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Mythrell

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Everything posted by Mythrell

  1. Click Alien to See Alien 1 and 2 Move Rangest Mod: Well, this is pretty much self explanatory, but if this is possible it would be nice addition for those who like to do tactical decisions with some kind of reliable information.. :)
  2. OH, forgot about the laboratories. Laboratories can do research: Vanilla labs pretty much suck, there's no other way around it. However, my proposal to fix them would be that while Tygan and Shen work in Shadow Chamber, Lab could do research without Tygan with a penalty of maybe -25%. This could help a bit with the mods which add research, as the game has kind of already ended when you're still doing those. There is also a mod which does improve labs already, but in a different way: http://steamcommunity.com/sharedfiles/filedetails/?id=681723388
  3. I don't really have that much time right now to actually make mods, or even continue developing my current mods, so every time I get one of those ideas that I really would love to have that specific mod I just have to sigh and forget about it.. but I actually decided to just put them here in case anyone is looking for ideas. These are very rough plans at this moment, just something which comes to mind every time I see a cool, a bit similar mod. :smile: Now I've been through a hefty amount of XCOM 2 mods, but there are just too many to say that I would've seen all of them, so I don't know if these already exists (which would be great) partially or completely in all cases. Armor System: Just to give players a little bit more choice, I think there might be use for a Light, Medium and Heavy armor variants of all current ones. Something simple like this might work (compared to current armors, exact values would need some testing): - Light Armor Variant: + Mobility, - Hit Points / Armor (maybe slight +AIM too to make it worth while?) - Medium Armor Variant: Current armors. - Heavy Armor: - Mobility, + Armor / Hitpoints (could also affect AIM negatively if there is big enough boost to HP / Armor I suppose) I suppose to really make this mod to be cool you would have to use fitting models as well, or edit the current ones to look apart. There is Alloyed Armor Plate Vest which is kind of similar, but it is a bit weak: https://steamcommunity.com/sharedfiles/filedetails/?id=620374688 Personal Shields: Ok now I know that here are few shield mods in game so something similar to this might actually be done already, but just in case... This is also seriously unbalanced, I just think it makes so much sense. There are many added difficulty mods also which could balance it I suppose. After the shield bearer research, your armors would get integrated shield system. -Shields HP would go up with armor tier upgrades, something like 3 / 5 / 8 - Shields would regenerate one slot per turn after taking damage, unless completely depleted. - There could be a turn or two delay after shields have depleted before they start charging again. To add a little bit of Dune book series flare (and to boost melee I suppose), shields could only effect weapons fire, not melee attacks. You know, as they would block fast moving objects or laser but not melee strikes which are considerably slower in motion. And no, I don't think laser weapons should explode both the shooter and shield guy like in the books, although that would make it "interesting" for sure. :smile: There is already at least utility slot variant which does something like this and a vest. XCOM Energy Shields: https://steamcommunity.com/sharedfiles/filedetails/?id=623434810 Shield Vest https://steamcommunity.com/sharedfiles/filedetails/?id=625258949&searchtext=shield Tactical Combat Mod: There is a mod which returns the shot system called XCOM2 OG Mod, which definitely looks like an interesting project. https://steamcommunity.com/sharedfiles/filedetails/?id=722131988 First off, return of the old shooting system (Aimed, snap, auto, burst) would be probably sensible with this. Aimed and Snap shot would just use one bullet, burst maybe 3-5 depending on weapon and auto maybe 5-10 depending on weapon. These would have different ranges and damage amount, normal game shot is considered to be a burst fire: - Aimed shot is the most accurate one and up to long ranges, could take two actions, have a massive critical boost but less than current non-critical damage. Probably should be same than current normal sniper shot for snipers? - Snap shot is the second most accurate, up to medium ranges, one action and critical damage boost but less than current normal damage (single shot fire is a lot more accurate than auto fire). - Burst would be considered to be the current shooting model with normal damage (on assault rifles), but receiving accuracy penalty over medium range. - Auto would be devastating fire (with capable weapons) to a very short range, as it's accuracy would receive huge penalty over longer range. Also, you would have limited ammo on each mission, and instead of having "one ammo type", players could have something like 3 -5 clips with them with different ammo types, so they could have different ammo types for different situations. Realistic numbers are probably too much to matter in game, so maybe just fiddle around the clip amounts and bullet amounts until it feels about right (a lot less I suspect). You could also go as deep as having tracers in the clip as an option for automatic weapons to improve aim, but maybe also decrease defense (as they make you easier to spot).
