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AxlDave

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Posts posted by AxlDave

  1. Apparently Grounded has just received its "Final Update", which I assume means no more significant changes to the code or mechanics.  Should be fairly safe for someone to attempt a mod that removes building restrictions like "Location Obstructed", since all the others seem to be out of date.

    Any interest?

  2. I tried running it through PatchUPK (the closest thing in UPKUtils to PatcherGUI) and it did nothing, there is no change to the starting stats.

     

    I also am not having any luck getting the pseudo code converter to work, as the readme instructions are very unclear. All I really want is the unique hex string that allows me to locate his health, aim, and will so I can edit those values. Are there no resources with this information out there? Or at least a simple way to find that hex string myself?

  3. So you know how every once in a while, you get a request from the council for 3 laser rifles or some alloys etc? I've noticed that countries will often ask for the same thing multiple times in a row, which kinda makes it feel like my donations are wasted.

     

    I was wondering if someone might be able to make a mod whereby the random selection pool of Country, Item, and reward could have some kind of ticklist function - so say China asks for 2 Nano vests, and I deliver, China will never again ask for Nano vests because they've made good use of the ones I gave them. To my mind, the only resources that countries could reasonably ask for multiple times are alloys, weapon fragments, UFO flight computers, and UFO power sources.

     

    Any takers?

  4. Having read through the link several times, I cannot see any mention of how to change the order of soldiers in the barracks. All it mentions is some method that will do something if you don't care about the ordering.

     

    So, as far as I can tell from the game, the barracks arranges soldiers according to these factors: Rank, Mission No, Kill No, in that order. All I really want to do is edit / add to this list so that "Class" is at the top. Is this at all possible? Does this list exist somewhere easily accessible?

  5. Yeah I used the code alteration mentioned in the third item mod to get three visible items. I'm hoping there's a way to get more, other than just squashing everything up. I'll look into that flash link though, thanks.

     

    I did make it quite clear by putting "X-COM EU" in the topic title. I do not run any mods but my own, so further detail cannot really be included.

  6. I am trying to swap around a couple of skills on the skill tree, to be more specific:

     

    Sniper Skill Tree:

    - Swap Battle Scanner with Double Tap

     

    Support Skill Tree:

    - Swap Deep Pockets with Saviour

    - Swap Rifle Suppression with Combat Drugs

     

    But I cannot figure out what hex string to edit. I have found the place I need to edit in UE Explorer, but I don't know how to translate that to editing the unpacked XComGame.upk.

     

    Can anyone help? Ideally by giving the exact hex string to search for in the .upk file, and what to replace in it.

  7. So I can increase the number of items my guys can carry with the ismallitems thing, but I run into a problem that I cannot see past the third item, and I'm not sure if it actually has any effect. I can't swap it out or anything either.

     

    Could somebody make a mod that allows me to see more then three inventory items, say like six?

  8. So due to a glitch with adding inventory slots for each soldier and then gaining the Deep Pockets skill on a couple of support soldiers, the game now thinks I have 92 Nano-vests, when in fact I only have 90.

     

    Is there any way to change this number? The extra 2 vests do not physically exist anywhere in my soldiers inventory or the locker, and so cannot be sold to another country.

  9. So I modified XCOM: Enemy Unknown to enable any soldier wearing Titan armour to be able to carry 3 items instead of the standard one. Arc Throwers and Nano-vests for all, yay!

     

    The problem is, when my Support class soldiers receive their "Deep Pockets" skill, the fourth inventory slot becomes inaccessible, and the Nano-vest that is equipped gets replaced by a frag grenade. In addition, the replaced Nano-vest does not show up in the locker, but I can tell that I still possess said Nano-vest by looking in the Engineering section, which tells you how many of a particular item you currently own.

     

    My theory is that the Nano-vest has been placed in the inaccessible fourth inventory slot, where it no longer registers as being equipped but still registers as existing.

     

    Can anyone construct a mod that allows me to see and also use this fourth inventory slot? Or perhaps even allows the use of more than 4?

  10. Brief intro: I wanted to make Titan armour the uber-est armour in the game by adding Ghost, Flight, and Grapple abilities. First stop - editing DCG.ini. Added Fly and Ghost to the abilities, Grapple to the properties. Upon testing, found that Ghost worked perfectly, nice. Fly worked functionally, but visually the soldier was running in mid-air. Not ideal, but workable. Grapple, however... well, that didn't even show up, despite being listed as an ability in the Unit Loadout screen.

     

    So, back to DCG.ini, this time adding Grapple to abilities as well as properties. It shows up twice in the Unit Loadout screen, but only once on the action buttons. But hey, at least it's there. Except that, when used, it shows the animation of the soldier firing their weapon, before they magically fly up to the grapple location, fail to initiate the "climbing up" animation, and spend the rest of the mission stuck in mid air.

     

    Needless to say, this problem required further investigation, which brought me to editing UPK files. Now, I think I have located what I need to change in the file Soldier_MaleTitan_SF.upk, CHH_Lv3MedMale_ANIMSET --> Meshes --> SM_Lv3MedMale --> SkeletalMeshSocket_47.

