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CarlBar

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  1. Question, do i need to recompile the .psc i edited first? It's been a long time since i last had to do this but there is a compiler for papyrus in my game folder now i look. Seems to be broken (probably because the installed drive letter changed when the drive shifted PC's), but not sure how to fix it and the GUI version doesn't appear to be able to accommodate the extra flags file and so is producing errors on that. Yeah i'm pretty lost. been a couple of years and scripting was never really my thing.
  2. Got a mod, (non stop mining and chopping), and somehow the script involved got modified when i updated nexus mod manager increasing the number of strikes required from 1 to 3. I've gone back in and fixed that but according to the mod authors comments section i need to reload the script in game via console commands to make it affect an existing save. I have no idea how to do that however and google is not being helpful.
  3. Ok some digging through all that code again turned up a line i missed the first dozen times in the lightning hands code: Template.AbilityCosts.AddItem(default.FreeActionCost); Pasting it into the other 2 abilities without it producing a crash for no apparent reason in game was, tricky, to put it mildly. (Select the line and the blank space above it and paste it to a blank space in the place you want it and do not use the enter or backspace keys to create a space). Localisation, still struggling with. Brain is mush though thanks to this cold. Ughh.
  4. Ok i do need the help. Sorry for the constant stream of bugging you. Having the dreaded man flu is not helping my brain work either :(. I've now got my new abilities in game. The full new script file is below: The abilities are in game but there are two issues, one minor one major. The minor one is that all the localisation text is gone, no ability names, no ability descriptions and the fire weapon button is blank too when using them in mission. Digging through it seems what i thought was the line in the script file referencing the appropriate section of the localisation file actually isn't, so what line sets it? The Major one is cooldown related. Both an fire and Face off have had their action point cost code changed to match that of lightning hands, (so basically it's gone). So long as i leave their cooldown code unchanged this functions as expected. However the cooldown code does not, the cooldown becomes instant, (i.e. you can use it any number of times in the same turn). If i manually set the cooldown in the file instead of referencing the config variable it instead allows faceoff to be used after dashing, (which it can't be done if it references the config). Am i missing somthing in the lightning hands code, or just doing somthing wrong referencing the config? Since it's obviously not that what line/s set the relevant references, (i've edited localisations before so i know in general terms how they work, but i don't know what acts as the referance)
  5. Sadly this failed to work for me. Just tried it :(.
  6. Got it. It's both painfully simple and silly annoying. First go to your "my documents/XCOM2" folder and then navigate from there to the copy of the configs stored there. The DefaultClass file there has the relevant code in single line formatting, (i'll post the complete file below anyway for people to use in case i'm lucky in mine having not updated). A bit of experimentation, (and a degree of DOH!), led me to realise it reads rank data in the order it finds the lines as it does not have any info on the slot it occupies rank wise. Which means it's an "as is" setup. That is it reads the lines in order. First line becomes the class promotion, second is first tier, (so Corporal rank), ability choice, third is second tier, (so Sergeant rank) choice, and so on and so forth. I also suspect this explains why i was seeing duplicates before. If there are insufficient entries it goes back to the start of the sequence and repeats. But thats an educated guess based on what i saw. Thus if you want to edit this you have to tell it to remove the line/s you want removed and every line below it whichever line your removing that is furthest up the list. Here is the code that actually worked, (i haven't confirmed fan fire but i'm pretty sure it works since all the others did): [Sharpshooter X2SoldierClassTemplate] -SoldierRanks=( aAbilityTree=( (AbilityName="PistolStandardShot", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon), (AbilityName="Squadsight") ), aStatProgression=((StatType=eStat_Offense,StatAmount=10), (StatType=eStat_HP,StatAmount=1), (StatType=eStat_Strength,StatAmount=0), (StatType=eStat_Hacking,StatAmount=0), (StatType=eStat_CombatSims,StatAmount=1)), ) -SoldierRanks=( aAbilityTree=( (AbilityName="LongWatch", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon), (AbilityName="ReturnFire", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon) ), aStatProgression=((StatType=eStat_Offense,StatAmount=4), (StatType=eStat_HP,StatAmount=0), (StatType=eStat_Strength,StatAmount=0), (StatType=eStat_Hacking,StatAmount=0), (StatType=eStat_CombatSims,StatAmount=0)), ) -SoldierRanks=( aAbilityTree=( (AbilityName="Deadeye", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon), (AbilityName="LightningHands", 