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fox23vang

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  1. Look up WALL_PHASING_DURATION= in one of the INI files. Change the number to 20 and you can wall phase for 20 turns on a single charge :D.
  2. I couldnt figure it out so i ghetto rigged an alternative way. I gave every class except for Specialists these two abilities below, because Specialist already comes with those two abilities in its tree. I simply replaced the crappy abilities in each class with those two. DefaultClassData.ini <<<File AbilityName="EverVigilant", ApplyToWeaponSlot=eInvSlot_Unknown <<<Enters overwatch after turn AbilityName="Sentinel", ApplyToWeaponSlot=eInvSlot_Unknown <<<Chance to fire again on overwatch shot hit ORIGINAL VALUES>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> ;************************************************************************************************************ ;*** Ranger Class Data *** ;************************************************************************************************************ [Ranger X2SoldierClassTemplate] bMultiplayerOnly=0 ClassPoints=4 IconImage="img:///UILibrary_Common.class_ranger" NumInForcedDeck=1 NumInDeck=4 KillAssistsPerKill=4 SquaddieLoadout="SquaddieRanger" AllowedWeapons=(SlotType=eInvSlot_PrimaryWeapon, WeaponType="shotgun") AllowedWeapons=(SlotType=eInvSlot_PrimaryWeapon, WeaponType="rifle") AllowedWeapons=(SlotType=eInvSlot_SecondaryWeapon, WeaponType="sword") ; squaddie SoldierRanks=( aAbilityTree=( (AbilityName="SwordSlice", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon) \\ ), \\ aStatProgression=((StatType=eStat_Offense,StatAmount=3), (StatType=eStat_HP,StatAmount=1), (StatType=eStat_Strength,StatAmount=0), (StatType=eStat_Hacking,StatAmount=0), (StatType=eStat_CombatSims,StatAmount=1)),\\ ) ; corporal SoldierRanks=( aAbilityTree=( (AbilityName="Phantom"), \\ (AbilityName="Blademaster", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon) \\ ), \\ aStatProgression=((StatType=eStat_Offense,StatAmount=3), (StatType=eStat_HP,StatAmount=1), (StatType=eStat_Strength,StatAmount=0), (StatType=eStat_Hacking,StatAmount=5), (StatType=eStat_CombatSims,StatAmount=0)),\\ ) ; sergeant SoldierRanks=( aAbilityTree=( (AbilityName="Shadowstrike", ApplyToWeaponSlot=eInvSlot_Unknown), \\ (AbilityName="Shadowstep", ApplyToWeaponSlot=eInvSlot_Unknown) \\ ), \\ aStatProgression=((StatType=eStat_Offense,StatAmount=3), (StatType=eStat_HP,StatAmount=1), (StatType=eStat_Strength,StatAmount=0), (StatType=eStat_Hacking,StatAmount=0), (StatType=eStat_CombatSims,StatAmount=0)),\\ ) Modded Values>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> ;************************************************************************************************************ ;*** Ranger Class Data *** ;************************************************************************************************************ [Ranger X2SoldierClassTemplate] bMultiplayerOnly=0 ClassPoints=4 IconImage="img:///UILibrary_Common.class_ranger" NumInForcedDeck=1 NumInDeck=4 KillAssistsPerKill=4 SquaddieLoadout="SquaddieRanger" AllowedWeapons=(SlotType=eInvSlot_PrimaryWeapon, WeaponType="shotgun") AllowedWeapons=(SlotType=eInvSlot_PrimaryWeapon, WeaponType="rifle") AllowedWeapons=(SlotType=eInvSlot_SecondaryWeapon, WeaponType="sword") ; squaddie SoldierRanks=( aAbilityTree=( (AbilityName="SwordSlice", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon) \\ ), \\ aStatProgression=((StatType=eStat_Offense,StatAmount=3), (StatType=eStat_HP,StatAmount=1), (StatType=eStat_Strength,StatAmount=0), (StatType=eStat_Hacking,StatAmount=0), (StatType=eStat_CombatSims,StatAmount=1)),\\ ) ; corporal SoldierRanks=( aAbilityTree=( (AbilityName="EverVigilant", ApplyToWeaponSlot=eInvSlot_Unknown), \\ (AbilityName="Blademaster", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon) \\ ), \\ aStatProgression=((StatType=eStat_Offense,StatAmount=3), (StatType=eStat_HP,StatAmount=1), (StatType=eStat_Strength,StatAmount=0), (StatType=eStat_Hacking,StatAmount=5), (StatType=eStat_CombatSims,StatAmount=0)),\\ ) ; sergeant SoldierRanks=( aAbilityTree=( (AbilityName="Sentinel", ApplyToWeaponSlot=eInvSlot_Unknown), \\ (AbilityName="Shadowstep", ApplyToWeaponSlot=eInvSlot_Unknown) \\ ), \\ aStatProgression=((StatType=eStat_Offense,StatAmount=3), (StatType=eStat_HP,StatAmount=1), (StatType=eStat_Strength,StatAmount=0), (StatType=eStat_Hacking,StatAmount=0), (StatType=eStat_CombatSims,StatAmount=0)),\\ )
