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Hammerstein2k11

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  1. Looks like I found a solution... https://www.reddit.com/r/xcom2mods/comments/6wvjn3/help_request_my_wotc_modbuddy_can_not_create_a/
  2. Thanks, although I already read that earlier. The weird thing is that the other templates in the list work and they are all in the same folder. So for now I will just use the ClassOverrideExample.
  3. I want to fix my HiddenPotential mini-mod for War of the Chosen. But the new SDK won't even let me open a fresh template file. The template zips are in ...Steam\SteamApps\common\XCOM 2 War of the Chosen SDK\Binaries\Win32\ModBuddy\Extensions\Application\ProjectTemplates\XCOM2Mod\1033\DefaultMod.zip ...and I have set that path under Options, but no luck. Instead the SDK always tries to extract that zip into a temp folder and then bugs out. Uninstalled, reinstalled...no idea what causes this.
  4. Wow, I wasn't around this week due to work. Looks like you solved the problem. Great job man.
  5. A holster or even better a special forces style chest holster for the revolver. Since the sword also has a scabbard this should be possible. But I guess it would require some good skills at 3D modeling and animation. Would look great though.
  6. Just figured out that Notepad++ also has a nice directory and in-file search for just that. Found what you meant....dang, now how to get this to work with fresh Rookies.
  7. At least I know now that it was you. After I could no longer find the post I thought I had only dreamed it, cause I was getting real cranky already thanks to the problems with my Hidden Potential mod :laugh: You appear to be much more well versed in this than I am, but I will keep an eye out and maybe I stumble over something by dumb luck. do you know where i could the the " `GAMECORE" code from? is it in an ini? it seems to be the key to activating the stock NCE Which of the .uc files had the High Aim, Low Aim again ? It's amazing that you even found that in 1900 files. Well the original Xcom.ini was called DefaultGameCore.ini, I'm still trying to wrap my head around the basic file structure.
  8. At least I know now that it was you. After I could no longer find the post I thought I had only dreamed it, cause I was getting real cranky already thanks to the problems with my Hidden Potential mod :laugh: You appear to be much more well versed in this than I am, but I will keep an eye out and maybe I stumble over something by dumb luck.
  9. I'm afraid this might not be much help, but when I released my Hidden Potential mod on Steam, someone asked if I would also remake Not Created Equally and he posted a script snippet. I wanted to take a look at it later, but the post was deleted by then. Anyway, from what I remember that snippet included Low Aim and High Aim, which were the modifiers for that Second Wave option and they could be set in the Xcom ini. So if the SDK includes all the Xcom scripts, shouldn't the random number script which they used for Not Created Equally also be there somewhere ?
  10. I was already thinking about doing that as a quick fix when I was stuck earlier today and growing desperate. Would have opened a whole can of worms with the different stat growth of the classes though.
  11. 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:
  12. Guess I spoke too soon, I feel more lost than ever. Could someone please hold my hand and point out where I made a mistake here? My problem is that the RandStatAmount lines which should randomize the Aim gain with every soldier rank, do not trigger. The whole line only uses the default values from the original file and ignores the mod. When I test the basic functionality, by entering something silly into the GlobalStatProgression, like RandStatAmount=30, then it works and the soldiers get a ton of willpower when they level. The PsiOp uses the same RandStatAmount functionality for his PsiOffense, as the GlobalstatProgression does, so the format should be correct and it also works when I try it outside the Debugger by directly replacing the line in the DefaultClassData.ini or in a read-only XComClassData.ini I don't understand why some changes are recognized and others are not. http://i.imgur.com/sLk7p7m.jpg
  13. Looking at your mod ini file, it looks like you are treating it as if it were a replacement for the Default version, but that's not how Unreal Engine 3 handles config files -- and for good reason. If it were simple replacement, then only one mod/DLC could make changes to a particular config file. Instead, it is a merging process. There are "command prefixes" that allow adding lines to and deleting lines from the Default version. From the Epic documentation page : The full page is here : https://udn.epicgames.com/Three/ConfigurationFiles.html I really cannot express enough how much I appreciate it, that you invest your time to help out clueless newbies like me. You are really awesome. I get it now, I don't need to replace the whole file, so it's enough if the .ini has the lines I want to change and the correct character at the beginning of the line. So if I only want to add a random amount of extra Aim per level, my line would look like this with the . in front ? .SoldierRanks=( aAbilityTree=( (AbilityName="SwordSlice", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon) ), aStatProgression=((StatType=eStat_Offense,StatAmount=1,RandStatAmount=6), (StatType=eStat_HP,StatAmount=1), (StatType=eStat_Strength,StatAmount=0), (StatType=eStat_Hacking,StatAmount=0), (StatType=eStat_CombatSims,StatAmount=1)), ) @2much4l1 - You mean for testing ? if I put the default into the mod with deactivated lines it might srew with compatibility to other mods, wouldn't it ?
  14. A couple of days ago I released my Hidden Potential mod on Steam, which re-creates a part of the Second Wave option. But all of a sudden is has stopped working after changing some lines and recompiling stuff and I have no idea why. My Troubleshooting so far: Fresh recompile Remade it from scratch Even used a fresh XCom install Checked all SDK settings like the install path and such.... It's actually just a simple ini edit and I can't figure out what I did wrong here. If I replace the XcomClassData.ini under Mygames>Xcom2>XcomGame>Config and make it read-only then it works in the game the way it should. But once I pack it into a mod, the game ignores the changes and loads the default values. No red screens during testing either (at least none regarding the mod). http://i.imgur.com/NXMV8Qa.jpg
  15. Posting this here to warn others that you can really screw up your Xcom installation when being careless while modding. This happened while modding and manually deleting some stuff in the mod folder and the Workshop folder. All of a sudden the mod UI in the launcher was gone. Things I tried: reinstalled - after a clean reinstall I still got the error about missing mod files when launching the game deleted mod folder deleted Workshop folder deleted the whole Xcom2 folder under My Games verified the game per Steam unsubbed all mods Nothing has helped so far, my launcher looks like this, notice the missing mod options like the Reload button. This is so weird. http://i.imgur.com/PtL1YOu.jpg
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