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Everything posted by FlyingHigh10000000
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Rocket and Blaster Launcher mods
FlyingHigh10000000 replied to Unn4m3dSh4d0w's topic in XCOM's Enemy Unknown
<br><br>ShotDamageCover sounds like instead of just instantly destroying terrain, as the Sectopod's weapons do, it might apply the terrain-damage attack...I'll test that out, I suppose, unless it's confirmed what it does.<br><br><br>Edit: Oh my lord, you may have discovered it. -
"Inappropriate" voices are no big deal. Do you expect soldiers to not curse or insult the aliens or even get angry with command when they're fighting unknown enemies in extremely stressful situations?
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Right now, the programs being used operate via command line, so it's about as unfriendly as things can get. From what I hear, we've got some people working on tools with a GUI, so you might want to keep an eye on the Mod Discussion subforum here and wait for some good news.
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No need to start it in offline mode. All you have to do is modify your hosts file to block X-Com's call to the Firaxis server. :\
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Think of it like this: You just bought a car, you got the cheaper model even though you knew the more expensive model is more powerful. One day you find a simple switch under the hood saying "Extra power". Are you a criminal if you turn the switch? If a company sells people games that include content that can be enabled with a "turn of a switch" it's their problem. Don't want people to have the content? Don't give them the code. Make it ***DOWNLOADABLE*** content. Right. I was mostly playing Devil's Advocate by posting both viewpoints, so people understand where some are coming from in being a bit annoyed. That said, I did mention on the 2K forums that it's very unlikely that editing the ini in such a way is anywhere near illegal, considering it's for a single-player game, and the inis are easily accessed without any sort of "hacking".
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Giving Rifles to all classes - quick question
FlyingHigh10000000 replied to BanjoOz's topic in XCOM's Enemy Unknown
So...for a heavy to use the rifle, you have to make it so all rifles have three regular shots per magazine/charge pack? -
XCOM EU Overwatch until further notice
FlyingHigh10000000 replied to InsufferableSmartypants's topic in XCOM's Mod Ideas
That might be possible once modders get a bit further into scripts(though right now from what I understand, there's a bit of work going into a less complicated way to edit UPK stuff, so more people can dig into the heavy code of the game.) but as for now, we're stuck manually telling everyone to overwatch. It should be easier to remove the overwatch sound in the next few weeks, if things progress as they have been, though. ^^ -
Depending on how the projectile is set up, it could be easy or a bit harder, but still relatively easy. If there's just a line that determines what color code the plasma uses, since there are so many types of plasma projectiles in the game, it would be as simple as finding the right line in the relevant scripts and making it a blue color. If each projectile is colored green, you'd have to find a way to edit the actual model, recolor it, then get the game to use it.
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Pretty sure your problem lies in that it's not even close to that easy to modify the arc thrower to function as a pistol. iirc, the most anyone's been able to get so far is an arc pistol sidearm that fires regular bullets that do no damage, and stun shots, but only twice, and not as reaction fire.
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I find it hilarious that this is placed right in the middle of one of the inis, yet was released as pre-order and now, a $5 DLC. Btw, this basically is the pre-order DLC, since it enables customization, and the Guile hair is in the customization options as long as they're enabled, from what I understand. That Firaxis would be this lazy, yet still be against people modding the game, pisses me off a bit. That said, I can see both viewpoints here, and I understand each one, and agree with some points for both: Viewpoint A, the "Dick move, Firaxis," view: It's BS that Firaxis put this in as a pre-order bonus, and is now charging a decent percentage of the full purchase price for it, when you can get to it by changing two lines in a configuration file, something that even the most unskilled PC user can do on their own. Some are angry that 1/3 of their pre-order bonus was basically hidden in the config file, instead of being something actually reserved for them, and some are angry that they may have just paid five bucks for something they could get for free without even breaking any laws.(Let's face it, there's no way a court case would stand where a game company is accusing someone of piracy for changing two lines in an ini file that's very much accessible without any sort of hacking needed. Viewpoint B, the "You're stealing what I paid for," view: Yes, it's easy to enable the DLC by just changing a couple of lines, and yeah, it was dumb of Firaxis to leave it in the open like that, but should you do it, and get for free what someone else put money down early or paid for as DLC? No. You shouldn't, and yeah, you should be labeled a pirate for doing it, or telling people how to do it, or even talking about it really, because you're letting more people know, that might not know. As much as it might not break any laws, it doesn't make it right to take something for free, when it costs money. Just like you can't just go onto someone's property and drink from their well, even if there's more than enough water for them, and everyone else in town. If everyone just took things because they could, we wouldn't have an economy.