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)), ) -SoldierRanks=( aAbilityTree=( (AbilityName="DeathFromAbove", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon), (AbilityName="Quickdraw") ), aStatProgression=((StatType=eStat_Offense,StatAmount=3), (StatType=eStat_HP,StatAmount=0), (StatType=eStat_Strength,StatAmount=0), (StatType=eStat_Hacking,StatAmount=0), (StatType=eStat_CombatSims,StatAmount=0)), ) -SoldierRanks=( aAbilityTree=( (AbilityName="KillZone", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon), (AbilityName="Faceoff", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon) ), aStatProgression=((StatType=eStat_Offense,StatAmount=2), (StatType=eStat_HP,StatAmount=1), (StatType=eStat_Strength,StatAmount=1), (StatType=eStat_Hacking,StatAmount=5), (StatType=eStat_CombatSims,StatAmount=0)), ) -SoldierRanks=( aAbilityTree=( (AbilityName="SteadyHands"), (AbilityName="SharpshooterAim", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon) ), aStatProgression=((StatType=eStat_Offense,StatAmount=2), (StatType=eStat_HP,StatAmount=0), (StatType=eStat_Strength,StatAmount=0), (StatType=eStat_Hacking,StatAmount=0), (StatType=eStat_CombatSims,StatAmount=0)), ) -SoldierRanks=( aAbilityTree=( (AbilityName="InTheZone", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon), (AbilityName="FanFire", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon) ), aStatProgression=((StatType=eStat_Offense,StatAmount=2), (StatType=eStat_HP,StatAmount=1), (StatType=eStat_Strength,StatAmount=0), (StatType=eStat_Hacking,StatAmount=5), (StatType=eStat_CombatSims,StatAmount=0)), ) +SoldierRanks=( aAbilityTree=( (AbilityName="PistolStandardShot", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon), (AbilityName="Squadsight") ), aStatProgression=((StatType=eStat_Offense,StatAmount=10), (StatType=eStat_HP,StatAmount=1), (StatType=eStat_Strength,StatAmount=0), (StatType=eStat_Hacking,StatAmount=0), (StatType=eStat_CombatSims,StatAmount=1)), ) +SoldierRanks=( aAbilityTree=( (AbilityName="LongWatch", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon), (AbilityName="ReturnFireRebalance", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon) ), aStatProgression=((StatType=eStat_Offense,StatAmount=4), (StatType=eStat_HP,StatAmount=0), (StatType=eStat_Strength,StatAmount=0), (StatType=eStat_Hacking,StatAmount=0), (StatType=eStat_CombatSims,StatAmount=0)), ) +SoldierRanks=( aAbilityTree=( (AbilityName="Deadeye", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon), (AbilityName="LightningHandsRebalance", 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)), ) +SoldierRanks=( aAbilityTree=( (AbilityName="DeathFromAbove", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon), (AbilityName="Quickdraw") ), aStatProgression=((StatType=eStat_Offense,StatAmount=3), (StatType=eStat_HP,StatAmount=0), (StatType=eStat_Strength,StatAmount=0), (StatType=eStat_Hacking,StatAmount=0), (StatType=eStat_CombatSims,StatAmount=0)), ) +SoldierRanks=( aAbilityTree=( (AbilityName="KillZone", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon), (AbilityName="FaceoffRebalance", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon) ), aStatProgression=((StatType=eStat_Offense,StatAmount=2), (StatType=eStat_HP,StatAmount=1), (StatType=eStat_Strength,StatAmount=1), (StatType=eStat_Hacking,StatAmount=5), (StatType=eStat_CombatSims,StatAmount=0)), ) +SoldierRanks=( aAbilityTree=( (AbilityName="SteadyHands"), (AbilityName="SharpshooterAim", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon) ), aStatProgression=((StatType=eStat_Offense,StatAmount=2), (StatType=eStat_HP,StatAmount=0), (StatType=eStat_Strength,StatAmount=0), (StatType=eStat_Hacking,StatAmount=0), (StatType=eStat_CombatSims,StatAmount=0)), ) +SoldierRanks=( aAbilityTree=( (AbilityName="InTheZone", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon), (AbilityName="FanFireRebalance", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon) ), aStatProgression=((StatType=eStat_Offense,StatAmount=2), (StatType=eStat_HP,StatAmount=1), (StatType=eStat_Strength,StatAmount=0), (StatType=eStat_Hacking,StatAmount=5), (StatType=eStat_CombatSims,StatAmount=0)), ) Also here's the class file i promised: I am having a few issues still related to my new script code not quite doing what i want, but i want to try and fix that myself, (i think i know how to workaround it it even if i'm not sure why it's doing what it is), if i need help i'll come post again :smile:.