  4. Ah, perfect, thanks. I was missing that ini option, I did try to copy that source before.
  5. Hey all, just a quick question, is there a way to override another mods class to fix some mod compatibility issues? I suppose you need to copy it's source code to your project to be able to compile against it, so you would need a permission at least. Other thing which comes to mind is that you might be able to compile using the other mods compiled package as a some kind of library, but I don't know if there's a way to do that either. So yeah, if anyone has a clue about this, let me know. :)
  6. I think that the Squad Cohesion mod has this functionality. You probably should check it out, it does add other stuff as well.
  7. I would suggest you dump full template code, it will explain the situation a lot better.
  8. Yeah, that problem still persist. I build the mods with the SDK now and use the launcher from XCOM 2 to launch the game to go around this issue. You can find the launcher in \SteamLibrary\steamapps\common\XCOM2\Binaries\Win64\Launcher\StartDebugging.bat Other way to get it working is to run the SDK as admin, but that doesn't feel like it's really recommended thing to do.
  9. Yeah, that sweet ini fixed my issue as well, would've never in ten years figured out to even try that.
  10. Yeah, I started to get that error after the update. Running the SDK as administrator seems to fix that. Doesn't fix the other issue however. :smile: Oh, just in case, are you both running Windows 10 like I am? Just in case if that happens to have something to do with it.
  11. Hey all, so after the patch I have been unable to launch the XCOM 2 Editor from the ModBuddy to edit some textures. I was wondering if anyone got any idea what could be wrong, or could paste me a working error log so I can compare.. So I get the splash screen where it loads different stuff and then it just closes after "Loading objects referenced by: FoliageBrushSphereMaterial" and the editor doesn't open. Stuff I have tried to fix this are: 1. Check SDK file integrity 2. Reboot computer. 3. Remove SDK and download it again 4. Remove Mod folder from XCOM 2 SDK\XComGame\Mods 5. Remove shader cache.upk from XCOM 2 SDK\XComGame\Mods\xxxx\Content 6. rebuild the mod, load a different mod or try to launch the editor without any mods loaded in the modbuddy. 7. Update graphics driver (desperation move) All this for absolutely no effect whatsoever. I still get the exactly same behaviour than before. The log file I'm looking for is in Steam\steamapps\common\XCOM 2 SDK\XComGame\Logs\Launch.log my log is http://pastebin.com/tNEUm9qw There are many errors but I'm guessing everyone else has those errors as well, as the SDK seems to be generating a lot of garbage errors no mattter what you do with it, but I would love to compare. Any other tips are welcome as well. :smile:
  12. Is anyone else having all these fun issues with XCOM Modbuddy after the update? I can't run direct debug game as after the launcher I get steam error "Application load error v: 000000065432" or when I try to open XCOM 2 Editor it loads a bit with the splash screen and then just closes? I've seen some reports of both issues before the patch as well so I guess maybe it was just my turn to have all this fun...
  13. AFAIK most of these mods take models and textures directly from the game, ie. in this case probably from Planetside 2. What comes to fair use, I don't think this kind of use is even closely covered by it. You can take a picture of the helmet and put it in your forum post is fair use, but you can't rip the texture and model and upload it as a mod to another game. Stealing assets and putting them into other game is a big no no. I'm also a bit surprised on the amount of this type of mods and that they have not been removed from the steam earlier. That being said, I do agree that it's just free advertisement for the original IP, but I guess we just now have to pester Planetside 2 guys to make an ad campaign where they put their helmets into XCOM 2 as a mod... well, I suppose that would be made impossible by some EULA somewhere,but one can dream.. :) Yeah, legal stuff sucks but such is life.
