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tbkiah

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  1. The infinite items works.. if you change all those numbers to 0 you will receive only 100 of each starting weapon and grenade.
  2. Any update on this? Although i won't be able to really do anything with it, i leave for vacation in a couple days, i am interested to see what you guys have come up with.
  3. I assumed you knew how to do that from your post that i replied to? Your question i thought was after that... which i said you need to repack the UPK.
  4. If you do it that way you need to repack the UPK, rename the old UPK, move the new one into the same folder, rename the compressed_size file, and run XShape You really should only do that way for major mods... for testing your own modifications you should hex edit a decompressed but not unpacked UPK file. You unpack the UPK so you can search hex values in the big UPK. Otherwise i'm sure repacking files for minor mods would get pretty tedious.
  5. Story of the life of an XCOM EU modder.. you can comb through 100 files and it seems like you are linking variables... and then it suddenly stops and you don't know where the game gets the final variable from. Edit: The worst is when it end with XGTacticalGameCoreNativeBase, because it seems like 95% of the s*** going on in that file doesn't have an effect on the game.
  6. You need to use the resource hacker, or the modpatcher to modify the XcomGame.EXE or else the ini stuff won't have any effect. Also if you make any changes to the Armor, or character, or weapons. you need to deal with the INI file that clears all those arrays and resets all them to default when you run the game with steam in online mode.
  7. you need to open a command window where the file is (shift + right mouse button in the folder).. and use the commands that he outlined in this thread.
  8. Did you try this unpacker/repacker? https://sites.google.com/site/0dd14lab2/upkpacker
  9. the upks that have scripts in them are XcomGame.upk and XcomStrategyGame.UPK
  10. Some information that might help people out, maybe not.. I asked on the UE Explorer site what the numbers in the brackets mean and he told me this: The first parentheses mean the relative start position of the first token for example (0x000) means the token starts at the first byte of wherever the Tokens start(you can see this when you click "View Buffer" and look for the Red underlined byte. The other parentheses after the tokens means the remaining size in bytes for example NativeParameterToken(9), meaning it consists of 9 bytes including all following tokens of that line. This might be useful.. maybe not..
  11. He's saying the actual iSuppression value on weapons in the INI doesn't do anything.
  12. i just attempted to get it to work.... to no avail, but i didn't try very hard. Theres several functions in the XcomStrategyGame.upk under XGFacility_Loadout that attempt to stop the heavy from using a pistol... i set all that i could find in there to allow the heavy to have the pistol. I don't know if there is something specific i need to add/change in the INI to allow them to equip it. There must be another method. Also, the only problem would be if the rocket launcher took the spot of the pistol on the UI... but you might be able to change the "eWP_Secondary" to None, and it just won't show up on the UI, but as long as you have the Fire Rocket ability, you should be able to fire a rocket. I have no idea how to get the pistol to equip though.
  13. So why are some 1s IntOne and some are byteconst 01?
  14. I can't believe they used intone and intzero for values like the number of rockets and such... yea maybe for return true and false and such, but really a token that only allows for 2 possible values? I guess it might be alright once we finally are able to manipulate the bitcode a bit better.
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