     

     

     

    begin object name=SkeletalMeshSocket_47 class=SkeletalMeshSocket
        SocketName=Inven_Grapple
        BoneName=RigLArmForearm
        RelativeLocation=(X=11.14450,Y=1.0,Z=-0.30728960)
        RelativeRotation=(Pitch=-2435,Yaw=15903,Roll=-30737)
    object end
    // Reference: SkeletalMeshSocket'CHH_Lv3MedMale_ANIMSET.Meshes.SM_Lv3MedMale.SkeletalMeshSocket_47'
    

     

     

     

    Now, my understanding tells me that, if I replace SkeletalMeshSocket_47 with the value from the Ghost armour, SkeletalMeshSocket_31, then that should enable the Titan armour to use the Grapple animation of the Ghost armour, right?

     

    Or do I have it all wrong? If so, corrections would be very welcome.

     

     

    The second problem is making the Titan armour appear to fly. I have found four SkeletalMeshSockets in the Archangel armour that seem to relate to a jetpack, but also a whole bunch of animations in CHH_Lv3MedMale_ANIMSET --> Anims which no doubt are necessary to the visual effect.

     

     

     

    begin object name=SkeletalMeshSocket_19 class=SkeletalMeshSocket
        SocketName=Jet_L
        BoneName=Jet_Nozzle_L_b
        RelativeRotation=(Pitch=32768,Yaw=0,Roll=0)
    object end
    // Reference: SkeletalMeshSocket'CHH_Lv3MedMale_ANIMSET.Meshes.SM_Lv3MedMaleJet.SkeletalMeshSocket_19'
    
    begin object name=SkeletalMeshSocket_20 class=SkeletalMeshSocket
        SocketName=Jet_R
        BoneName=Jet_Nozzle_R_b
        RelativeRotation=(Pitch=32768,Yaw=0,Roll=0)
    object end
    // Reference: SkeletalMeshSocket'CHH_Lv3MedMale_ANIMSET.Meshes.SM_Lv3MedMaleJet.SkeletalMeshSocket_20'
    
    begin object name=SkeletalMeshSocket_21 class=SkeletalMeshSocket
        SocketName=Stabilizer_L
        BoneName=PistonSleeve3_L_b
        RelativeLocation=(X=6.50,Y=7.50,Z=0.0)
        RelativeRotation=(Pitch=0,Yaw=21845,Roll=0)
    object end
    // Reference: SkeletalMeshSocket'CHH_Lv3MedMale_ANIMSET.Meshes.SM_Lv3MedMaleJet.SkeletalMeshSocket_21'
    
    begin object name=SkeletalMeshSocket_22 class=SkeletalMeshSocket
        SocketName=Stabilizer_R
        BoneName=PistonSleeve3_R_b
        RelativeLocation=(X=6.50,Y=7.50,Z=0.0)
        RelativeRotation=(Pitch=0,Yaw=21845,Roll=0)
    object end
    // Reference: SkeletalMeshSocket'CHH_Lv3MedMale_ANIMSET.Meshes.SM_Lv3MedMaleJet.SkeletalMeshSocket_22'
    
    
    begin object name=AnimSequence class=AnimSequence
        SequenceName=Tentpole_Jetpack_Kit
        Notifies=/* Array type was not detected. */
        SequenceLength=16.133330
        NumFrames=484
        TranslationCompressionFormat=AnimationCompressionFormat.ACF_Identity
        RotationCompressionFormat=AnimationCompressionFormat.ACF_Identity
        KeyEncodingFormat=AnimationKeyFormat.AKF_PerTrackCompression
        CompressedTrackOffsets=/* Array type was not detected. */
    object end
    // Reference: AnimSequence'CHH_Lv3MedMale_ANIMSET.Anims.AS_Jetpack.AnimSequence'
    
    begin object name=AnimSequence_1 class=AnimSequence
        SequenceName=MV_JetClose
        Notifies=/* Array type was not detected. */
        SequenceLength=1.3666670
        NumFrames=41
        bNoLoopingInterpolation=true
        RotationCompressionFormat=AnimationCompressionFormat.ACF_Float96NoW
        KeyEncodingFormat=AnimationKeyFormat.AKF_VariableKeyLerp
        CompressedTrackOffsets=/* Array type was not detected. */
    object end
    // Reference: AnimSequence'CHH_Lv3MedMale_ANIMSET.Anims.AS_Jetpack.AnimSequence_1'
    
    begin object name=AnimSequence_2 class=AnimSequence
        SequenceName=MV_JetClosedState
        Notifies=/* Array type was not detected. */
        SequenceLength=0.066666670
        NumFrames=2
        RotationCompressionFormat=AnimationCompressionFormat.ACF_Float96NoW
        KeyEncodingFormat=AnimationKeyFormat.AKF_VariableKeyLerp
        CompressedTrackOffsets=/* Array type was not detected. */
    object end
    // Reference: AnimSequence'CHH_Lv3MedMale_ANIMSET.Anims.AS_Jetpack.AnimSequence_2'
    