  7. Ok when i did that i got some weirdness, abilities not removed appeared duplicated, and not all where removed. Screenshot included. http://i.imgur.com/TPOf9ON.jpg I'm going to go away and try somthing else while you mull on that. But thanks for telling me about the purposes of backslash there, never encountered code like that before, it's always been either it doesn't care about lines, or everything on one line has to be physically on that line. the code that produced the above for clarity. EDIT: Attempting to compress the code onto one physical line by collecting it together and removing the backslashes didn't work either :sad:. The result was it acted like the code wasn't there.
  8. Ok that sorta fixed it. Turned out there was a couple of improperly edited lines in the big piece of text as well that created in game bugs, (basically the game was looking at two copies of each ability because i hadn't edited a line that defined the template created). Fixed that but then discovered that the edited ClassData file is not being properly used. It's not actually switching the abilities out for the new ones. Here's the code from that file: Any clue as to why?
  9. No i didn't thank you :smile:. Also sorry about the spoiler tags. I'll go back and change after finishing typing this. And yes i didn't expect this to be easy :smile:. I learn my modding mostly by examining other code, then start with editing that code, then splicing it together in new ways, and so on and so forth till i can create from scratch, but this kind of full on really finicky scripting language is a bit Ok this appears to be the problem code line: FireEffect = new class'X2Effect_ReturnFireRebalance'; TBH i had a suspicion this was going to give me trouble doing. I'm guessing from what you just said that this line: local X2Effect_ReturnFire FireEffect; Tells the game with other file to pull up to find the effect and the code thereof and my not changing this created the issue? Anyway i'll try it and see what happens. Thank you :smile:. I'm liable to be back with more problems and questions over time i'm afraid till i really get to understand this. EDIT: And build succeeded after i fixed that, (much obliged), so time to jump in game and test it.
  10. Ok after pulling my hair out for quite some time and getting nowhere, (i even tried deleting all the files i created so it only had the ones it created when you first make a new project and got the same error), i re-created the project from scratch copying in the modified files. This time it failed with a diffrent error. I'm guesiing it means a typo mistake of some kind but i'm not sure what sort. Although i at least know which file to look in. The error is: In case it helps here's the relevant files code:
  11. Sadly all the class mods i can find are flat out replacements or extras, there's none that i can see that actually edit existing class abilities yet. In the end i'm doing it the long way, namely giving the abilities i want to edit new unique names using the existing method or replacing .ini data and the generating new renamed version of the desired abilities with the edited data. Unfortunately when i try that i get a build error and i quite literally have no clue what it means. Included below: Warning/Error Summary --------------------- H:\Steam\steamapps\common\XCOM 2 SDK\Development\Src\Engine\Classes\XComModOptions.uc(1) : Error, Missing 'Class' definition
  12. I've had a look at both of them allready as well as the LW team's leader class. None of them contain any clues because as far as i can tell none of them are changing anything contained within an existing script file. If i wanted to create a new class or weapon, i'm confident i could use them to do it. But i haven't found a single example mod that edits an existing script file in a way that changes the data contained therein. They're all just adding data for new features, functions, and so on and so forth. EDIT: To be clear i've only edited the kind of script files that XCOM2 uses an handful of times before in other games and always through various tools that simplified the procedure so i admit it's possible there's somthing in those mods that i'm missing because i only understand most of what i'm seeing, and then only in very general terms, (i can see which values and lines set various things but their may be interactions i'm not seeing because they're not very obvious). but if i am missing somthing like that i'd need it pointing out.
  13. Ok finally got the mod tools installed and setup. I'm primarily interested in doing some class ability balance tweaking, though i've allready messed with some small ini tweaks whilst i waited for the mod tools to download but i haven't found any info on how you override a script file. Is it as simple as putting a copy of the script file's i want to change the code of into my mods appropriate folder and then editing it and hitting build, or do i need to setup a file telling the game which script files to override, or do somthing more complicated as was the case with ini tweaks where i had to specify the code lines to be removed and the code lines to be added?
  14. In case anyone else has issues: http://www.dev-c.com/skyrim/scriptdragon/
  15. Got Skyrim in the steam sale and decided to grab the NMM for easier mod handling, unfortunately i can't seem to get it to install, i double click the exe, the mouse pointer turns to a loading circle, then back to a pointer and nothing happens, task manager doesn't seem to show any new processes starting either. I'm not sure whats going on TBH. Any idea's?
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