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Yzaxtol

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Everything posted by Yzaxtol

  1. I've tried to create a new Officer/Shieldbearer that leads squads of up to 8 troopers. But whenever he/she spawns he appears like this, doesn't do anything, has no stats and can't be targeted. Does anyone know where I'm going wrong? I've coped the ShieldbearerM2 Create Character Template function from X2Character_DefaultCharacters (and renamed all relevant references to AdvCommanderM2 and added the simulated Matinee function. Their stats are declared in XComGameData_CharacterStats I've linked code below, it easily compiles but as you can see it's not working as inteded :S Any help would be greatly appreciated as I have spent nearly my entire Saturday trying to figure out where I've been going wrong :S
  2. You know, this is somewhat similar to a small idea I had that was you could spend Intel to make the Shadow Chamber information pop-up for each mission. Would that be possible with your mod?
  3. http://images.akamai.steamusercontent.com/ugc/548681523279922199/FDC2F8BB88310E985636EECAD4D4254F5F4E8750/ Sorry, this is an image of the stats that have been applied to the Nanoscale Vest. Nothing I have done to the Weapon ever shows up in the Loadout UI.
  4. Hi There Just to let you know that I've been struggling with this issue for days, I have so far successfully injected my own stats and UI into both Utility Items and Armor but when it comes to Weapons it seems that my method doesn't work with them. Every mod I've looked at has either re-created the weapon in a messy copy+paste of the X2Item_DefaultWeapons or created a new weapon that has UI changes in the CreateTemplate. Any help anyone could provide in the matter would be invaluable as I'm at my wit's end. I don't have much experience with programming so the basics are often lost to me as I rely solely on pattern recognition and trial and error to get through. EDIT: In case it wasn't implied, the stats are being applied in the tactical section but they never appear on the UI which is paramount in the Overhaul mod that i'm designing :sad:
  5. I think that means the .uc script is missing the header You should start all your .uc scripts with something that looks like this: class XComModOptions extends X2Ability dependson (XComGameStateContext_Ability) config(ModOptions); // Will read XComModOptions.ini for variables.the extends and dependson are based off what you're trying to access/change or do.
  6. 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
  7. 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?
  8. 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
  9. 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...
  10. I've noticed occasionally getting insanely long load times for the strategy game well before this new alternative to the modpatcher, I haven't tried the .upk thing from Toolboks. And ever since I stopped using the the Warspace Uninstaller my load times haven't increased anymore to those insane levels. (The Skyranger audio used to loop twice before loading the strategy game)
  11. Sooo.... Just checking that a program that will look at a file called XComGame.exe and make 1 HEX change is alright?
  12. I meant every time I installed it on my machine using an installer that it failed to work and but it DID work when I manually went in to only change that single HEX byte to get it to import data from an external .ini file and with everyone else who followed my instructions.
  13. Just 100% of the attempts of running the mod after an exe was completely overwritten turned out to be useless and wouldn't run. However, whenever I modded it manually and all the people who followed my instruction on how to mod the exe manually have it working.
  14. Nah, we update slowly because XCOM is Fu.... really hard to mod.
  15. If you want full control on which of your classes use which items when you play, keep a look-out for Merciless V1.5, when it's finally released I should have managed to get All Weapons and All Items shared between all classes. It's currently in beta with the rocket still fixed on the Heavy and a few bugs with injured soldiers and the arcthrower not being wieldable.
  16. Aaaah, nevermind I won't even bother adding Gunslinger back into the game then, pistols are abit too strange and buggy as standard to make small changes. I'd probably go with a single +2 Damage for Rocket Launcher/Blaster Launcher Item probably with Elerium research. Elerium Rockets - We put some green stuff in your rockets for that extra OOMPH!
  17. I'm mainly thinking of Scientists and Engineers, that you start to gain less of once you shoot down all abductors before they start their mission. Is their anyway that the destruction of all 3 abductors can be tracked and be obviously rewarded with Scientists and Engineers? Just a thought.
  18. Ooh looks snazzy, especially the extra damage items: Possible Names: Explosive Rounds Hot-Shot Energy Pack Overcharged Plasma Pack The Rocket Launcher buffs really necessary? They could easily be granted by different items themselves instead of an all purpose OP item (unless the code is stuck like this) No Gunslinger? Personally i'd love the option to reduce it down to 1 damage bonus as the way i've buffed all pistols it's now unfortunately OP.
  19. Anything for Headshot as it also requires the Sniper property to fire? Disabling Shot has an animation bug if used with anything but the sniper rifles, otherwise I'd probably request that too :D hehe.
  20. I set it to Combat Stims in Merciless at the moment, and it's going well so far.
  21. Will test this and the other modlet tonight after work. *crosses fingers* :D
  22. The game crashes when you throw a grenade/smoke grenade :(
  23. There are incredibly limited amount of spawn points anyway on most maps, which is why we're trying to increase the size of each pod instead of making more. My personal preference to this pod modlet is to design aliens into squads e.g. 1 Muton Elite, 4 Mutons, 1 Sectopod 6 Drones(possibly weaker), to create more diverse and cooler groups of enemies that you fight against.
  24. I'll be endorsing/borrowing/shamelessly stealing this modlet :biggrin: hehe
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