    begin object name=AnimSequence_3 class=AnimSequence
        SequenceName=MV_JetOpen
        Notifies=/* Array type was not detected. */
        SequenceLength=1.8666670
        NumFrames=56
        bNoLoopingInterpolation=true
        RotationCompressionFormat=AnimationCompressionFormat.ACF_Float96NoW
        KeyEncodingFormat=AnimationKeyFormat.AKF_VariableKeyLerp
        CompressedTrackOffsets=/* Array type was not detected. */
    object end
    // Reference: AnimSequence'CHH_Lv3MedMale_ANIMSET.Anims.AS_Jetpack.AnimSequence_3'
    
    begin object name=AnimSequence_4 class=AnimSequence
        SequenceName=MV_JetOpenState
        Notifies=/* Array type was not detected. */
        SequenceLength=0.066666670
        NumFrames=2
        RotationCompressionFormat=AnimationCompressionFormat.ACF_Float96NoW
        KeyEncodingFormat=AnimationKeyFormat.AKF_VariableKeyLerp
        CompressedTrackOffsets=/* Array type was not detected. */
    object end
    // Reference: AnimSequence'CHH_Lv3MedMale_ANIMSET.Anims.AS_Jetpack.AnimSequence_4'
    
    begin object name=AnimSequence_5 class=AnimSequence
        SequenceName=ADD_MV_JetClosedState
        Notifies=/* Array type was not detected. */
        SequenceLength=0.066666670
        NumFrames=2
        bIsAdditive=true
        RotationCompressionFormat=AnimationCompressionFormat.ACF_Float96NoW
        KeyEncodingFormat=AnimationKeyFormat.AKF_VariableKeyLerp
        CompressedTrackOffsets=/* Array type was not detected. */
    object end
    // Reference: AnimSequence'CHH_Lv3MedMale_ANIMSET.Anims.AS_Jetpack.AnimSequence_5'
    
    begin object name=AnimSequence_6 class=AnimSequence
        SequenceName=ADD_MV_JetClose
        Notifies=/* Array type was not detected. */
        SequenceLength=1.3666670
        NumFrames=41
        bIsAdditive=true
        RotationCompressionFormat=AnimationCompressionFormat.ACF_Float96NoW
        KeyEncodingFormat=AnimationKeyFormat.AKF_VariableKeyLerp
        CompressedTrackOffsets=/* Array type was not detected. */
    object end
    // Reference: AnimSequence'CHH_Lv3MedMale_ANIMSET.Anims.AS_Jetpack.AnimSequence_6'
    
    begin object name=AnimSequence_7 class=AnimSequence
        SequenceName=ADD_MV_JetOpen
        Notifies=/* Array type was not detected. */
        SequenceLength=1.8666670
        NumFrames=56
        bIsAdditive=true
        RotationCompressionFormat=AnimationCompressionFormat.ACF_Float96NoW
        KeyEncodingFormat=AnimationKeyFormat.AKF_VariableKeyLerp
        CompressedTrackOffsets=/* Array type was not detected. */
    object end
    // Reference: AnimSequence'CHH_Lv3MedMale_ANIMSET.Anims.AS_Jetpack.AnimSequence_7'
    
    begin object name=AnimSequence_8 class=AnimSequence
        SequenceName=ADD_MV_JetOpenState
        Notifies=/* Array type was not detected. */
        SequenceLength=0.066666670
        NumFrames=2
        bIsAdditive=true
        RotationCompressionFormat=AnimationCompressionFormat.ACF_Float96NoW
        KeyEncodingFormat=AnimationKeyFormat.AKF_VariableKeyLerp
        CompressedTrackOffsets=/* Array type was not detected. */
    object end
    // Reference: AnimSequence'CHH_Lv3MedMale_ANIMSET.Anims.AS_Jetpack.AnimSequence_8' 

     

     

     

    Any ideas what to do there? I'm not entirely sure how to add an entirely new branch using only a hex editor...

  11. Just a thought, but you could try making the critters be in the same faction as NPC companions. Then you could have them fleeing in combat mode and hopefully the critter/companion allegiance should stop companions from opening fire.

     

    Wouldn't affect other NPCs and I'm not sure what the companions would do if the Player initiated "combat" on their furry friends, causing them to flee. Gotta be worth a try though, right?

  12. @senterpat

    Okay cool, does that prevent them from using it even when it's the only way in or out?

     

    Basically, I'm creating a medium security fort located at Jean Sky Diving. I have secured the area by enclosing it with a chain link fence and the same concrete wall around Tenpenny in FO3. There is one gate in and out, and I don't want enemies or allies just waltzing in and out as if [REQUIRES A KEY] actually meant [COME IN! WIPE YOUR FEET! KILL US ALL!].

     

     

    @qwertyzeldar

    I thought that would have done the trick, too. Maybe it only works on interior doors? Or maybe the key needs to actually exist? Not sure...

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