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SakuraKoi

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  1. I too did just experience constant Night Vision after consuming Ingredients en masse to learn their effects (not sure if Hunterborn or PerMa or CACO or anyone was at fault, after reading another reply, I suppose it is Hunterborn's Wolf Eyes or Heart) but I found no fix working until Post #8. Adding player.addspell 000AA01D and activating that Kahjit Night Eye Power (as Bosmer) turned the NV off. Replace addspell with removespell and et voila, all is as it should be. Perhaps other Night Vision Powers/Spells work as well but dispelling it certainly did not. Thank you Gaalhway!
  2. That surely will not be the case, even if developers often name items differently than they did in their code, those should really be separate items. Especially in this case where the StunLancer is noted in the GameData_WeaponData to get +10 accuracy for melee attacks GENERIC_MELEE_ACCURACY=10; this only applies to secondary attacks of units whose main attacks are not melee - e.g. Stunlancer, Archon, etc.and it is also written: ADVSTUNLANCERM1_STUNLANCE_BASEDAMAGE=(Damage=3, Spread = 1, PlusOne = 0, Crit = 2, Pierce = 0, Shred=0, Tag = "", DamageType="Melee")So all that is really missing is the Chance to stun and Chance to K.O.
  3. I could perfectly multiply my grenade damage with 10 through the "-", I can only imagine that you might have done what I was doing wrong on a basic level, namely not building the mod but only the solution which made it still appear in the Mod Launcher but then again, my first SDK Mod still failed to work (had to use ultimately "-" and "+"). What I also habitually include without actual knowledge: [XComGame.X2Ability_WeaponCommon] above, and at the end [iniVersion]0=1454630243.000000 (for the weapon data). I actually have yet to test if build solution could actually be sufficient and whether the [iniVersion] is required along with the [XComGame.X2Ability_WeaponCommon] for that .ini. Additionally all I can think of is that the .ini created by the DefaultMod and the class X2DownloadableContentInfo_"YourGrenadeMod" are all essential, at least missing the class resulted in an error shown in the log. I hope my little experience can help.
  4. I could very well be mistaken but this sound about right: In GameCore.ini you can find [XComGame.X2AbilityToHitCalc_StasisLance] BASE_CHANCE=70 along with values for a HP threshold and I really have no idea what else could be a StasisLance but maybe the StunLance from ADVENT of which I have yet to find the .ini for the chance to stun/or remember where it was because I have yet to really search for that. In GameData_SoliderSkills you can find [XComGame.X2AbilityCharges_StasisLance] BASE_CHARGES=1 hence why I am actually quite certain that the entry above is what you are looking for Now back to finding fire damage, acid damage, damage from exploding sectopods and environmental objects for me...
  5. Please correct me, if I'm wrong, but "the last one wins". It's like in the code. If you set Key to 1 and on the next line to 2, it will be equal to 2 in the end. --- Then the next question probably is how one can find out/influence which one is first and which one is last, especially in terms of Mods which have no apparent load order...
  6. So... which stats do you want to have then for them aliens? Default (Rookie) Stats, Veteran Stats or Commander Stats? Instead of Legendary Stats that is. In any event XComGameData_CharacterStats.ini is where the stats you want to change are at. I believe, if you do not want to make a mod out of it, you just need to delete _Diff_3 (which stands for legendary difficulty, the count is up from 0) for Default/Rookie Stats or delete _Diff_3 and find and replace (even the standard notepad has that function) all _Diff_1 or _Diff_2 , you choice (if you want Veteran or Commander), with _Diff_3. The enemies do not get any hidden bonuses (you just can not see most of their stats by default) and XCOM gets none either on Legendary (but indeed they get on lower difficulties).
  7. Well, I have been sitting for hours on this task now and can't find anything more which might help you to help me, meanwhile all I can understand is that those are variable damage numbers, probably because I am no good with scripts. What I am searching for personally is to merely multiply the damage by 10 or any number for that matter. I have yet to modify source code successfully and hence I am asking for help here now, to create a method to modify the following damage types somewhat at least but preferably fully: Damage from burning, both fire and acid. Damage from Explosions in the Environment i.e Cars but also shoot-able containers that explode and the Sectopods Explosion on Death. About Acid and BurnDamage, those can be found here (I think): X2StatusEffects X2Effect_Burning For Damage from Explosions in the Environment I merely found: DamageEvent.DamageAmount = 20; DamageEvent.bAffectFragileOnly = false;in X2Ability but 20 as value does not seem quite right... Lastly unlike the Gatekeeper's Explosion Damage on Death I could not find anything regarding the Sectopod's Damage (only that it exists) in X2AbilitySectopod (nor anywhere) I hope someone knows how to change/affect/make configurable/do whatever with said Damage Values and could provide me a working Mod for the one I am working on (which multiplies all health, damage, armor and related values by 10) since these should be the last changes I need to release it fully (and can then work from there to adjust the balance and/or go Disgaea). Obviously I'll credit the one who makes the scripts for me.
