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grenademagnet

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Everything posted by grenademagnet

  1. Hmm. I'm not seeing anything about DefaultInput.ini still being active in that discussion. What am I missing? -Dubious- Sorry, I was just focusing on solving my particular problem, which was getting the SimCombat feature to work again from a keyboard command. After trying the command in the DefaultInput.ini failed, and then trying DefaultGame.ini after reading the suggestion to do so, I found the command worked again in the DefaultGame.ini. I cannot speak to any functionality in the DefaultInput.ini file, except that I could not get my keybind to work in that file.
  2. Amineri, your guess was correct: As an update, I think this is also mentioned in the KeyBinds thread, but a user on the somethingawful forums discovered his keybind commands would work again if applied in the DefaultGame,ini file, instead of DefaultInput.ini file. I tried this and it worked, to re-enable the SimCombat command I had bound, in order to help skip the first mandatory mission. Here is his copied post, from user TheCosmicMuffet Keybinding update found this while screwing around in the defaultgame.ini: ; This is an exact duplicate of the bindings found in DefaultInput.ini ; This is necessary because XComTacticalInput now extends MobilePlayerInput, ; which loads its configs from DefaultGame.ini. When I edit the set of duplicate commands under there, my bindings work again. (be they slomo or whatever else). Per the text, this is just for stuff that broke in tactical, though it leads me to believe that it's not broken in strategic view, then. (yay!)
  3. In the new patch from 02-25-2014, it appears the key command for SimCombat and killaliens is no longer working, at least for me. I tried overridding the DefaultInput.ini file in the EW config folder _and_ in the folder under \Documents\my games\XCOM - Enemy Within\XComGame\Config Does anyone else notice this? Or were they able to get the SimCombat command to work again? I suspect Firaxis disabled these commands or screwed them up with their latest patch. For reference, this no longer works after the latest patch:
  4. Ah, ok, thanks for finding all that info. I'll look into later seeing if I want to modify those triggers or not.
  5. As an update, I found a reference to the 2nd mission called Deluge, also in the DefaultGameData.ini file: DELUGE_GAP_HOURS=168 But no reference to the other two missions (Portent and Furies).
  6. For Portent Progeny (my mistake), is there any way to adjust which date or month the first DLC mission will appear? I know for Slingshot the date settings are found in the DefaultGameData.ini file (here): SLINGSHOT_LOWFRIENDS_START_DAY=51 SLINGSHOT_CNFNDLIGHT_DAYS=25 SLINGSHOT_GANGPLANK_DAYS=2 But I do not see similar settings for Portent. Are there similar settings in any other INI files or perhaps the Portant timings are within one of the UPK files? I'm playing my games on harder difficulty so wanted to push back the start of Portent a few months.
  7. Does anyone know what causes the default base to be generated by difficulty settings? I noticed for Normal difficulty the OTS appears in the base, but is removed for Classic and Impossible. In my sub-variation of the Implassic mod (Clormal) I adjusted INI settings to allow panic modes to be adjusted as for Normal if playing on Classic difficulty. However, selecting Classic difficulty causes the OTS to no longer appear in the starting base, and I did not see an INI setting that controlled if you started out with the OTS or not. Just curious if anyone figured out how the default base setting worked by difficutly in the old Enemy Unknown and whether those settings can be modified and also put ot use in Enemy Within.
  8. Hi, I'm working on the Implassic mod. The reason I ask about modding the game to remove the first mission to allow to make it quicker to test out mod changes. For example, each time I make an INI file change and want to test it, I have to fire up a new XCom game and slog through the first mission to see if the mod changes took effect, like for the Geoscape. Modding out the first mission could make it easier for other people to test their mods, too.
