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abeclancy

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  1. Nice! Yeah, looking at the updated SDK it's clear that only the UITacticalHUD and *_AbilityContainer files changed. It's difficult comparing UPK files unless you know what you're looking for, I should keep copies of the old UPKs in case it's needed for some reason or another. Turns out I didn't keep them previously, and comparing an official build UPK to one that I made is just a plain old mess.
  2. Took a look with your instructions, worked just fine. There are other changes to other .uc files, but unfortunately it's hard to determine exactly where the changes are because the official UPK files contain comments and logging calls, while the ones that I cooked do not. It's 2300+ files that are different, so either someone's going to have to look through them all individually or I need to figure out how to either get a cooked package with comments/cpptext/logging functions intact or strip them out of the official packages.
  3. I have a repository of the previous SDK versions, so I already have both XComGame packages. How would I go about decompressing and comparing them?
  4. Nice sleuthing! But, poop. Was there just the one change in the UPK, or are there significant changes? It's quite possible that they don't consider the missing scripts that important, and they might not push an update just to fill in the missing files. It might be worth it to compile a list of all the changes if there's no update soon.
  5. Just thought I'd make a little post regarding the couple of most recent XCOM 2 patches. The patch from November 8th made numerous changes to many of the SDK .uc files regarding controller stuff, making information more visible, button prompts, etc. Anyone overriding core packages would need to compare against the approximately 264 updated files. But the BIG thing from that patch is that mod loading was finally fixed after being broken for over 4 months. Mods can override UPK files in the game's /mods/ directory, AND can override UPK files when downloaded via the Steam Workshop. The latter was promised in the June 2016 patch but never correctly functioned, and the former was broken in that same patch. It looks like there was another XCOM 2 patch on November 15th, but as far as I can tell this one does not change any of the UC files. This looks like a pure EXE-related patch.
  6. Pardon the terrible MS Paint skills, but this is kind of what I hope the menu looking like eventually, to allow for a bunch of information to be presented to the user: https://www.dropbox.com/s/xaewlylebagups8/mcm-example-tooltip-icons.png?dl=0 Yellow question mark icons (like the game uses for describing soldier skills in detail) would open a right-side pane. The mod list on the left could be used by the mod to display information like the mod author, license, etc. The option list on the right can be used to display a long tooltip string, examples, maybe even a format for including descriptive images in the game would be nice? Something that would allow for a cropped screenshot to be displayed that a mod can use to show what an option does as well as describe it with text.
  7. Ahhh, that makes much more sense, and explains a couple of peculiar issues that seem to have been hinted at via various online discussions regarding certain mods not working. Hopefully Firaxis does a patch in a few days, instead of waiting for their next DLC release. If I'm not mistaken, Shen's Gift is the last of the "promised & scheduled" DLC, so maybe we'll see some faster turnarounds now. Guess for the time being, core mods just need to edit their installation instructions and continue on as normal. Edit: Can confirm, XComGame/Mods doesn't work for overriding the XComGame.upk packages, even though it used to before the June 30th patch. Manually overwriting the XComGame/CookedPCConsole still works, so Nexus mods will just have to do this, just like the Workshop mods have had to do up until this point.
  8. Took a look around, didn't really run across anyone else discussing this. I've sent out a few messages about it, and if I get a response I'll update it here, but if anyone has a link to a source it would be appreciated.
  9. Yeah, I mean, I know how to get it working normally, I've been doing that for some time, as have other modders who are taking advantage of XComGame.upk overrides. Kinda wrote the forum tutorial on it: https://forums.nexusmods.com/index.php?/topic/3868395-highlander-mods-modding-native-classes-and-core-packages-xcomgameupk-etc/ But when you say "there is a bug" do you mean a new bug as of the June 30th patch that renders their addition of this feature unusable? Or do you mean from day one, February 2016, that it never worked in the first place? Do you have some source on this, that the June 30th patch is bugged and doesn't work? In their latest patch they said that you don't need to do this copy/overwrite process anymore, that it should "just work" from the mod directory instead: Updates to allow Steam Workshop DLC to be enumerated before native script packages are loaded. Will allow mods that override XComGame.upk to work through Steam Workshop
  10. Question: Has anyone been able to get the XComGame.upk override working though the Steam Workshop yet? Putting the XComGame.upk (and uncompressed_size file) in both the Workshop mod directory's Scripts\ and CookedPCConsole\ folders doesn't work. I've tried recompiling a bunch of times, trying different changes to directory structure, nothing works. Is this "actually" working for anyone?
  11. I'll have to do a bunch of mod updating today and tomorrow to get things working, but allowing the XComGame.upk to be replaceable is very nice! I'll definitely take advantage of this as soon as I am able. I'm a bit curious if this also works with Core.upk or other base packages (as I currently make a small modification to that package in order to do some logging stuff, so I can always do without it). It's also interesting to see that they deprecated X2AbilityMultiTarget_SoldierBonusRadius and the Cone, Cylinder, and Line versions so that they can allow for extending radius in a generic fashion. Curious if this allows for more than a single soldier "ability" or not, so this might make my own modifications obsolete. Fixing proximity mines not blowing up properly is nice, though too late for my current campaign. Makes the item usable once again.
  12. I've been making a mod over the past while, and I've just made an update that (among other things) allows people to specify changes to the sizes of area-of-effect abilities in the game, based on whether the shooter has an ability or effect. For example, if you wanted to give PSI troopers an ability called "Focus" (say from a new PSI tree) that increases the AOE of Void Rift, you can do that with just a few lines of code. And if you wanted to reduce the AOE of Void Rift if the trooper is poisoned, you can do that too. Or if you wanted to make a suicidal-unit that self-destructs and has a larger AOE blast if it is on fire, you can do that. Or increase the AOE sizes of heavy weapons. Etc etc. Might not be all that helpful to too many people, but I saw a deficit and coded a semi-working solution for it. It's a bit hacky, but I couldn't figure out a simpler way of accomplishing it. Should be mostly transparent to anyone using it though. http://www.nexusmods.com/xcom2/mods/569/? The TLDR for why I made this, was because I wanted to fix the critical chance of heavy weapons and make them by affected by Biggest Booms and Volatile Mix. Volatile Mix technically does give a radius bonus to grenades, it's just that the bonus is set to zero. I wanted to apply the bonus to the heavy weapons, so that if someone does make the bonus non-zero, it will affect them (Cone, Radius, Line, and Cylinder).
  13. Not sure what your status on this is, and not sure if this helps at all. But I've noticed in the past that string localization doesn't work unless the class is also loading config variables. I have a proper description of it here: https://forums.nexusmods.com/index.php?/topic/3868395-highlander-mods-modding-native-classes-and-core-packages-xcomgameupk-etc/
  14. If you're still having issues with "VERSION" and the compiler complaining about case, try just changing the variable name to something else. Unrealscript does some pretty weird and opaque things regarding naming collisions on variables that it auto-creates, such as "ReturnValue". Try "CONFIG_VERSION" or "SUPPRESSION_CONFIG_VERSION" or something and see if that gets rid of that error.
  15. Kregano I'm unsure as to your exact issue. You're not entirely clear as to what the problem actually is (all you say is "it won't work"). The code you pasted is difficult to parse due to the wild spacing. And you haven't included any information as to what this has to do with the MCM mod. DownloadableContentInfo doesn't have anything to do with MCM.
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