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Everything posted by Hammerstein2k11
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Can't create templates with the new WotC SDK
Hammerstein2k11 replied to Hammerstein2k11's topic in XCOM's XCOM 2
Looks like I found a solution... https://www.reddit.com/r/xcom2mods/comments/6wvjn3/help_request_my_wotc_modbuddy_can_not_create_a/ -
Can't create templates with the new WotC SDK
Hammerstein2k11 replied to Hammerstein2k11's topic in XCOM's XCOM 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. -
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.
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Wow, I wasn't around this week due to work. Looks like you solved the problem. Great job man.
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XCOM2 What mods would you like to see?
Hammerstein2k11 replied to Tilarium's topic in XCOM's Mod Ideas
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. -
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.
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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.
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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.
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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 ?
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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.
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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:
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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
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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 ?
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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
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XCOM2 Mod window in the launcher no longer shows up
Hammerstein2k11 posted a topic in XCOM's Discussion
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 -
@Vazeron - does the Steam Workshop log show anything ?
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At least re-creating Hidden Potential was easy. Just add this to the DefaultClassData.ini under [XComGame.X2SoldierClassTemplateManager] GlobalStatProgression=(StatType=eStat_Offense,RandStatAmount=3) ... I still gotta compare the numbers with the original Second Wave option, for now you can get 0-2 extra points of Aim per level, pretty sure this could also be used directly under the ClassTemplates instad of the ClassManager. Although it would be nice if this could go into the negative too.
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So if I boil my problem down to the core then it looks like this: CharacterBaseStats[eStat_Offense] = RandRange(55.0,75.0) I wish it was as simply as just adding that line to the ini....
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XCOM2 What mods would you like to see?
Hammerstein2k11 replied to Tilarium's topic in XCOM's Mod Ideas
Random Starting and progress stats as in Second Wave with Not Created Equally and Hidden Potential. I might have figured out a solution for Hidden Potential. But Not Created Equally continues to elude me, cause I have no clue how change a Rookies's starting stats to a certain random range. UC script has a random number command with RandRange, but I'm clueless about integrating it. -
Yes, this one is a bit tricky. I'm not quite sure what the most direct way to proceed is in this case... sorry ~_~. Thanks for trying though. Damn I knew I should have studied something useful, like programming, instead of languages and history :blush:
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I'm still trying to find a way to randomize the stats on Rookies. My idea would be to somehow get RandStatAmount from X2SoldierClassTemplateManager or X2SoldierClassTemplate in the XcomClassData.ini to work in the Xcomgamedata_Characterstats.ini for the X2CharacterTemplate. But I'm at a loss here on how to progress.
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Correct, the RandStatAmount config values do work, and for any configured stat. The math is : Value = StatAmount + Rand(RandStatAmount); Or the SYNC_RAND equivalent of Rand, anyhow. Rand(N) works by returning a random value from {0, ... N-1}. So the 4 and 9 as quoted return 4 + {value from 0 to :cool:, so a total range from 4-12. Starting stats are in the character config file, look for "Soldier" in the configs. But you'll need to adjust the difficulty variations as well. Thanks :D Found it in the DefaultGameData_CharacterStats.ini - now I got something to work with. Combined with RandStat it should be possible to do a cheap version of some Second Wave modifiers and add some stat variety to the game, so that not every soldier is exactly the same. I still gotta check if I can use RandStatAmount and StatAmount in the same line, because I want to keep 85% of the normal stat progression and only add some variety on the top end. I don't know yet how long the game is and if it even makes sense to encourage training several Rookies to filter out the best of the best. GlobalStatProgression is also per level and one could add the extra stats there, instead of adding them to the class levels. If I want the old 55-75 Aim range of Not Created Equally I would have to lower the starting aim to 54 and and set RandStatAmount=4 (for a 0-3 number). So that players get +21 Aim in a best case scenario. Although I'm not sure if it's much fun to play anymore if your beginning stats are even worse, just to be a little more powerful later on. Well, it's late, I will think about this again once i had some sleep.
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Those config options are buried behind a SecondWave conditional in the code, but AFAIK there's no plans to implement Second Wave options. So I think it's going to require some unrealscript modding to get such things working. Pretty much what I feared. Although I just tested the RandStatAmount command and you can use it to give your soldiers random stat growth by replacing the StatAmount with it. I don't quite get the maths behind it though, since the random number seems to be something like x minus 1, so if you enter RandStatAmount=1 you will never get 1 stat point but always 0 (tested this on a Rookie team like 20 times). It does not go into the negative though. This also seems interesting: GlobalStatProgression=(StatType=eStat_Will,StatAmount=4,RandStatAmount=9,CapStatAmount=100) Seems that's the initial Will growth, I don't know yet if it triggers every level or just for the first promotion from Rookie to a class. It uses the same formula as the PsiOp, where Will is replaced with PsiOffense. Anyway, if I could figure out where to edit the starting 65 Aim that every Rookie gets, it might be possible to do a "dirty" version of Not Created Equally and Hidden Potential.
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I would love to re-create my favorite Second Wave modifiers, namely Not created Equally and Hidden Potential. There's a RandStatAmount command in the DefaultClassData.ini, I still gotta test it, but this might solve the Hidden Potential issue if it does what the name hints. But I have no clue how to remake Not Created Equally and I have no leads on how to randomize the starting stats of Rookies.
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Thanks, but it's only 27 hours til my real game unlocks. I rather wait than try some Chinese .dll which might set my pc on fire :D