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Sblargh

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  1. Hey, thanks a lot for the help. Ok, let's go. Using other mods? No. Cleaned out documents? Yes. Whitespace: The line is exactly how it is on DefaultNameList.ini but XcomNameList.ini is different. On XCcomNameList.ini is NewSoldier_HatChance=0.15 while on DefaultNameList.ini is NewSoldier_HatChance = 0.15 Modbuddy? Yes. I'll try rebuilding more; as I usually just press F5 to see the changes. So, doing all that, still doesn't work. The newly created XComNameList.ini retain the original Default values, plus, is being ignored anyway. EDIT: Oh bollocks on a stick of flaming fury, I think I solved it. The problem was in retaining the original [XComGame.UGCharacterGenerator] Now that is [RandomRookies.RandomRookies] It is working.
  2. Hum. I'll give the concrete example. I want to make my rookies look more random, right? I can achieve this (as is widely known) by modifing these lines on the namelist.ini NewSoldier_HatChance = 0.15 NewSoldier_UpperFacePropChance = 0.15 NewSoldier_LowerFacePropChance = 0.15 NewSoldier_BeardChance = 0.33 NewSoldier_ForceColors = true But I want this to be part of my mod, so I created a XComNamelist.ini on the config folder of my mod and this did: -NewSoldier_HatChance = 0.15 -NewSoldier_UpperFacePropChance = 0.15 -NewSoldier_LowerFacePropChance = 0.15 -NewSoldier_BeardChance = 0.33 -NewSoldier_ForceColors = true +NewSoldier_HatChance = 0.9 +NewSoldier_UpperFacePropChance = 0.9 +NewSoldier_LowerFacePropChance = 0.9 +NewSoldier_BeardChance = 0.9 +NewSoldier_ForceColors = false Not only is this not working, but my mod actually makes the game ignore the XcomNamelist.ini on my documents as in, the changes I do there, are ignored unless I start the game without my mod. Plus, part of my mod is to add face paints and armor patterns to rookies, so I created the var config stuff on the .uc file as to be able to create this new line on the config: +NewSoldier_FacePaintChance = 0.9 But I can't even test it, because my XComnamelist.ini is being ignored anyway. I can, by the way, ignore all this process to just make the game always add stuff to your rookies. But then the user is left without a way to configure it, if he wants.
  3. Man, I think the solution to this must be so simple. Urgh. Frustrating. Right now what I want to know is what .ini you edit on the ModBuddy; as there are two of each: The DefaultConifg.ini on steamapps and the XCOMConfig.ini on the documents. Their lines are different, btw (similar, but not quite the same); so when choosing to be precise, which one are we talking about? Amnieri said to edit the DefaultConfig.ini and then rename it to XcomConfig.ini; which will then create a third file the game has to check. The DefaultConfig, the XComConfig on the documents and the XComConfig on your mod folder. Now, the DefaultConfig one will always be overwritten by the XComConfig; the question is, which one has the preference, the XComConfig on the mod or the one in the users' documents?
  4. On the NameList.ini, there are already these things: NewSoldier_HatChance=0.5NewSoldier_UpperFacePropChance=0.5NewSoldier_LowerFacePropChance=0.5NewSoldier_BeardChance=0.5NewSoldier_ForceColors=false (which I already increased). But then there's missing patterns (both armor and weapon), tattoos and facepaint, meaning new soldiers will never have those.Is there a way to mod those in? I tried a bunch of stuff like NewSoldier_PatternChance or NewSoldier_ArmorPatternChance, but all fail.When the game creates a new soldier, it already does the great thing of picking a random item from your entire list (including mods).The "ForceColors" thing (that is true by default) is, I assume, what prevents them from going to the crazier colors, tho I need more test to see if that's really it. Anyway, what I would really like is for new soldiers to have a chance to be generated with patterns, tattoos and facepaint.
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