  8. There is one thing worth mentioning apart from the fact that AI may need to be adjusted indeed, namely the variable angle bonus. Adjusting the values for high and low cover is as easy as changing two values but the angle bonus, well, involves three. :tongue: Namely the angle, min and max bonus. But well there is also a flanking aim bonus which is currently set to 0 for all units, I guess you want that changed as well. Lastly XCOM Cover is immune to most damage on all difficulty levels but one, Legend, that should be also worth noting. Now all those can be easily changed and certainly, the angle bonus should not just be 0 while but also XCOM Cover should be destructible then even if alien cover can also be made indestructible .
  9. Well, I guess one has to find the script/all the lines, translate the lines into said language in case for using the native language and get voice actors or those who want to be/try from said country to record all of them. Lastly implement those into the game but that would rather be a chore, still time consuming but would not require any more manpower (than 1) and no extensive knowledge. Good luck on even getting one more language voiced, most likely for free, and I do not mean this mean, I seriously hope that more native languages will be implemented.
  10. Well, while not being an artist myself, I am closely working with another albeit smaller modding community for a game which mainly focuses on 3D which includes quite a lot of hair and so I can maybe already tell... that the main part of the process is still is to create the 3D assets themselves which is no different from creating them for other games, e.g. one should be able to use Blender and simply export it to UE3 relatively easily if one has the Plugins and settings from the get-go. The XCOM 2 SDK itself contains the Unreal Editor which, if I am not mistaken also allows to work with 3D meshes and textures to a reasonable degree. All that should be left are chores to implement the new customization options which should not be harder than anywhere else since it is linking the files to the menus, make them unavailable to one gender prevent clipping and not end up with a second head instead of hair (but I guess making the menu file will entail that and yes, my other game literary uses a .menu file type, along with .material, .tex and .model). Oh and since a new mesh always needs a new texture (+all the other stuff), it's obvious that it is more time consuming and kinda harder than only making a new texture with the rest of the strings attached but it should not be too time consuming or too hard, it's probably rather about the demand if more will be made and making it yourself about your own level of skill, talent and dedication. So there you go, maybe another knows more and feels free to prove or rather just tell me if I am wrong (which I'd appreciate, the more I know the better for me :laugh: ).
  11. and that may just take like one hour, when installing from the four discs? Not that neat I think. Probably it would be possible to verify the integrity of the game cache through Steam and get them that way.
  12. There is already a fix out for that http://www.nexusmods.com/xcom2/mods/71 and it involves some magic scripting
  13. Well, personally I have a 50% chance to create Backup files and a 50% chance to outright forget it... anyway, in any event back to the topic: I'd also like to know how to add more effects to abilities in general. Blademaster Bonus Aim is also one that I would like to implement since it would make sense to give the perk to other classes as an option along with the ability to wield a sword or alike in the first place, snipers and gunslingers would be the most obvious choice but also other classes may very well rely on a not-so-outdated approach on dealing with aliens, without the benefit of the already existing bonus aim for swords because they'd still rather upgrade their Grenade Launcher instead. Just one of many thoughts about perks and variety through reasonable and balanced choices. One would suppose that it (adding attributes to already existing abilities) must be done through scripting but having a little template with instructions for those who are not into programming that much, that would be very sweet and would lower the barrier of entrance further... and yeah, despite having learned an object based language semi-seriously (i.e. having given up on making homework early on, one better does not do that I guess or it simply won't get and stay in mi head) for a semester, I can not remotely get such a task done. All I could keep were general methods like Divide&Conquer.
  14. One still should not modify any Default .ini since those can not be restored easily. If you delete them, hell will break lose.
  15. I posted this in a PM once already so well, here is a sample picture here so you can tell what you need: http://puu.sh/n2y7K/3171452bee.png for reference. (Merely do not mind the second .uc because the SDK duplicates them for whatever reason and while cleaning does not help, the end result will still be one and the right file. Also, the MutonM2 modifications actually do not work.) Now then, you get the basic structure by using the DefaultMod and deleting unnecessary folders so all I really did/write was the XComGameData_CharacterStats.ini. I wrote it by copying the lines I want to modify with (all) their [headers] from the real .ini and copy the lines again but adjust the value to my very liking, the original line gets a - to mark it for removal and mine a + to add it. Habitually I also append the [iniVersion] at the bottom without actually knowing if it is essential, mind you. Choose to build the Mod (not Solution) and it should be ready for testing. I'd also like to note that other Mods may not use the - and + and still work, I do not know why but my first mod certainly did not work like this. That's about all the advice I can give (since you are also missing your screenshot).
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