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Pendra37

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  1. I found the issue. I'm working on my mod locally. I also had the mod subscribed from Steam. Apparently, the mod from Steam interfered with the local mod even when unchecked. I had to remove the Steam mod manually from the downloaded folder and behold, everything started to work properly.
  2. I run into a very strange problem. I my templates don't show up in the game, like if they were ignored. Up until last week, I added many custom templates to my mod. Weapons, armor, abilities etc. The usual. All was fine. In the last couple of days, no matter what I add, it doesn't show up in game. Let's say, I have a custom template called OG_XCAR_CV. I added it last month and works fine in game ever since. Say I copy and paste this template, change the function name, add the additem line, change the template name only OG_ADAR_GA, add localization to the INT. The compile will run just fine. I launch XCOM2 and start a new campaign. This OG_ADAR_GA template will never show up in game. I start a complete new campaing, no luck, it doesn't show up in the game. This happens to every template. I had to re-purpose existing templates and change their content to get what I needed. There is no error message during compile. I really need to find out wtf is ogoing on and work aroud it.
  3. I think I narrowed the issues down. First problem is that 3D Studio creates an extra dummy object called SM_ModelName. When you export it and try to load it back into UC, there is an import failed message. If you delete this dummy SM_ModelName object, you it will be able to import the FBX back to to UC with the Skin modifier intact. Second problem is the Units setting in the FBX export. It must be set to Centimeter.
  4. I found this in the meantime: http://vblanco20-1.github.io/LightSwordXCOM2Mod/ It doesn't really go deep into details, but I managed to get some info out of it. Especially regarding the sockets. I was under the impression that the position of stuff were set based on the bones. I can see in this tutorial that there is something odd going on with bone import. In the meantime, I noticed that the exported FBX has a "Skin" modifier on the mesh. It links vertexes to certain bones. All nice. However, if I export that back to FBX and try to import it back to uc, it will fail. I had to collapse all the modifiers before the FBX export then I could import back. I'm working on simple guns at the moment so animation is not a concern. However, it would still be good to know what is up with bones and the "Skin" modifier.
  5. I've been messing around with weapon models for days now. Installed 3D Studio 2016. Created a basic model and some textures. I exported a FBX model from a weapon upk. Loaded it into 3D studio as well. I can see the model and some bones OK. I sized and moved my weapon model to match the exported FBX. Set up the Skin to the bones. Exported this into a new FBX and tried to import it back to the UPK but it doesn't really work. It seems the bones do not export well from 3D Studio. When I try to import as Skeletal Mesh into an UPK, I get an import failed message. When use an existing UPK and modify a skeletal mesh with "reload" it works in some cases but never imports the skeleton. Practically, I can't load the bones into the UPK. I can't seem to be able to attach anything to imported model. Set the archetype so the model shows up in game. However, the standard assault rifle stock and the grip doesn't show up, even thou I set it up in the code OK and the exact same thing works for other models, just not mine. How do I set up the attachment points? I changed the fire visual from bullet to beam. It works, but the origin of the effect is way off. The beam comes from thin air and not the rifle barrel. I looked through the XCOMWeapon element but I don't see anything that deals with the origin of the beam. I would appreciate any help.
  6. While at the camera, is it possible to have the Sniper rifle camera effects on a normal rifle? I want to add an aimed, single shot ability to a rifle, but I can't seem to be able to affect the shooting camera setting. It looks like it is tied to the weapon type, which doesn't change when I use the spec ability.
  7. Thanks for the replies. For some reason I though the app uses the SrcOrig folder to populate the defaultmod. Why on Earth do Firaxis use a separate ZIP to hold the game uc files. I removed all files and added the new ones, no problem. I use Total Commander for all my comparing needs. It is nice but has some limitations. I want something that can do folder compare with scriptable ignore elements (extra enters, tabs etc.).
  8. I use the DefaultMod, because I'm in the process of creating a full makeover and I want to be able to modify everything quickly. Once I have the mechanics done and know all the changes needed to all the files, I will do the overrides properly. I wanted to update my current mod to use the latest code. Did the steam updates on both the game and the SDK OK, restarted the PC, started the modding tools and created a new DefaultMod. It appears that it still creates the mod with old source code, files dated 02.03. I applied some changes and now I see a clear conflict of the old and the new source. The complie failes because the CanWeaponBeDodged function is missing from the mod's GameSource. However, it is present in some of the unchanged UC files ITagAbility or something). I checked the \XCOM 2 SDK\Development\SrcOrig\XComGame\Classes\ folder and there, I can see the up to date UC files. What is going on with this "DefaultMod"? Why it is not using the proper up to date source files? Also, if the DefaultMod is not updating with the patches, would it be OK to create one then overwrite the mod's entire XComGame\Classes folder with the new files from the SrcOrig in order to have the latest source?
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