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ViperCanel

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Everything posted by ViperCanel

  1. Thanks for sharing. These kind of little details can really ruin the immersion for me.
  2. I am going to try another mod which uses Mod Helper meanwhile. I hope it doesn't break my PatcherGUI mods.
  3. I just want to be able to give special soldiers like Zhang and Annette helmets using PatcherGUI. I already found a mod for this by PeaslyWelbott but unfortunately when he updated his mod for PatcherGUI he only carried over shiv customization and left out special soldiers. I tried my luck changing <IsATank> to <IsASpecialSoldier> and <IsSuperSoldier>, also played around with hexes a little but always ended up with an error. If you could check the PatcherGUI version and add in Zhang/Annette customization I would be grateful. The code: MOD_NAME=My SHIV is Special AUTHOR=Peasly Wellbott DESCRIPTION=Opens SHIVs to customization. Version: 1.0 Compatible with XCOM Enemy Within/Enemy Unknown versions: - All hopefully UPK_FILE=XComStrategyGame.upk OBJECT=XGSoldierUI.UpdateMainMenu [BEFORE_CODE] <IsATank> 16 18 20 00 19 [AFTER_CODE] <IsInPsiTesting> 16 18 20 00 19 His outdated Toolboks version for comparison: MOD_NAME=My SHIV is Special AUTHOR=Peasly Wellbott DESCRIPTION=Opens SHIVs and Super Soldiers to customization. Version: 1.0 Compatible with XCOM Enemy Within versions: - Patch 1( Changelist: 398180 ) UPK_FILE=XComStrategyGame.upk OFFSET=4571020 [MODDED_HEX] /* Open Customization tab for SHIVs and Super Soldiers by changing IsATank and IsSuperSoldier calls to IsBeingAugmented */ 01 5F 4C 00 00 0F 35 C3 FA FF FF B7 F9 FF FF 00 01 00 07 4D 00 00 45 84 84 19 01 78 4C 00 00 0A 00 11 53 00 00 00 1B 7B 17 00 00 00 00 00 00 16 18 20 00 19 01 78 4C 00 00 0A 00 15 53 00 00 00 1B 7B 17 00 00 00 00 00 00 16
  4. Thank you very much for your thorough explanation. This question was killing me. Because in every Xcom modding related information enabling ini loading is continuously stressed as a step to be taken for modding the game, I got the impression that all config files are read from an internal resource, and the three files are explicitly mentioned only because they are the most important ones. While the explanation is pretty good and clear there, a short statement regarding other files loading without any modifications would be good for people like me who has to be double sure. Well double is an understatement. I learned a lot from those guides regarding my other curiousities such as "phoning home." I wanted to tell you something by the way. Last night I came across a workaround for hologlobe rotation on the DIY page. I just wanted to share with you there is no need for a workaround as the bug has already been fixed by Amineri and shared by wghost81 on here, which re-enables the use of mouse.
  5. Hi, PatcherGUI mentions enabling direct ini loading from the configs folder but does it include all inis there? I am particularly interested in using Xcom map patches which has a modified "defaultmaps.ini." I am curious because only "defaulgamecore" and "defaultloadouts" are mentioned in the readme file.
  6. Actually the code there is for Enemy Within, and if you want female weapons increasing in size as well you should try my modified code. Though use the old code from DIY link "dubious" posted. The edited code in my post now is not tested. Well actually if you try that too and give feedback it would be good.
  7. You are welcome. I am happy you liked it and decided to share. I tried to make my post clearer, included your suggestions and additional info for customizing and added a credits section like you did. I don't know about Xcom modding; I just like reverse engineering. So if you find mistakes feel free to correct. Finally thank you guys for your work on community sites keeping such information up to date, and helping players and modders alike. Now its time to sleep for me. Almost forgot to say I don't have the time to test it, and maybe won't be able to tomorrow as well. Good night. I will test hopefully when I learn about some other stuff.
