WeaponTemplate Template; Template = X2WeaponTemplate(Super.CreateTemplate_AssaultRifle_Conventional()); Template.NumUpgradeSlots = default.ASSAULTRIFLE_CONVENTIONAL_IUPGRADESLOTS; return Template; } In XCom<ConfigFileName>.ini Add the following config [<ModName>.<NewClassName>] ;Assault Rifle ASSAULTRIFLE_CONVENTIONAL_IUPGRADESLOTS = 2 you also need to tell the engine to override the original file by add the following in XComEngine.ini [Engine.Engine] +ModClassOverrides=(BaseGameClass="X2Item_DefaultWeapons", ModClass="<NewClassName>") You only need to override the method / template you want to change.
  6. It would be cool to have keychain and password log in invetory, so u dont have to scroll thru all those keys and passwords in misc. Also it would be cool to have indication of what notes, tapes etc are already read/played
  7. It would be nice to be able to dismantle or break down gun to just mods without need to travel to connected sector (so u have enough resources) and having to build lower quality version to be able to remove them from it and swap them to another. All mods together are whole gun, so we should be able to just break it down to mods on any weapon station, so u can use them elsewhere. I kind of enjoy looting and finding things more than building them and this is just huge chore to do. We are able to build quite complex things from scratch even without those crafting perks, but we are not able to just take them off.
  8. That is true, if someone does not want to go thru them separately. I just would like to have that freedom to judge myself and not the game. There are cases of clipping even now, just more minor and also there are lots of pieces that would not clip at all, but are fixed as full body armour.
  9. It would be nice to add gloves to character. Either as equipable part or atleast permanent, because most armors does not have them. For example these in image...
  10. This would be nice, as there are lots of base clothes (for example mechanics and some other) which count as full armor and are not usable with layered parts.
  11. It would be nice if vampires were really like vampires. Where is their regeneration? strenght? agility ...werewolves are almost the same as in underworld ...which is nice I suppose...they have nice bonuses and finishing moves ...but vampires are just so wrong ...in Oblivion they were much better. If there are no atributes, they lost almost all of their benefits. But i think they could be actually even better here if... Some ideas so far: - if they have -100% regen during a day ...they should have +100% regen at night one stage after feeding atleast - stages should be 48 hours long and as you can go down by one stage, it should take one feeding per stage going UP again (24h is just too short ...or make hours in Skyrim last longer. I would not even mind if it was real time, because we have waiting and sleeping, don't we?) - vampire should be strongest at his FIRST stage ...not the last...why would he feel need to feed if it makes you actually weaker o.O ...not just vampires, but every organism is stronger with regular income of food etc. ...if he dont feed...he weakens...he cant keep his strenght up and and it starts to show on him too...that's how it should be (fire debuff is ok as it is now...he should be able to resist more when in full strength) - if vampire is not at his FIRST stage...he should not be able to move while sun is UP (or not at all). But there would be nice if masks and full helmets would actually matter. Like lowering the effects on being at the sun or just keeping you from fatal burning and from peaple recognizing you being a vampire. (that can be extended into mod where you can actually dress up as someone and NPC will act like you are their own ...there was mod like that in Fallout3) - some combat feeding would be nice too...as werewolves can (for example when enemy is at low health and on his knees) Why only feed on defenceless? True vampire feasts on his prey which he lured to him by spell, offerings or DEFEATED ENEMIES ...it would make a nice finisher too...like biting bandits neck while stabbing him in the chest ...there was someone in oblivionNexus who could make really good moves, so i hope it will be here too someday Do you think you can make this mod too? I think it would be very much endorsed. If you have more ideas regarding this thread, please share them here too.
  12. so much PRO + i want "COMBAT FEEDING" tooo! :D you can just grab him a bite his neck while piercing him with a sword
  13. it's very similar engine to fallout which had no problem with body parts ...so i'm PRO ...i think it should be possible and it would be nice to see
  14. yeah i'm looking for exactly same thing ...i would like it the same way as dragon age 1 .P i had chance even increased with maybe like 30 new moves...that was awesome :)
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