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Everything posted by SakuraKoi
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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!
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- night vision
- ring of night vision
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I give up; where are the files pertaining to skulljacking accuracy?
SakuraKoi replied to Driumyrvak's topic in XCOM's XCOM 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. -
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.
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I give up; where are the files pertaining to skulljacking accuracy?
SakuraKoi replied to Driumyrvak's topic in XCOM's XCOM 2
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... -
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...
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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).
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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.
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XCOM2 Deadly aim and meaningful cover
SakuraKoi replied to Deleted6541174User's topic in XCOM's Mod Ideas
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 . -
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.
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XCOM2 How hard would it be? Honestly wondering.
SakuraKoi replied to Zerican32's topic in XCOM's Mod Ideas
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: ).- 2 replies
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- facial mods
- better
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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.
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There is already a fix out for that http://www.nexusmods.com/xcom2/mods/71 and it involves some magic scripting
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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.
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One still should not modify any Default .ini since those can not be restored easily. If you delete them, hell will break lose.
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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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So... how does one overwrite a Mod with a Mod anyway? For compatibility sake. Namely I'd like to affect the Muton Centurion Pack and apart from seeing and finding out through testing that they always Critical Hit when flanking a solider on Rookie (not on other because there the standard template does not take effect), I saw that I can not overwrite easily, neither with a - nor a -+. You may have to take a look into the scripts and resources since from the assets are pulled from there and as mentioned those are localized. "Neutralize" is probably what refers to the localizations and not what is actually displayed.
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Well, I tried this format for the XComMissions.ini but never got anything working so I tried, as previously mentioned, to copy the original lines, place a - in front of them and place a + in front of the new lines like one can see below (incidentally I am modding the same .ini in a different way): http://puu.sh/n295o/109e540b65.png This finally got my Mod working through the SDK/ModBuddy (mind you, that I did not test the RandStatAmount but if it works when you directly edit the .ini, then it should also work with this format)
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Well, I got kinda curious since I stumbled upon the lines and thought how nice it might be to always fight at e.g night. First I tried to set all time of the day to night, in vain, then I tried to do the very same with the weather and set it to rain only, however that's also in vain... so my first attempt was to change these line in GameData.ini, GenericTimeOfDayMaps=(MapName="EnvLighting_Sunrise_AVG", eTimeOfDay=eTimeOfDay_Dawn) GenericTimeOfDayMaps=(MapName="EnvLighting_Day_AVG", eTimeOfDay=eTimeOfDay_Noon) GenericTimeOfDayMaps=(MapName="EnvLighting_Sunset_AVG", eTimeOfDay=eTimeofDay_Sunset) GenericTimeOfDayMaps=(MapName="EnvLighting_Sunset_AVG", eTimeOfDay=eTimeOfDay_Dusk) GenericTimeOfDayMaps=(MapName="EnvLighting_NatureNight_AVG", eTimeOfDay=eTimeOfDay_Night) setting all MapName to the one containing NatureNight, then I tried to set all the TimeOfDay to the one containing Night. That was in vain so I searched some further and obviously my next stop was the Maps.ini which has loads of lines like these: arrEnvironmentLightingDefs=(MapName="EnvLighting_Vortex", eEnvLighting[0]=eEnvLighting_Day, eTimeOfDay=eTimeOfDay_Dusk, eMood=eMood_Normal, eWeatherCondition=eWeatherType_Clear, arrPlotTypes[0]="CityCenter", arrPlotTypes[1]="Slums") I did not change all MapName but tried to EnvLighting to the one with Night, then the TimeOfDay to Night and finally just tried to set all WeatherCondition to Rain. The method I used for testing was to play the first non-tutorial mission where it indeed sometimes rains (hence why I thought at least that would work...) and in an existing old save I loaded the same mission which was already generate but not it's map besides of the type (maybe I'm wrong there? But the time varied still, from dawn/day or day/dusk...). Any pointers would be appreciated.
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Well as I mentioned somewhere already and now having thought about it more, having anime-styled characters would be sweet despite them quite probably being out of place. A total art conversion into the anime would be really awesome (making it quite possible the best JRPG-SRPG ever) but remaking all the assets to suit the style would be tons of work.... still I'd really like play that, very much so.