  14. That's what I ended up doing, but the problem with that of course is that it's release code, not previous patch. But better than nothing I suppose. :smile: I'm not so sure that it's that much of a problem IP wise, there already is tons of mods released upon the "default" mod structure with all the source code with them because they didn't remove them. Edit: Not that I recommend anyone to upload a full code, but I do think that differences probably are not an issue.
  15. did someone actually grab a full diff? I totally forgot to do that, it would be nice to be able to compare previous version code against the patch.
  16. It's mainly a visual error - squad selection screen will show vest and ammo items in utiltiy slots and in random order and new slots are not showing. I But you're right, it's probably not worth "fixing" :)
  17. Bug seems to be fixed and thus this mod is at is final form. I might do a LW Toolbox compatible version as well, but time will tell.
  18. I think they could be interesting, maybe a chain of council missions type of a thing.
  19. Well, I have to say it would've been a lot easier to do my mod if this was out then. :smile: Nice, that's a bit cleaner solution, though it is a bit different mod. And on holy grails, I don't think there is any holy grails in XCOM 2. Just lack of knowledge and in my case, experience in modding. I'm still amazed how they just gave free hands to people to dick around and do whatever they want to.
  20. Ok the new non highlander version of mod is uploaded both nexus and steam. I have one annoying bug which I can't figure out, but other than that it seems to be performing nicely. I'll have video on the bug up shortly if anyone wants to help me solve it (well, here's hoping.. http://forums.nexusmods.com/public/style_emoticons/dark/smile.gif ). Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=674420475 Nexus: https://www.nexusmods.com/xcom2/mods/557/? Video:
  21. I'm Mythrell in Steam as well if that's what you mean. I think I have the final version of non highlander ready after few changes, I'm still testing it but it seems to be fine. Since I copied the UIScreen listener for SquadScreen from LW's Officerpack, I can't figure a way to override their SquadScreen override, or rather their new item slots. Other than that, it seems to play nice with most of the mods. Still need to figure a way to edit ammo and vest mods slots, but that's a minor other mod compatibility issue as well. Other than that, so far so good. It still does hefty amount of overrides (currently 6 classes), but I think I can reduce that as well. Most of them doesn't seem to be conflicting with other mods, but that's not a reason to try to not avoid them I suppose. :)
  22. Yes, ammo is intended to be only in Ammo slot. Mod added ammo can be in both, and even worse, same round can be in both Ammo and Utility slots. Not sure if the effect doubles as well.. In any case, I found that there's a flag to ignore equipping restrictions which I didn't notice earlier. If I set Unit.bIgnoreItemEquipRestrictions, CanAddItemToInventory always returns true, which has been the issue. After that returns true, normal inventory equipment code is happy to grab the item and put it in a correct slot. I think that might be the "easy" way to do this without a highlander, as it is possible to set this just a simple override, but I need to make sure this does not break anything. So far it looks good.
  23. New mod added ammo and vests should go into new slots easily, but the issue is that they will also go at the utility item slots. If you fill utility slots first and then add ammo to ammo pocket it should be fine. It can get pretty weird at times, it's definitely something I should improve at some point. I will most likely eventually put it into Steam Workshop, but I think I can improve it first. I do think that the separate ammo mod is pretty much ready to go in there with few minor fixes.
  24. Oh, it's possible I know, but I also know that it's not possible by me right now. I still have a lot to learn when it comes to fiddling with gamestates and as simple as it sounds, it's really not that simple to me. :smile: In the meantime, I finally put out the highlander mod. http://www.nexusmods.com/xcom2/mods/557/?
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