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Yzaxtol

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Everything posted by Yzaxtol

  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.
  16. 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.
  17. 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.
  18. 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
  19. 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?
  20. 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.
  21. 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.
  22. OK, i've done what you reccomended and I've just commented out the health on the difficulty variant which seems to be the most important as without health it pretty much spawns dead as a scarecrow. http://images.akamai.steamusercontent.com/ugc/548682046887057648/31052E6A374EB65A2765F4976E761A580CD23FD2/
  23. Bear in mind I did 95% of my testing by Forcing the Gatecrasher mission to spawn a commander in the first patrol on Commander Difficulty [AdvCommanderM2_Diff_2 X2CharacterTemplate] +CharacterBaseStats[eStat_ArmorMitigation]=3 This was where I started for 2 days of spawning scarecrows, I then swapped to +CharacterBaseStats[eStat_HP]=20 that spawned the unit with no armour. I then proceeded to add the HP and armour to each difficulty (with different value) which then spawned a unit that had HP and Armour but did nothing. After checking the AI configs extensively using 3 different re-writes I then tested the unit with +50 defense in the core base stats and tried again. It wasn't there on the mission. I then copied the entire stat file over all difficulty and BLAMMO I now had a Commander with 8 Troopers that was Shielding and Marking Targets. Edit: Yup that is exactly what I've called the file, I had been using it to add extra armour to all advent previously before trying to create a new unit, and then after experiencing difficulties removed all the code to a safe place as I proceeded to test the config file, over and over and over and over and over....
  24. OK scratch that, APPARENTLY the problem has come from the fact that EVERY stat has to be declared in each difficulty variation for some reason with new characters, and the reason originally why my new Advent Commander was standing around like a scarecrow was that his health wasn't declared. I'm assuming I've either done something wrong to require declaring each difficulty or the other mods that have done that have only tested it on the basic difficulties (or not at all). My money is on that i've done something wrong because there's like 8 mods out there with new enemies (and Amineri is like a programmer god) And I'm halfway through a full overhaul mod so, there's that too.
  25. Finally got it working, it was all due to the Difficulty modifiers having the exact same stat as the default unit. :S Once those removed it all started working. 2 DAYS i've spent trying to figure which advanced piece of code I was missing or what i've mispelt :S *cries in mixture of anguish and happiness*
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