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Everything posted by Yzaxtol
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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
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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.
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How do I copy an Animset and save it afterwards?
Yzaxtol replied to LeaderEnemyBoss's topic in XCOM's XCOM 2
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 -
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.
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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.
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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:
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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.
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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
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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.
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I managed to do a really shoddy workaround by renaming the X2TechTemplate_DefaultTechs to X2TechTemplate_DefaultTechsCORRUPTED that gives the following log:
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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:
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le sigh, neither of these ideas are actually perks
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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.
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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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XCOM2 Skill: Move farther while under concealment.
Yzaxtol replied to aariq's topic in XCOM's Mod Ideas
What I do is subscribe to the mod, find the steam workshop foldier, called something like 235830, and every subscribed mod is there under another set of numbers like 65329582, I then pull the .uc scripts into ModBuddy have a nice browse to how they do things, making notes, delete them then proceed to design my own variation from scratch. My advice would be to look through the X2Ability_RangerAbilitySet.uc in ModBuddy - Default Mod and just see how a class and its abilities you know very well is programmed, it has quite a few concealment based abilities so i'd check 'Create Ability - Shadowstrike' and copy it and the references from the header to a new script you've made and change the stats it grants to something mobility based..... Actually when I get home, I'm going to actually create this ability anyway for my 16 new classes i'm designing thanks for the idea. In thanks for the idea I'll send you the finished script. -
XCOM2 Rescue XCOM Veteran Soldier = VIP Mission alternative
Yzaxtol replied to Perraine's topic in XCOM's Mod Ideas
If you leave a character behind in one of the previous missions due to timers running over they have a chance to be rescued on the next council mission but would be nice to have soldiers on rescue mission too. -
PSA: IMPORTANT! Read this before deleting LocalShaderCache!
Yzaxtol replied to Amineri's topic in XCOM's XCOM 2
Yup, this hit me today after I re-wrote my code and I was like: WHYYYYYYYY! My mod has been destroyed.... but suddenly: Aminery uses Magic .... it's super effective! Yay -
Ok so i've released a mod that had a fairly slap-dash method of over-writing the XComGameData_CharacterStats.ini but I wanted to clean it up for the next release. I then removed all the codes like this: With this: I then compiled the mod and all my changes had disappeared, after spending hours cleaning it up. After trying a few things I got fed up and restored a backup to what it was previously and all the changes have STILL vanished. As someone has mentioned I usually when met with these kind of strange behavious delete the config files in My Games/XCOM 2 and the Mod file in XCOM 2 SDK is there anything else apart from re-installing the game I can try?
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It should look something like this: A piece of code in my XComClassData.ini in my Spectrum Mod The line you want to remove starts with a ' - ' the line after it with the ' + ' replaces it.
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INI file in mod not grabbing new soldier abilities
Yzaxtol replied to mairsil1's topic in XCOM's XCOM 2
I hope this helps you out, I'm just dumping my currently working Classes Overhaul from my XComGame_ClassData.ini so you can see where you're going different. -
I don't think I did too bad with my mod. It was actually slightly ahead of Long War for a brief moment before I abandoned modding until now, but I definitely agree I stood on the backs of giants that actually cracked the code for me. And thank you hybridmerc even a starting point is immeasurably useful at this point :D
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Hi Modding XCOM 2 seems like a world of difference from modding the original XCOM, I can't believe I miss the good old days of HEX edits in my trusty notepad and UE Explorer. OK, so my intention is to create an overhaul mod that provides an intense amount of variety and in that regard I have been unsuccessfully trying to locate the following pieces of code. If you know where the following are located or could provide any helpful hints or tips it would be greatly appreciated. If not, I am well aware I will still need to keep looking and muddle through somehow Where are the soldier classes and perk trees are located, also where are the promotions controlled? Where is the item database located for abilities and class restrictions? Where does it calculate if your soldier has become wounded? Is trying to make a Class-less mod doomed to fail as to how it's coded?
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Hey Johnny + Amineri I saw your mod page after all this time. My head exploded from the epicness, I thought I could try bringing Merciless back again for XCOM 2 but seriously against the monolith that is Long War, what'd be the point. Congratz
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Woah, I've only been gone... what.. 5 months? And you've made so many changes it hurts my head just trying to think of all of them...