  9. Uberjumper (member on here) has released a tool called ModHelper that unlocks the DefaultGameCore.ini file so the EW game EXE just uses the one in your Config folder. The changes only take affect with a new game. Here is his page's link, which should have download links. My Implassic mod relies on this tool, as it's invaluable for any mod-making. https://github.com/fperks/xcom-mod-helper
  10. Ah, ok Amineri. Thanks for the clarification. That resolves the issue for me, so I will update my mod's trouble-shooting info.
  11. Hi, does anyone know if facility costs are adjusted by difficulty settings? I am implementing the Implassic mod and had a complaint that Facility costs for a Science Lab was $150 on Classic difficulty, which the person indicated should be less on Normal difficulty. My mod has a variation called Clormal that lets you run Classic tactical with Normal geoscape settings. My mod only makes changes ot the two main DefaultGame INI files (Core and Data). But I looked through the INI files and did not see any difficulty settings that impact the facility costs. I just found one section in DefaultGameCore.ini for the facility costs. Does anyone know if those facility costs are fixed per difficulty level? It takes too much time for me to test since I have to fire up a new game each time and slog thru the first mission to see if the facility costs change or not. I need to know which is correct: A) Facility costs are static no matter what difficulty level B) Facility costs change per difficulty level, adjustable in an INI file C) Facilty costs change per difficulty level, but that's embedded in a UPK file Thanks for any info or guidance.
  12. PsyckoSama, I don't know. Also, this is the EW discovery thread, for general new discoveries. You may want to try your question in this recent thread, since it's armor related: perhaps people reading that one can help: http://forums.nexusmods.com/index.php?/topic/805353-unlock-all-decorative-armors-for-all-armors/
  13. Ah, thanks, buddy. I just tested a change in the DefaultGameData.ini myself with the EXALT, to where they do a sabotage mission every day and make you lose 1000 credits, and after 2 months of ignoring UFO missions I got hit with my first EXALT sabotage for 1000 credits. Your test was simpler, so I should have waited for a response. Thanks again for confirming that DefaultGameData file overrides work!
  14. Do you know what node the DefaultGameData.ini is found under the ResourceHacker? I just looked thru ResourceHacker again and I do not see the DefaultGameData.ini file. I see the DefaultGameCore.ini, but not DefaultGameData.
  15. In the INI files I found settings for EXALT that appear to be related to difficulty settings. In the file DefaultGameData.ini (not GameCore), there are four sections for EXALT named m_arrExaltTuning[X], where X = {0,1,2 or 3} Each section has the same variables but different parameters, like number of days before EXALT attacks, etc. Since there are four settings and four difficulties I assume the array parameter X is tied to the difficulty selected. If so then I will have to update part of my Implassic mod to have users replace their DefaultGameData.ini file in addition to the DefaultGameCore.ini files. Does anyone know if the EW executable uses the DefaultGameData.ini from the config folder, or is that data embedded in a UPK file? I did _not_ see DefaultGameData.ini in the executible via the Resource Editor, so I hope this one ini file is read locally.
  16. UberJumper, one question about your mod: If Firaxis releases a patch and updates the Enemy Within EXE file, will your tool still work with it, or will you have to build a new version of your tool to be compatible? Just trying to plan ahead on any possible issues that could occur, since I'm still getting familiar with your mod. Thank you.
  17. Ok, UberJumper, thanks very much. I just found your mod reference right before I read your post response. I will look into making a change to my mod so it will use your tool instead for Enemy Within. I will probably include your EXE file with my mod, but will also include a reference to your mod links in case people should get the latest version if they run into problems. Any suggestions or changes please let me know, thank you.
  18. @johnnylump Ok, thanks: I am looking at your mod now, and can observe how you modify EXE to point to the DefaultGameCore.ini file I'm fine either way, just need some clarification on who's tool I should use, since I have not been monitoring this forum since the Slingshot release. Does anyone know if the ModPatcher author ever made his code open-source? ModPatcher was pretty convenient. However, if I have to instruct people to copy over the DefaultGameCore.ini file in the local folder and patch their EXE then that solution will work as well.