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Well, I have now earned quite a traumatic experience when I took a look at one of them... Just before taking a look at it I thought that it'd funny to have anime-styled characters, I like the anime style very much and finally found a software/game that finally made 3D look as good as (very good) 2D, heck, one would not be able to tell the difference. The software I won't name because reasons is based on Unity and the models are highly customizable but I am confident that one with know-how could import the .model through making them a .blender file (there is a blender plugin for that albeit Japanese) and then into the UE format (Feel free to PM me for the name of the game, the assets and the link to the Blender Conversion Plugin along with the tex2png for the textures).... now then, that XCOM 2 "Mod" made me very very sad since it obviously does not (but I still hoped it would) contain real anime characters, instead of, well... bad cosplay (not that actually any cosplay ever amazed me but that one certainly lacks details)
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The Default'.ini are the ones which one should not overwrite nor delete. The XCom*.ini are the ones which the game actually uses and generates from the Default*.ini in case those are deleted. As an example for what happens if you delete a(ll) Default*.ini: (and one obviously can not launch XCOM 2 then)
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Well, that finally made my Increased Enemy Squad Size Mod working... I think, I already thought once that it would be finally working (because I really missed the Build Mod option and only build the solution) and now I tested twice to make sure. Now let's see if I can also modify the number of pods because it's a bit more complex since those have to be placed....and I have no idea what EncounterZoneOffsetAlongLOP really is or how it works, the DefaultMission .ini reads that it tells in which zone they spawn and patrol but I have no idea how to find which zone is which, I even failed to implement the "GodSaveTheQueen" (for the most extreme example) in the first Mission and I do not know why it does not work. All I currently did was inserting a , PrePlacedEncounters[2]=(EncounterID="DKVx3_GodSaveTheQueen", EncounterZoneOffsetAlongLOP=5.0, EncounterZoneWidth=26.0I guess I'll have to test a bit further to see what may be missing but I'd be glad if someone could tell me what at least EncounterZoneOffsetAlongLOP is about.
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This may only require quite a few ini edits. I believe the bottom half of the GameData_CharacterStats.ini starting from [soldier_Diff_0 X2CharacterTemplate] handles those with Diff_0 being Rookie and Diff_3 being legendary. In your case you should only need to replace all Diff_3 with Diff_2 lines. Obviously I can not tell for the time being if I covered them all but I could indeed change regeneration abilities and their amount in the config. But about the scripts I am honestly still at a loss. I have the hunch that this: static function X2Effect_Burning CreateBurningStatusEffect(int DamagePerTick, int DamageSpreadPerTick){ local X2Effect_Burning BurningEffect; local X2Condition_UnitProperty UnitPropCondition; BurningEffect = new class'X2Effect_Burning'; BurningEffect.EffectName = default.BurningName; BurningEffect.BuildPersistentEffect(default.BURNING_TURNS,,,,eGameRule_PlayerTurnBegin); BurningEffect.SetDisplayInfo(ePerkBuff_Penalty, default.BurningFriendlyName, default.BurningFriendlyDesc, "img:///UILibrary_PerkIcons.UIPerk_burn"); BurningEffect.SetBurnDamage(DamagePerTick, DamageSpreadPerTick, 'Fire'); BurningEffect.VisualizationFn = BurningVisualization; BurningEffect.EffectTickedVisualizationFn = BurningVisualizationTicked; BurningEffect.EffectRemovedVisualizationFn = BurningVisualizationRemoved; BurningEffect.bRemoveWhenTargetDies = true; BurningEffect.DamageTypes.AddItem('Fire'); BurningEffect.DuplicateResponse = eDupe_Refresh; if (default.FireEnteredParticle_Name != "") { BurningEffect.VFXTemplateName = default.FireEnteredParticle_Name; BurningEffect.VFXSocket = default.FireEnteredSocket_Name; BurningEffect.VFXSocketsArrayName = default.FireEnteredSocketsArray_Name; } UnitPropCondition = new class'X2Condition_UnitProperty'; UnitPropCondition.ExcludeFriendlyToSource = false; BurningEffect.TargetConditions.AddItem(UnitPropCondition); return BurningEffect; } along with a similar line for the acid (further down the line) is it but I do not know what needs to be changed/a 10 slapped onto it and I already had a semester where I seriously tried to understand object-based languages, namely Java and failed miserably (my exam was blank). All I can tell is that BurningEffect.SetBurnDamage(DamagePerTick, DamageSpreadPerTick, 'Fire'); obviously affects damage, somehow but that ain't rocket science. Oh and I can tell that BurningEffect = new class'X2Effect_Burning'; tells me to look at that X2Effect_Burning as well. Meanwhile there are less or rather neigh hints for me towards environmental explosion damage and the damage a dying Sectopod does.
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Well, I had to wonder about that for a while to and the solution is quite simple (but not properly explained): You need the XCOM 2 SDK which can be found under Library\Tools in Steam, downloading the 42.3 GB may take a while but only with it you can publish your Mods to the Steam Workshop, after you set it up properly that is (apart from installing the perquisites from \XCOM 2 SDK\Binaries\Redist, it will not detect your XCOM 2 folder automatically). For the .ini edits you literary and preferable only just need the modified lines (along with their [header]), select to build "Your Mod" (my prior mistake was to only build the solution...), test it just in case and under Tools you can publish it in the Workshop, if you accepted the agreement that is. Mods are by the by in the \Steam\steamapps\common\XCOM 2\XComGame\Mods folder.
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Huh? Works for me... http://puu.sh/n0cke/7a1db17ec5.jpg Did you close XCOM 2? Did you start a new campaign? Those are the most common causes I am aware of, in case a simple .ini edit does not work.