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The way that seems to fix it with the least amount of downloading required is to delete any backed-up and modified exes in the Binaries directory, then verify the game cache. After it redownloads the exe, and any other files that have been modded or removed(Usually the intro logos, in my case at least) run the game once so Steam can verify that it's indeed X-Com, and that it doesn't need to do anything else. Now apply your patch, run the game, and it should work fine, as long as the hosts thing is also fixed on your end.
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XCOM EU withrawal from council impossible mod
FlyingHigh10000000 replied to ode111's topic in XCOM's Mod Ideas
Not that I know of, but if you want a faster game-over, or a slower death-spiral, you can adjust it so countries almost never defect, or defect very quickly. -
XCOM EU Add "Civilian" soldiers armor (WITH PICS)
FlyingHigh10000000 replied to RazorsharpLT's topic in XCOM's Mod Ideas
Might be possible if those models have animations for all of the weapons, along with taking cover/running, navigating the terrain, etc. Unlikely, though, since they don't even shoot at the enemies, and actually disappear completely once you get to the VIP, from what I can see. Rigging those models properly would take a decent amount of skill, and a lot more than a picture of the thing. -
XCOM EU more alien races, more ufos, more weapons and add-ons
FlyingHigh10000000 replied to ode111's topic in XCOM's Mod Ideas
You do realize that people are still having trouble getting deep into the scripts and such, since they're encrypted, right? Asking for something this "heavy" and providing nothing in the way of help is unlikely to get you much in the way of responses. -
Considering modders are still having a bit of trouble getting into the scripts and such, since it's all encrypted, a mod this advanced is quite a ways off.
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Use modpatcher, and find the line in the ini that says: ShowUFOsOnMission=0 ; Detect the UFOs that are carrying out abductions and terror missions Change that 0 to a 1 and you're set. It doesn't change anything else.
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Modpatcher balance mods not being allowed by Steam
FlyingHigh10000000 replied to JKDC's topic in XCOM's Enemy Unknown
No need to run Steam in offline mode. There's a post in the modpatcher thread which shows how to prevent the X-Com exe from "phoning home". -
How to use to mods at the same time ?
FlyingHigh10000000 replied to Dark1978's topic in XCOM's Enemy Unknown
No need to run Steam in offline mode. There's a post in the modpatcher thread detailing how to prevent the exe from "phoning home". -
There /is/ no retail version that doesn't use Steam, so let's avoid helping out anyone that asks for such. On-topic, though, it's kind of a dick move on the part of Firaxis to require offline mode to use mods. There are much easier ways to prevent tampering with multiplayer(server-side settings, perhaps? A check of a multiplayer-specific ini file before MP launches, maybe even just a seperate MP exe, like what CoD uses.) They need to realize that nothing they do will stop the modding community, and they're much better off if they work /with/ it, instead of trying to work against it. People are going to get into the files no matter what they try, so they ought to just cut it out and accept that they're not in control. :P
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Until the DLC is sold separately, you can only change your helmet and armor color if you have the special edition.
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Modpatcher balance mods not being allowed by Steam
FlyingHigh10000000 replied to JKDC's topic in XCOM's Enemy Unknown
Got it working by deleting both the backup and modded exe, verifying the game cache, then running the game once, before using Modpatcher. -
Slowing down Alien progress
FlyingHigh10000000 replied to FirebrandXL's topic in XCOM's Enemy Unknown
Even on Classic, I've had single fighters equipped with avalanche missiles take out a medium UFO. If you make a few dodge/aim uplinks for the big ones, and get at least a phoenix cannon, or maybe a plasma one later in the game, you should be able to take down pretty much any UFO, even without a firestorm.