  19. Did you start from a new game? From what I understand the DefaultGameCore.ini changes only take effect with a new game. If a game is in progress it just reads settings from the latest save file. Try a new game and see if your changes work.
  20. Thanks, UberJumper. Sorry to be rude, but which mod is yours again? I'm supporting the Implassic mod, which relies on the ModPatcher utility to embed the updated DefaultGameCore.ini file into the game's EXE file. However, I see Firaxis decided to implement EW inside it's own EXE file. Which mod or utility download link is yours? I'm more than happy to use your tool instead, and give credit to you in my mod page, of course.
  21. With Enemy Within coming out this week, I had a few questions to prepare my Implassic mod: 1) Will ModPatcher still be compatible with the EW executable in it's current version; 2) If a user has the game installed somewhere else besides the /SteamApps/ subdirectories, then will modpatcher work if you have the INI file in the same folder as the game's EXE file? I assume modpatcher would also have to be in XCom's binaries folder to find the EXE.
  22. I can answer some of your questions. 1) Modifiers Higher Alien Accuracy: look for the line item "BalanceMods_Classic=(eType=eChar_Sectoid", for example. _Classic is the attribute settings for the units on Impossible settings. BalanceMods_Classic=(eType=eChar_Sectoid,iDamage=0,iCritHit=10,iAim=10,iDefense=0,iHP=1, iMobility=0,iWill=0) As you can see here Sectoids get +10 CritHit and +10 Aim on Impossible. They also get one extra hitpoint Lower Soldier Hitpoints There is a bug in the soldier hitpoints, not setting them correctly for some difficulty levels. To correct this you have do to two things: 1) Adjust the base hit points for soldiers, found on this line: Characters=(iType=eChar_Soldier,HP=4, (note, default HP is 5, but I adjusted here to 4 for the example) 2) Change all the hitpoint adjustments based on difficulty level to zero: BalanceMods_Easy=(eType=eChar_Soldier, iDamage=0, iCritHit=0,iAim=0,iDefense=0,iHP=0 BalanceMods_Normal=(eType=eChar_Soldier, iDamage=0, iCritHit=0,iAim=0,iDefense=0,iHP=0, BalanceMods_Hard=(eType=eChar_Soldier, iDamage=0,iCritHit=0, iAim=0, iDefense=0,iHP=0, BalanceMods_Classic=(eType=eChar_Soldier,iDamage=0,iCritHit=0, iAim=0, iDefense=0,iHP=0, So you set the hitpoints you want in step 1, then those base hitpoints should be set for whatever difficulty level you pick, provided you zero out the adjustments per difficulty level. Are there really more aliens (in numbers on the battlefield) in impossible? Or more UFO contacts? Yes, there are more aliens in numbers on the battlefield in Impossible. I'm not sure about more UFO contacts, yet. On impossible you do get some missions sooner, like I got my first terror mission during Month 2. Also, I may as well plug my Implassic mod: This is a simple mod that sets the DefaultGameCore.ini Impossible settings to Classic, so you can play in Classic with more enemies per map and other features set in the EXE or UPK files. Give it a try! http://xcom.nexusmods.com/mods/17
  23. Anbar, thanks for the sample changes, which I will consider. I was trying to find just the least amount of changes to make Impossible more tolerable, which is why I started with just one change (the starting panic level). If I need to add more then will try your list out. I am familiar with most of the other settings: I should have mentioned I put a mod up on this site for download last week (called Implassic) that sets all the Impossible settings to Classic settings, so as to have more enemies per map at Classic difficulty. However, I'm finding the Geoscape AI in Impossible to be brutal, even with the Classic INI settings.
  24. I thought about that, but wanted to play Impossible mode so I could have more enemies per map. However, if I can't get things just right on Impossible with the teaks, I'll do you what you suggest. Hopefully the UPK utilities will get to a point where people can add more enemies for Classic, and/or adjust some of the Geoscape settings not affected by the INI file.
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