  3. In Xcom EU/EW in defaultgamecore.ini there was this line Reaction=0 and i simply changed it to Reaction=100. Characters=(iType=eChar_Soldier,HP=5,Offense=65,Defense=0,Mobility=12,SightRadius=27,Will=40,Psionics=30,CritHitChance=0,CritWoundChance=0,FlightFuel=0,Reaction=0 It automatically has my soldiers enter overwatch at the end of their turn without having to manually set it each time. Kinda like in the old Xcom games where overwatch/reaction was an RNG based action, except im making mine 100% chance. I know its a bit of a cheat, basically giving soldiers 3 moves instead of 2 in a sense. But id really like to have it back in Xcom 2 because i dont like micromanaging overwatch. Plus, im also going to mod the difficulty up a bit to make it fair. I was looking inside this Xcom 2 ini (DefaultGameData_CharacterStats.ini) and i cant find "reaction" anywhere. So i do i simply add a new line under the soldier section like this? CharacterBaseStats[eStat_Reaction]=100 (because im secretly praying they didnt remove the reaction code and just didnt bother placing it inside the ini) and also if above tweak is false then, would CharacterBaseStats[eStat_AlertLevel]=2 or CharacterBaseStats[eStat_DetectionRadius]=9 happen to have be the "reaction" value simply hiding as another name? Edit: This is all theory currently as i cant play Xcom 2 until Sunday because my ISP runs on a potato. But steam did unlock all the config files for me, so i am able to view them, just unable to test them. Thats why im asking, thanks.
  4. Someone mentioned this tweak for corrupt saves. Doubt itll work, but worth a try. Looks more like a launcher ini file than something that would fix saves. Maybe someone will make a 3rd party tool that removes mod dlc/mods like a Fallout save editor/wrybash. I cant confirm as im still downloading the damn game because my internet absolutely sucks, country life... "Go to this folder '\Documents\My Games\XCOM2\XComGame\Config' and edit the file called 'XComModOptions.ini', just remove the line that has the name of the deleted mod."-anon
  5. Same, all my saves are corrupt :(. Supposedly using mods made with unofficial tools and using console commands will corrupt saves. I guess its back to vanilla FO4 until official tools come out :(.
  6. The graphics look good enough to me, only thing that made me cringe was the UI...holy goat F$ck the UI made me want to puke. I hope someone mods it and makes it 2x smaller and more sophisticated.
  7. http://static-3.nexusmods.com/15/mods/952/images/31-0-1433806849.png :D
  8. debug console type in AllowFT(1) <case sensitive you can now fast travel from anywhere to green signs
  9. I tried adding an additional line to slot id section but it doesn't show up in game. Its definitely a UI issue, the only way to add more skill slots/boxes is to mod the UI to add more boxes. Tried adding this line to the bottom of slot 12 but nothing happened. I was hoping to see an additional box when i tested it out but nothing. 12 is the max for now until the SDK kit comes out to allow UI modding. <slot id="13" unlockedOnLevel="35" group="4" neighbourUp="" neighbourDown="13" neighbourLeft="12" neighbourRight="16" /> ORIGINAL VALUES <skill_slots> <slot id="1" unlockedOnLevel="0" group="1" neighbourUp="2" neighbourDown="" neighbourLeft="" neighbourRight="3" /> <slot id="2" unlockedOnLevel="2" group="1" neighbourUp="4" neighbourDown="" neighbourLeft="1" neighbourRight="5" /> <slot id="3" unlockedOnLevel="4" group="1" neighbourUp="6" neighbourDown="" neighbourLeft="3" neighbourRight="7" /> <slot id="4" unlockedOnLevel="6" group="2" neighbourUp="" neighbourDown="1" neighbourLeft="" neighbourRight="4" /> <slot id="5" unlockedOnLevel="8" group="2" neighbourUp="" neighbourDown="3" neighbourLeft="2" neighbourRight="6" /> <slot id="6" unlockedOnLevel="10" group="2" neighbourUp="" neighbourDown="5" neighbourLeft="4" neighbourRight="8" /> <slot id="7" unlockedOnLevel="12" group="3" neighbourUp="8" neighbourDown="" neighbourLeft="5" neighbourRight="9" /> <slot id="8" unlockedOnLevel="15" group="3" neighbourUp="10" neighbourDown="" neighbourLeft="7" neighbourRight="11" /> <slot id="9" unlockedOnLevel="18" group="3" neighbourUp="12" neighbourDown="" neighbourLeft="9" neighbourRight="13" /> <slot id="10" unlockedOnLevel="22" group="4" neighbourUp="" neighbourDown="7" neighbourLeft="6" neighbourRight="10" /> <slot id="11" unlockedOnLevel="26" group="4" neighbourUp="" neighbourDown="9" neighbourLeft="8" neighbourRight="12" /> <slot id="12" unlockedOnLevel="30" group="4" neighbourUp="" neighbourDown="11" neighbourLeft="10" neighbourRight="14" /> </skill_slots> <!-- skill mutagen slots --> <mutagen_slots> <mutagen skillGroup="1" unlockedAtLevel="2" /> <mutagen skillGroup="2" unlockedAtLevel="9" /> <mutagen skillGroup="3" unlockedAtLevel="16" /> <mutagen skillGroup="4" unlockedAtLevel="28" />
  10. Yes this is the mod i want also. There are too many perks/skills i want to use and not enough space to add more. Id like to be able to use all of the skills/perks, a bit 'cheaty' but o'well.
