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davidlallen

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Everything posted by davidlallen

  1. Not sure if you saw my edit, but in the above post I linked to another thread. It seems that when you make a new "default mod", you get all the old code. Looks like the patch updated the main sdk files but they forgot about the ones that the default mod grabs. Maybe you can make your diffs from that.
  2. If you have a blank text box, check your localization file. In your post #1 above, the class definition line appears to be missing from XComGame.int.
  3. Well, the mod has developed a terrible graphics glitch after the patch. The aliens have an extra human head: http://i.imgur.com/aOJMBBx.png http://i.imgur.com/eNsMLLM.png The graphics were done by maclimes, who has gone quiet. If anybody can suggest how to fix this, I would appreciate the help! xpost: https://www.reddit.com/r/xcom2mods/comments/4jc3zb/patch_crisis_my_aliens_have_an_extra_head/
  4. Most people seem to create the new mod, and then delete the mo subdirectory containing the full sources without even looking. That is what I do. What use are you getting from these files? I am also surprised to know that they failed to update the files in the example mod directory. I suppose if you want another copy of these files in your mod area, you can copy the latest from OrigSrc.
  5. Making a zipfile of all the ini and uc files before the patch is a good idea. Many people did that locally. I am pretty sure it is not legal to post that zipfile, since it amounts to a significant chunk of intellectual property. It may be a good idea to make a zipfile of these files now, against the *next* patch. EDIT: perhaps this guy's bug is your feature? https://forums.nexusmods.com/index.php?/topic/4119225-new-defaultmod-creates-outdated-source-code/
  6. This mod implements a lot of hotkeys: http://steamcommunity.com/sharedfiles/filedetails/?id=667641397&searchtext=hotkey This may be what you wanted; or you may want to ask the author for some changes; or you may want to reverse engineer this mod to see how it works.
  7. One standard trick to fix any type of weird problem is: delete all the ini files under My Documents/My Games/XCOM2/XComGame/Config/*.ini. If that does not help, try temporarily disabling half your mods, and use a "binary search" of disabled mods until the problem goes away. Very many mods are broken by the patch. If you find several mods which are causing this problem, please go to their comment thread at Steam Workshop. If there is no new discussion of the problem, start one. The author may already have a workaround or a delivery date.
  8. Thanks for the info. That seems like a pretty random set of steps and I have no idea what that actually does. Once I get all the existing features working I will spend a little time to see what is happening under the hood with your steps.
  9. Those are pretty neat screenshots. Please help me out by explaining exactly what you already figured out how to unlock. My experience with modding xcom2 is that I can spend 5-6 hours figuring out some little point, so after a week of my hobby "fun time", I have figured out 2-3 little things. The more you can help me out, the faster I can go.
  10. The dev team has given a short list of the changes here: https://www.reddit.com/r/xcom2mods/comments/4j6gn7/patch_changes_for_modders/ If possible, let's keep the discussion on this nexus thread, which is easier to read and search. In related news, there is a key change for bInfiniteItem (now defaults to false) described here: https://www.reddit.com/r/xcom2mods/comments/4j2drh/list_of_mods_that_crashdont_work_after_may12/
  11. As I mentioned in the steam comments thread for the mod, they have added a built-in facility for class specific armor. I am pretty sure that is what is causing this graphical problem. I will look into replacing my home-grown attempt at class specific armor, with this new facility. That should help quite a lot. I will try to have that up by Saturday.
  12. Grimy has written a tiny update guide here: https://www.reddit.com/r/Xcom/comments/4j3rus/how_to_fix_your_class_mods/
  13. If both your game and SDK are up to date, then creating a new mod will give you all the new files. To see the changes is trickier. Hopefully you put aside a zipfile of the old files before updating. If so, then you can see the changes by performing a "diff" of the old and new files. Yes, it would be nice if the devs had given us some kind of changelog. We asked, anyway.
  14. What is the point of putting any code in the new function, if it won't trigger from tactical? It seems like a half feature, and relying on it doesn't seem to solve any problem.
  15. Let's consolidate everything we learn about the changes we have to make in this thread. I have pointed from /r/xcom2mods and a few other places to here. I'll keep a summary in this post, and the next post. May 13 9 am (California): the dev team has given a short list of the changes here: https://www.reddit.com/r/xcom2mods/comments/4j6gn7/patch_changes_for_modders/ If possible, let's keep the discussion on this nexus thread, which is easier to read and search. Some key points: * For weapon/item templates, bIsInfiniteItem is now false by default. This results in weapons/items added to the inventory which are supposed to be infinite, but instead now only one weapon is added. The ExampleWeapon mod doesn't set this, so many mods which started with that mod need to add the line "Template.bIsInfinite = true". * Support has been added for class-specific armor. The game does not set any default value, so many custom classes are now unable to equip any armor. In your XComGameData_Character.ini file, in the section for your class, add the line "+AllowArmors=soldier". (You will see this recommendation both with, and without the +.)
  16. I am not a lawyer, but I *highly* recommend getting a specific email/forum post/something from a fxs dev saying it is ok. (Personally I highly doubt they will grant it, but maybe I am wrong, and they don't mind having all their source code online for any competitor to see.) EDIT: the patch isn't live yet afaik, but here is a thread to discuss about it: https://forums.nexusmods.com/index.php?/topic/4112090-2016-05-12-patch-sdk-changes/
  17. That isn't intentional, so it is a bug, but it sounds harmless. I will try to figure out how that could happen.
  18. I suppose we will make another thread like this one: https://forums.nexusmods.com/index.php?/topic/3912666-2016-03-17-patch-sdk-changes/
  19. Lack of a changelog is very disappointing. I predict most mods will break, and stay broken.
  20. Unfortunately I only thought about this after the March 17 patch. I made a zipfile right after that, but I don't have anything from before.
  21. Can the LWS team offer any insight into what may be changed, from the modding perspective in the patch coming tomorrow? Having to rummage around and test all aspects of all my mods against random changes is not a pleasant idea. Also, PSA, everybody should make a local zipfile of the existing OrigSrc, since it will be silently updated, and it will be helpful to diff against the previous code.
  22. You may want to consider the alternate mod launcher: https://forums.nexusmods.com/index.php?/topic/3886390-looking-for-a-way-to-skip-the-launcher/
  23. Todo is a very common comment in code. That doesn't mean there was ever any plan to do it. It's more of a reminder to do someday.
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