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marender

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  1. Actually, Drak's comment from this post 9 years ago was just what I needed. https://forums.nexusmods.com/index.php?/topic/2063589-changing-armor-tint-starter-guide/?p=18028244 The tint referred to as Standard in EW that does not hold in EU is the default color for the "Kevlar" armor, which can be found in Soldier_MaleKevlar_SF.upk -> CHH_Lv1MedMale_MOD -> Materials -> MInst_Lv1MedMale1 as CMOD: LinearColor (R, G, B, A) = (0x3E828455, 0x3E1AAEF6, 0x3D367CD1, 0x3F800000) = (0.254916, 0.151058, 0.0445526, 1) and CMODB: LinearColor (R, G, B, A) = (0x3CB45499, 0x3CA32ABC, 0x3B86E0FF, 0x3F800000) = (0.022013, 0.0199178, 0.00411618, 1) I hex-edited Startup.upk to change the ArmorTint at spinner position 1 (iArmorTint = 0) to become the default kevlar color. So now my Armor Tint Spinner 1 in EU is what Standard is in EW.
  2. I'm attempting to use the UPK files from EW for Annette's head and hair and have them available in EU. I'm using the XComEngine.ini in the DAY60 DLC folder to cache the appropriate UPKs (Head_CaucFem_J, Hair_FemHair_DLC0). .Package=Hair_FemHair_DLC0 .Package=Head_CaucFem_J +Package=Hair_FemHair_DLC0 +Package=Head_CaucFem_J +Package=FemHair_DLC0 I'm editing XComContent.ini to assign ID and Archetype: HairPackageInfo=(Id=422,CustomTag=,ArchetypeName="Hair_FemHair_DLC0.FemHair_DLC0",Gender=eGender_Female)HeadPackageInfo=(Id=420,CustomTag=,Gender=eGender_Female,Character=eChar_Soldier,Race=eRace_Caucasian,ArchetypeName="Head_CaucFem_J.ARC_Head_CaucFem_J") And I'm using a savegame editor to assign the head and hair to an existing character in the barracks { "name": "iHead", "kind": "IntProperty", "value": 420 }, { "name": "iGender", "kind": "IntProperty", "value": 2 }, { "name": "iRace", "kind": "IntProperty", "value": 0 }, { "name": "iHaircut", "kind": "IntProperty", "value": 422 }, However, the game crashes when loading the savefile, reporting that her UPKs could not be loaded: [0012.21] Log: Unable to load package (../../XComGame/DLC/PCConsole/DLC_Day060\CookedPCConsole\Hair_FemHair_DLC0_SF.upk) PackageVersion 845, MaxExpected 845 : LicenseePackageVersion 64, MaxExpected 59.[0012.21] Warning: Warning, Failed to load '../../XComGame/DLC/PCConsole/DLC_Day060\CookedPCConsole\Hair_FemHair_DLC0_SF.upk': Unable to load package (../../XComGame/DLC/PCConsole/DLC_Day060\CookedPCConsole\Hair_FemHair_DLC0_SF.upk) PackageVersion 845, MaxExpected 845 : LicenseePackageVersion 64, MaxExpected 59.[0014.47] Log: === Critical error: ===Fatal error! Address = 0x91e6e0 (filename not found) [in C:\Program Files (x86)\Steam\steamapps\common\XCom-Enemy-Unknown\Binaries\Win32\XComGame.exe] I think this means that the version of the UDK used to generate Annette's UPKs for EW is incompatible with EU? How do I go about exporting the assets in her UPKs and bring them into EU?
  3. I've found the appearance settings for the Tutorial soldiers. These will be my canon original four for EU now. :) The function is in XStrategyGame.upk > XGFacility_Barracks function TUTORIALLoadSoldiers(XGShip_Dropship kSkyranger){ local XGStrategySoldier kSoldier; kSoldier = Spawn(Class'XGStrategySoldier'); kSoldier.m_kSoldier = m_kCharGen.CreateTSoldier(1, 0, 1); kSoldier.m_kChar = TACTICAL().GetTCharacter(2); kSoldier.m_kSoldier.kAppearance.iRace = 1; kSoldier.m_kSoldier.kAppearance.iHead = 22; kSoldier.m_kSoldier.kAppearance.iFacialHair = -1; kSoldier.m_kSoldier.kAppearance.iHaircut = 0; kSoldier.m_kSoldier.kAppearance.iHairColor = 11; kSoldier.m_kSoldier.kAppearance.iSkinColor = 1; kSoldier.m_kSoldier.kAppearance.iGender = 1; kSoldier.m_kSoldier.kAppearance.iFlag = 0; kSoldier.m_kSoldier.kAppearance.iVoice = 2; STORAGE().AutoEquip(kSoldier); kSkyranger.m_arrSoldiers.AddItem(kSoldier; kSoldier.SetHQLocation(1, true); AddNewSoldier(kSoldier); kSoldier = Spawn(Class'XGStrategySoldier'); kSoldier.m_kSoldier = m_kCharGen.CreateTSoldier(1, 20, 3); kSoldier.m_kChar = TACTICAL().GetTCharacter(2); kSoldier.m_kSoldier.kAppearance.iRace = 3; kSoldier.m_kSoldier.kAppearance.iHead = 36; kSoldier.m_kSoldier.kAppearance.iFacialHair = 19; kSoldier.m_kSoldier.kAppearance.iHaircut = 20; kSoldier.m_kSoldier.kAppearance.iHairColor = 11; kSoldier.m_kSoldier.kAppearance.iSkinColor = 4; kSoldier.m_kSoldier.kAppearance.iGender = 1; kSoldier.m_kSoldier.kAppearance.iFlag = 20; kSoldier.m_kSoldier.kAppearance.iVoice = 1; STORAGE().AutoEquip(kSoldier); kSkyranger.m_arrSoldiers.AddItem(kSoldier; kSoldier.SetHQLocation(1, true); AddNewSoldier(kSoldier); kSoldier = Spawn(Class'XGStrategySoldier'); kSoldier.m_kSoldier = m_kCharGen.CreateTSoldier(1, 1, 0); kSoldier.m_kChar = TACTICAL().GetTCharacter(2); kSoldier.m_kSoldier.kAppearance.iRace = 0; kSoldier.m_kSoldier.kAppearance.iHead = 15; kSoldier.m_kSoldier.kAppearance.iFacialHair = 7; kSoldier.m_kSoldier.kAppearance.iHaircut = 18; kSoldier.m_kSoldier.kAppearance.iHairColor = 1; kSoldier.m_kSoldier.kAppearance.iSkinColor = 1; kSoldier.m_kSoldier.kAppearance.iGender = 1; kSoldier.m_kSoldier.kAppearance.iFlag = 1; kSoldier.m_kSoldier.kAppearance.iVoice = 3; STORAGE().AutoEquip(kSoldier); kSkyranger.m_arrSoldiers.AddItem(kSoldier; kSoldier.SetHQLocation(1, true); AddNewSoldier(kSoldier); kSoldier = Spawn(Class'XGStrategySoldier'); kSoldier.m_kSoldier = m_kCharGen.CreateTSoldier(2, 6, 2); kSoldier.m_kChar = TACTICAL().GetTCharacter(2); kSoldier.m_kSoldier.kAppearance.iRace = 2; kSoldier.m_kSoldier.kAppearance.iHead = 60; kSoldier.m_kSoldier.kAppearance.iFacialHair = -1; kSoldier.m_kSoldier.kAppearance.iHaircut = 4; kSoldier.m_kSoldier.kAppearance.iHairColor = 11; kSoldier.m_kSoldier.kAppearance.iSkinColor = 3; kSoldier.m_kSoldier.kAppearance.iGender = 2; kSoldier.m_kSoldier.kAppearance.iFlag = 6; kSoldier.m_kSoldier.kAppearance.iVoice = 12; STORAGE().AutoEquip(kSoldier); kSkyranger.m_arrSoldiers.AddItem(kSoldier; kSoldier.SetHQLocation(1, true); AddNewSoldier(kSoldier); AddNewSoldiers(11); //return; }
  4. --- Apologies for the double post, but I'm new here and this forum seems to have more eyes than Mod Requests --- In EU, A soldier can don DLC cosmetic appearance, using spinner selection 0, but the tint does not remain that way. It changes to some other colors after cycling through squadmates. I know this problem has been corrected in EW, but has there been a solution to correct this in EU? In EW, the spinner setting 0 now reads Standard. And the spinner works properly. In EU, the tint spinner is a bit wonky around 0. You can click through 31>32>0>1>2 just fine, but going the other way skips 0... 2>1>32>31. This may be related to the bug.
  5. --- Apologies for the double post, but I'm new here and this forum seems to have more eyes than Mod Requests --- For my own satisfaction and, I am attempting an EU+DLC playthrough by recreating the characters from the Tutorial mission as a revised kind of canon beginning, assuming medical care arrived just in time and they all got patched up! :tongue: In the games log files [Documents\My Games\XCOM - Enemy Unknown\XComGame\Logs] I can find the Race, Head, Hair, and Voice that the game loads for each of the characters (names are random but their appearances are always the same). But I cannot tell what skin colors and hair colors have been selected. I can make guesses, but there has to be a way to find for sure. I cannot find the .upk file that dictates how the game forces all of the Tutorial character appearance characteristics. As another option, from this site I have learned to decompress and DeserializeAll the Startup.upk file, where I have found the UnitPalettes detailing the skin and hair colors, thinking I could make changes to them to verify the settings are what I think they are, but I do not know how to edit them by developing a mod for PatcherGUI.
  6. In EU, A soldier can don DLC cosmetic appearance, using spinner selection 0, but the tint does not remain that way. It changes to some other colors after cycling through squadmates. I know this problem has been corrected in EW, but has there been a solution to correct this in EU? In EW, the spinner setting 0 now reads Standard. And the spinner works properly. In EU, the tint spinner is a bit wonky around 0. You can click through 31>32>0>1>2 just fine, but going the other way skips 0... 2>1>32>31. This may be related to the bug.
  7. For my own satisfaction and, I am attempting an EU+DLC playthrough by recreating the characters from the Tutorial mission as a revised kind of canon beginning, assuming medical care arrived just in time and they all got patched up! :P In the games log files [Documents\My Games\XCOM - Enemy Unknown\XComGame\Logs] I can find the Race, Head, Hair, and Voice that the game loads for each of the characters (names are random but their appearances are always the same). But I cannot tell what skin colors and hair colors have been selected. I can make guesses, but there has to be a way to find for sure. I cannot find the .upk file that dictates how the game forces all of the Tutorial character appearance characteristics. As another option, from this site I have learned to decompress and DeserializeAll the Startup.upk file, where I have found the UnitPalettes detailing the skin and hair colors, thinking I could make changes to them to verify the settings are what I think they are, but I do not know how to edit them by developing a mod for PatcherGUI.
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