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TheOldOne822

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  1. No I=√-1 can not be represented in HEX or Binary so it will take even more trickery.
  2. It happened before I had the grid working too. With it not working anyway it could be turned into somthing for the larger squad size.
  3. If you have 3 or more small items the 'make items available' button breaks and causes you to loose the items. They will be removed from invetory but not be in locker
  4. Very nice! I'll stop banging my head against the wall trying to figure out why my attempts just result in a xcom crash at start. I use a combination of JPEXS + old versions of Sothink SWF decompiler and Sothink SWF editor. I will not be updating them as they are not worth $50 together let alone the $80 each they cost now.
  5. I extracted (using Toolboks 1.4) and uploaded before Toolboks was updated to 1.6. I couldn't get 1.5.x to work at all with the EW files and 1.4 could no longer be downloaded.
  6. @Neonin I found the same thing and thought I posted it a few days ago but can't find it. Link to my pull from the UICollection_x UPKs http://www.filefactory.com/file/474n88649uzd/UI_Stuff.zip
  7. You need someone better at programing than I am (I do have training in GW and Q basic, Flash AS and Visual basic but that's it) but if this tool ever does get finished could the "reconstruction" be used by me to add larger flash files or CaesarInvictus to add his textures to the main game without texmod? could it be used to add new art assets IE for extra ranks?
  8. I have a version where i tweaked the ui to display 14 small items but I didn't post it as I can't get the extra items to work. Someone who knows UPK modding would need to look into why items stop working when you have a bunch.
  9. More fuel is easy on the Armors=( ABILITIES[0]=eAbility_Fly, <snip> strName="", iType=eItem_ArmorArchangel, <snip>, iFlightFuel=6, <snip> ) line in the DGC.ini change iFlightFuel=6 to whatever number you want. A Mobility Bonus that only apples while flying is not something I know how to do.
  10. I don't remember the hex editor I gooled hex editor mac and I had to track the offset myself as the only mac stuff on the wiki at the time was for the mac store version. I didn't get a chance to find the new offset with patch 5.
  11. I was able to do it on my Mac Steam EU but my mac died a few days ago so can't help with EW on mac.
  12. I feel the make available button could be turned into a cycle button with almost no flash UI changes so just about anyone who knows flash hex editing could do it. I could try to port XMarksTheSpot's changes to EW like I did for the loadout grid view but he is way better than I am and my attempts to port the item scroll bar have just resulted in crashes. I will look at the debriefing screen but don't expect me to get it working any time soon if ever.
  13. To manual install a ToolBoks custom mod (like the grid view for EW) you need to do a few things. You need a way to decompress the UPK files (ToolBoks has one but will not do it for you ATM but I'll tell you haw to use it) A hex editor (I use HxD for most stuff) a text editor (you may be able to get away with windows notepad for some but I use Notepad++) BACKUPS if somthing goes wrong resourcehack is optional but if it's working for you use it (I tend to do the hex edit on the exe to load DGC.ini so I don't need yo use resourcehack) Before you do anything with the EW files back them up. Installing Open the custom mod you want to install in a text editor (in this case "Item Grid EW.txt") Look for any lines that start "UPK_FILE=" (in this case that's just UICollection_Strategy_SF.upk) backup those files and copy them from "\XCom-Enemy-Unknown\XEW\XComGame\CookedPCConsole" to wherever you have ToolBoks. Decompress the copied upu files using decompress.exe (you should be able to just drag them to the exe to do that) Move the upk files in the new unpacked folder to "\XCom-Enemy-Unknown\XEW\XComGame\CookedPCConsole" (rest of line not needed for UICollection_Strategy_SF.upk) and remove any corresponding .uncompressed_size files only the .uncompressed_size for UPKs you have decompressed. Open the UPK files to be edited in your hex editor. Go back to the text editor after the "UPK_FILE="line there is an "OFFSET=" line (That tells where to start the edit) copy the number and go back to your hex editor. In HxD there is an OFFSET: in the bottom left you can double click on that to bring up the goto offset. Click the "dec" box and make sure the "begin" boes is checked than past the number copied form the mods "OFFSET=" line and click ok (it may be different in other hex editors) go back to the text editor and under the { INSTALL } line select THE WHOLE LINE (it will be broken into multiple lines in windows notepad even if word wrap is off so use Notepadd++) and copy it back in HxD press Ctrl+B or chose edit and select "Past Write" NOT Crtl+V OR "PAST INSERT" Save The "Item Grid EW.txt" is only set to change the item view. INI edits are needed to use mote items. to use more items the DGC.ini lines for armors need to be changed. each armor has it's own "iSmallItems=" setting that controls how many item can be used with that armor (the game will crash if you go above 16 small items but remember there is the +1 small item upgrade so don't go above 15 here) Custom mod DGC.ini edits are under [iNI] and just replace the equivalent INI lines in the DGC.ini file with whatever is in the mod.
  14. In EU starting base setup was in a UPK and had a hidden level 0 for needed background stuff. See http://forums.nexusmods.com/index.php?/topic/811577-base-generation/
  15. I'm fine with perks being in the tree once.
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