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Kenshkrix

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    Fallout4, XCOM2

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  1. This is normal, yes.
  2. Yeah, the difference between an immediate patch job versus flying in a Skyranger for hours before being treated is probably significant in some way, but this doesn't sound like an easy thing to mod.
  3. AFAICT every class can get 2 skills when entering a class but only half of them actually do. Ranger and Grenadier get 1 skill (Sword Slice and Launch Grenade) Sharpshooter gets Pistol Shot and Squadsight Specialist gets Hack and Aid Protocol. Therefore you can easily give the Ranger and Grenadier an extra skill at Squaddie using just the ini file, but changing Sharpshooter or Specialist is more complicated. For ranger, there's this line: SoldierRanks=( aAbilityTree=( (AbilityName="SwordSlice", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon) ),You can simply add another ability like this: SoldierRanks=(aAbilityTree=( (AbilityName="RunAndGun"), (AbilityName="SwordSlice", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon) ), Same for the Grenadier, which for some reason already has empty parentheses in front of the Launch Grenade skill. Whether or not it needs the ApplyToWeaponSlot section depends on the skill in question, and it'd probably be a good idea to not try and copy Secondary Weapon abilities to avoid crazy glitches/crashing when your ranger tries to fire a grenade with his sword or something.
  4. The dynamic array in BodyPartTemplateConfig has no parentheses when inputting data into the array. Thus it would appear that the arrays do not automatically assume you're adding new elements when they are explicitly inside parentheses, so the + helps it delineate this behavior from simply overwriting the old value.
  5. If you want to change text, you're going to want to deal with the Localization folders. What did you want to change?
  6. It seems that some stats are overwritten further down for different difficulty levels. Slightly past halfway down is this: [Soldier_Diff_0 X2CharacterTemplate] CharacterBaseStats[eStat_HP]=6 CharacterBaseStats[eStat_Will]=50 [Soldier_Diff_1 X2CharacterTemplate] CharacterBaseStats[eStat_HP]=5 CharacterBaseStats[eStat_Will]=40 CharacterBaseStats[eStat_FlankingCritChance]=40
  7. The main issue with it is that the pistol abilities are set to use the 'secondary' weapon. Offhand I'd suggest just making a primary weapon that's also a pistol, and have them carry two pistols around, but making it display properly isn't my field of expertise.
  8. Did you start a new game or recruit new soldiers after changing it?
  9. Can you elaborate on 'never seems to do anything'? Is the soldier's will stat not being changed? Will determines a soldier's resistance to psychic things like getting mind controlled.
  10. Well, I tried this format for the XComMissions.ini but never got anything working so I tried, as previously mentioned, to copy the original lines, place a - in front of them and place a + in front of the new lines like one can see below (incidentally I am modding the same .ini in a different way): http://puu.sh/n295o/109e540b65.png This finally got my Mod working through the SDK/ModBuddy (mind you, that I did not test the RandStatAmount but if it works when you directly edit the .ini, then it should also work with this format) Thank you sooo much for that screenie. I did the exact same thing as you did and now it works, I didn't "get" that I had to eliminate the original lines with a - first and then add them with a +, cause the Globalprogression had me all confused since it miraculously works without that. Anyway, I'm happy. Thanks again :laugh: This is because GlobalStatProgression can be repeated multiple times to do whatever you want with every stat. It only takes one stat per line, though. For example, if you wanted everybody to randomly get 0 to 4 aim every level, you could've just used this: +GlobalStatProgression=(StatType=eStat_Offense,RandStatAmount=5)
  11. When you're creating a project you can change the name when selecting the type, instead of trying to manually replace names afterwards.
  12. When you run Debugging from the SDK, the console runs this to open the launcher: XCOM 2\Binaries\Win64\ModLauncherWPF.exe -allowconsole -log -autodebug
  13. This looks exactly like mine, but mine works fine. Sorry, I have no idea what's wrong. In my case, I just followed the Quickstart pdf in the SDK Documentation and everything works fine (or doesn't build at all). For lack of other advice and considering this is a technical problem, I'll go ahead and suggest restarting your computer, rerunning the SDK Redist Binaries, and double-checking your Build Options. Hope you figure it out or somebody else can help you, it's beyond me.
  14. Weird, did you perhaps change file/folder names in the mod files without being completely thorough? There are a ton of references so it's easy to miss one.
  15. You need to have an .XComMod file for the launcher to read, XComModBuddy should already do this if you use the F5 key to run a debug test of your mod. Here's an example if you really want to do it manually for some reason: [mod] publishedFileId=0 Title=Example Weapon Description=This example mod demonstrates how to add a new weapon to XCom 2
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