  8. Thanks a lot guys! Making epic size differences between soldiers was one of the most horible things I have encountered in this game. The game is more immersive for me now. I modified the code a little to give both sexes %85 scale on weapons and added info for customization: DESCRIPTION=Scales all weapons to 85% for both sexes. Original script by Amineri, converted for PatcherGUI by wghost81. Modified script by ViperCanel to 85% scale for both sexes. Also added scale table of Bertilsson for easy customization. UPK_FILE=XComGame.upk OBJECT=XComUnitPawn.AttachItem // Scale code table // Scale 1.50: 00 00 C0 3F // Scale 1.00: 00 00 80 3F (original male weapons) // Scale 0.95: 33 33 73 3F // Scale 0.90: 66 66 66 3F // Scale 0.85: 9A 99 59 3F // Scale 0.80: CD CC 4C 3F // Scale 0.75: 00 00 40 3F (original female weapons) [BEFORE_HEX] //if(bIsFemale && !IsA('XComMecPawn')) 07 C9 00 82 2D 01 51 3D 00 00 18 0E 00 81 C5 21 E3 80 00 00 00 00 00 00 16 16 16 //MeshComp.SetScale(0.750) 19 00 71 3E 00 00 0F 00 00 00 00 00 00 1B EC 6E 00 00 00 00 00 00 1E 00 00 40 3F 16 //Mesh.AttachComponentToSocket(MeshComp, SocketName) 19 01 47 FD FF FF 1C 00 00 00 00 00 00 1C 6A FA FF FF 00 71 3E 00 00 00 74 3E 00 00 16 //kFoundMeshComponent = MeshComp 0F 48 72 3E 00 00 00 71 3E 00 00 //MeshComp.SetLightEnvironment(LightEnvironment) 19 00 71 3E 00 00 13 00 00 00 00 00 00 1C A0 FA FF FF 01 61 3D 00 00 16 //MeshComp.SetShadowParent(Mesh) 19 00 71 3E 00 00 13 00 00 00 00 00 00 1C 97 FA FF FF 01 47 FD FF FF 16 //MeshComp.CastShadow = false 14 19 00 71 3E 00 00 0A 00 F3 FE FF FF 00 2D 01 F3 FE FF FF 28 //MeshComp.PrestreamTextures(1.0, true) 19 00 71 3E 00 00 11 00 00 00 00 00 00 1C 7D FB FF FF 1E 00 00 80 3F 27 4A 16 //0b [/BEFORE_HEX] [AFTER_HEX] //start 0x86 //if(!IsA('XComMecPawn') 07 EA 00 81 C5 21 E3 80 00 00 00 00 00 00 16 16 //MeshComp.SetScale((bIsFemale ? 0.85 : 0.85)) // (female scale : male scale) 19 00 71 3E 00 00 18 00 00 00 00 00 00 1B EC 6E 00 00 00 00 00 00 45 2D 01 51 3D 00 00 05 00 1E 9A 99 59 3F 05 // set female weapons to 0.85 scale 00 1E 9A 99 59 3F 16 // set male weapons to 0.85 scale // null ops 00 71 3E 00 00 00 71 3E 00 00 00 71 3E 00 00 0B //Mesh.AttachComponentToSocket(MeshComp, SocketName) 19 01 47 FD FF FF 1C 00 00 00 00 00 00 1C 6A FA FF FF 00 71 3E 00 00 00 74 3E 00 00 16 //kFoundMeshComponent = MeshComp 0F 48 72 3E 00 00 00 71 3E 00 00 //MeshComp.SetLightEnvironment(LightEnvironment) 19 00 71 3E 00 00 13 00 00 00 00 00 00 1C A0 FA FF FF 01 61 3D 00 00 16 //MeshComp.SetShadowParent(Mesh) 19 00 71 3E 00 00 13 00 00 00 00 00 00 1C 97 FA FF FF 01 47 FD FF FF 16 //MeshComp.PrestreamTextures(1.0, true) 19 00 71 3E 00 00 11 00 00 00 00 00 00 1C 7D FB FF FF 1E 00 00 80 3F 27 4A 16 //0b [/AFTER_HEX]
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