  11. My files are already heavily modded but id sure like to know what specific numbers you tweaked and which file so i can add it to my own mods.
  12. Im 99% sure there is a way. Ive been looking the the ai folder and there are a ton of options you can mod. I just dont know which.
  13. Found it, instant loot corpses. Just click once and loot no holding needed. You will need to aquire the required skill tree level to get it though or just cheat and use developer menu mod to obtain it faster. Data/Skills/Common_skills.xml Search for this line and change as below. <skill id="NimbleHands" cat="status" tier="16" max_level="1" desc_params="nimble_hands;P" skill_points="1" skill_points_type="Status"> <level_req type="Status" value="10"/> <skill_req id="RepairLuck"/> <effect id="SearchDurationMul" change="x-1.0"/> <effect id="ThoroughSearch" change="1.0"/>
  14. http://www.nexusmods.com/dyinglight/mods/16/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fdyinglight%2Fajax%2Fmodfiles%2F%3Fid%3D16&pUp=1 ^^^^^ after installing mod go into dev menu click on "add all crafts", there ya go buddy. Developer menu is ridicoulusly overpowered, you can literally have everything from the start of the game even test items/objects that were never intended for play.
  15. This is a bit of a cheat but i modified Data/scripts/inventory COLLECTABLES.scr i modified all of the orange blueprints to give them all 5 effects. Changing anything but poison above 2 lowers it back to 1 in game. The game engine does not recognize anything above 2 except for poison i think. Now i need to find the value that stops you from being hurt by your own elemental effects. Id also like to know where to change the percentage chance of elemental attacks proc because right now it seems to proc at less than 25%. For example take this God hammer blue print "Origninal values" Item("Craftplan_GodHammer", CategoryType_Collectable) { Name("&Craftplan_GodHammer_N&"); Description('&Craftplan_GodHammer_D&'); ItemType(ItemType_CraftPlan); Price(3200); Mesh("blueprint.msh"); Skin("default"); BaseItem("Melee_BigHammer", "", ""); BaseItem("Melee_Pickaxe", "", ""); BaseItem("Melee_AxeBig", "", ""); BaseItem("Melee_ShortAxe", "", ""); BaseItem("Melee_Hammer", "", ""); RequiredItem("Craft_MetalScrap", 2); RequiredItem("Craft_String", 2); RequiredItem("Craft_Insecticide", 2); RequiredItem("Craft_Batteries", 2); RequiredItem("Craft_PowerCable", 2); RequiredItem("Craft_Electronics", 1); NamePrefix("&ModifiedItemName&"); Elemental(Elemental_ShockElectricity, 2); Elemental(Elemental_Burning, 2); "Modified version" Item("Craftplan_GodHammer", CategoryType_Collectable) { Name("&Craftplan_GodHammer_N&"); Description('&Craftplan_GodHammer_D&'); ItemType(ItemType_CraftPlan); Price(3200); Mesh("blueprint.msh"); Skin("default"); BaseItem("Melee_BigHammer", "", ""); BaseItem("Melee_Pickaxe", "", ""); BaseItem("Melee_AxeBig", "", ""); BaseItem("Melee_ShortAxe", "", ""); BaseItem("Melee_Hammer", "", ""); RequiredItem("Craft_MetalScrap", 2); RequiredItem("Craft_String", 2); RequiredItem("Craft_Insecticide", 2); RequiredItem("Craft_Batteries", 2); RequiredItem("Craft_PowerCable", 2); RequiredItem("Craft_Electronics", 1); NamePrefix("&ModifiedItemName&"); Elemental(Elemental_Bleeding, 2); Elemental(Elemental_ImpactElectricity, 2); Elemental(Elemental_Poison, 3); Elemental(Elemental_Burning, 2); Elemental(Elemental_ShockElectricity, 2);
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