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Yzaxtol

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  1. I haven't got anything flashy to show yet, just working to include a total of 56 weapons for XCOM 2, both as a standalone mod and part of my overhaul mod, Spectrum. Check the Document Here
  2. In part I think it worked because JL and I happen to work well together. Hehe, that was something I realised from nearly Day 1, when me and JL were competing against each other, sometimes I wonder what would have happened if I kept modding alongside you two.... But you two did amazing work so it was probably for the best that I dropped out.
  3. I'm currently on holiday but if this works it seems like I'll be able to fully convert alien weapons once I get home. As a lot of particle effects were embedded inside the animations. thanks :D
  4. I have, it seems to be xcom2.Exe freezing or locking up in the background.
  5. Me and Raeli from Armor Stat Customiser use the ItemTemplateManager to find the Item, add our own stats ability to the item and then proceed to wipe their UI and replace it with our own. Once I get home I will show what I did with Spectrum, to make it +3 HP but -2 Mobility. Also as an added bonus it just injects addiitons and so won't conflict with other mods unless someone else is injecting into the same item.
  6. Hi I've been trying to generate themed missions by allowing only certain units to spawn on different missions. Things were going steadily well creating the new units and forcing them to spawn as I tested them on my test map. However when trying to get them to spawn using the InclusionExclusion lists in XComMissions.ini unless the Gods are smiling on me it just crashes to desktop. It seems there's something truly hard-coded that crashes without even mentioning something in the logs (I checked) if you haven't designed something just exactly. In my code i've copied what I have that's relevant in my XComMission.ini and an example of the spawning restrictions (or lack thereof) for testing the 3 new units i've created. It seems so far My code: A picture of them being succesfully spawned using ForceSpawnTemplate http://images.akamai.steamusercontent.com/ugc/528417746332558746/E925C6766193EBBF1B459A9F643714A7FDFCE5BF/ EDIT: Ok I managed to solve this by the time I was going to give up tonight, if anyone else tries to use the Inclusion Exclusion List to spawn units they MUST make 100% sure that the SupportedFollowers list in their Character Template does not contain any mistakes or else the game will crash to desktop as soon as the mission is loaded and a Leader is chosen with an unfindable SupportedFollower.
  7. Hi, Everyone. I've just released my first proper version of my gameplay overhaul mod and I would greatly appreciate it for anyone that tries it if they leave some feedback here so that I can attempt to fix all the issues as they arise. Cheers Mike Nexus: http://www.nexusmods.com/xcom2/mods/360/? Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=637300728 Changes:
  8. My issue seems to stem from having a folder in my Mod folder that has the default scripts e.g. Spectrum\Spectrum\Src\XcomGame Copy\ with the uc scripts in it. Once I moved that away and created a seperate mod for referencing the scripts I was then able to rebuild the mod again.
  9. Well, that sucks trust me to get home after a hard days work (in the UK) eager to work on my mod just to screw everything up. :S
  10. I have the solution. Copy the X2TechTemplate_DefaultTechs.uc from C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\Development\SrcOrig\XComGame\Classes and place it into your Src\XComGame\Classes folder of your mod.
  11. I managed to do a really shoddy workaround by renaming the X2TechTemplate_DefaultTechs to X2TechTemplate_DefaultTechsCORRUPTED that gives the following log:
  12. Hi Is anyone else having this problem? My mod compiles with no errors but when it gets to the bottom of the debug procedure it just returns with a FAILED Is there anything I can try apart from re-installing the entire SDK. I've already tried a Verify Integrity cache after it started to return an error with something actually inside the SDK being incorrect, but it is still not working. EDIT: Ok, I've tried a few random things and now its coming up with this error message:
  13. le sigh, neither of these ideas are actually perks
  14. I've managed to fix the issue, it was a bug with the building procedure of ModBuddy, Amineri helped me to find the correct file to delete to allow ANY part of my mod to build again.
  15. Hi Everyone I'm designing a mod that will eventually have 20 classes, I know it's a bit extreme but so am I, mwahahahaha. Anyways if you have cool ideas for Perks and Abilities please leave them below. Examples: Comm Hack Send forth the Gremlin to Mark everyone in the area for bonus accuracy and disable their weapons. Snapshot Allow the sniper rifle to be fired after moving with a slight aim penalty.
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