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Sorry for double post, but I want to make sure people see it, in case someone else has this problem. Problem ended up being the Moonpath to Elsweyr mod. I still don't know what was causing it to bork *only* savegames, but it's problem solved. Kinda wanted to play it again, but oh well. Problem Solved. The problem was NOT solved. Turned out it wasn't moonpath, it was my TES5Edit merged patch. The merged patch relied on moonpath, so when I deactivated the merged patch to test if it was moonpath, it worked. Then, after rebuilding the merged patch, it stopped working again. A few hours of troubleshooting later, I determined it was the merged patch. A little looking around online showed that it's apparently important to know what exactly the merged patch is doing so you can edit some things, because the process makes some mistakes and so cannot be entirely automated, at least not yet. So newbies shouldn't use it anyway. Bashed patch seems to work fine for me, but I'm only using it for leveled lists, so your mileage may vary. Anybody reading this looking for a solution, I wish you luck. This has been the most annoying 9 days of my Skyrim life. (Granted, now that I've said this, my game is going to bork again and I'll be here troubleshooting for another few days. But what can you do.)
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- no mod changes
- new game works
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Hey all, I recently restarted playing Skyrim after a couple years' hiatus. I reinstalled Skyrim completely, updated all my mods, and reinstalled them all (being sure to carefully follow all directions, including using a merged patch, bash patch, skyproc patchers, FNIS patcher, etc. Took me 8 days total, but the game was playable) and managed to get into the game and through to the point where you get your hands untied. I then noticed a couple of my mods weren't working right - Dual Sheath Redux didn't put weapons on my back, PerMa didn't change my perk trees - so I restarted my game as a first try to see if that would fix it. Every time I try to load any of the save games that were made for this character (there's 3 autosaves and a manual save) I crash in the load screen. All I did was exit the game and re-enter it, changed no settings, un/installed no mods, changed no mod ordering, nothing. The game won't make a Papyrus log for me to check what's going on (I assume because the game hasn't done anything except load the main menu). I can start a new game again just fine, but I'd like to figure out why save games are crashing it so I don't have to leave my computer up all day every day until I get bored of the game again. (Also, I really don't want to go through the 2-3 hours of character creation again) If anyone has any ideas on what I could check, or if I could provide more information, I'd be happy to do so. Again, the game works, I just assume there's something in the savegame load routine that's borking. Thanks in advance for any help. EDIT: So my Papyrus log decided to work. The errors are for the following plugins, in order from first to last: There's gotta be one thing I did wrong that would cause this many properties to die. The fact I installed all of those mods with NMM and none of the ones throwing errors have anything special beyond an NMM install script tells me nothing is going on with them in and of themselves. I might've run my merged patch or bashed patch wrong, or my SkyProc patchers might've screwed up one way or another. What confuses me is that these things don't cause a new game to crash, only a loaded save. A Papyrus log from a new game contains all of these errors and many more, but none of them causes the VM to feeze. Since not even the save made before character creation loads, it's not like most of these things should be tied to anything... EDIT2: Hurrrrrr, I learned how to read the stickies. I so smrt. CPU? AMD FX-9370 CPU speed? 8-core 4.4 gHz (capped to 90% due to some error or other that causes my computer to crash at 100% load) Graphics card? NVidia GeForce GTX770 Video RAM? 4GB System RAM? 12GB Hard drive free space? On the drive Skyrim is installed on, almost 1TB Is it a laptop? Desktop Where is the game located? E:\program files\steamlibrary\steamapps\common\Skyrim Game version? 1.9.32 Any DLCs? All Are you using NMM or any other mod manager? What version? NMM, 0.54.10 Are you using SKSE? what version? Yes, 1.7.2 Any other helper programs? LOOT, Tes5Edit, Wrye Bash, SUM LOOT log: Update: Removed Lootification, rebuilt TES5Edit merged patch, rebuilt bashed patch without merging this time, re-ran SkyProc patchers, no change in crashing.
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I'm not sure if this is new or not, but the only documentation I could find on the critical wound will penalty put it in XComGame.upk in the XComUnitPawn.OnTakeDamage function. (source: http://forums.nexusmods.com/index.php?/topic/820524-interesting-upk-stuff-ive-found/?p=6664613) I could never actually find that function, but I did find XGUnit.OnTakeDamage. It contained the lines mentioned in the link. I'm pretty sure it was always there, as randomly moving it from one class to another seems like a lot of work for no actual gain that I can see; they added the conditional that the character can't have the Secondary Heart gene mod, but it'd be easier to reference the HasUpgrade() from where it is than to move the function. On the other hand, if it IS new to EU, then it belongs here, so I figured I'd mention it in case it is.
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I think I found another way of doing this. XComGame.upk's XComPerkManager.HasAnyGeneMod function determines whether or not a character has a gene mod. I believe this is used in the MapCharacterToPawn function somewhere to determine whether to use the normal models or the GM ones, but I'd have to do some more digging. I haven't found the right class for the MCTP function yet, I'll have to look harder for that. Theoretically, you could just change HasAnyGeneMod to always be false, but I think such a drastic change would affect things like the GM DNA icon behind the class icon, as well as other things that might have more mechanical effects.
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Not true. This function is new in Enemy Unknown base game Patch 5: XComGame.XComAlienPod.IsPathVisible The following functions have modified return values and/or input parameters XComGame.XComAlienPod.WalkPodToLocationXComGame.XComAlienPod.GetPodLocationXComGame.XComAlienPod.UpdatePodLocationXComGame.XGPlayer.IsEnemyUnitVisibleFromPosXComGame.XGUnit.IsPathVisible And there is a bunch minor changes inside other functions in XComGame.upk mostly related to AI movement and AI weapons. XComStrategyGame and XComShell on the other hand have exactly 0 bytes changed from an UE Explorer object code perspective. Sorry for being off topic. That's not off-topic, that's a clarification of something that may not actually be different between EU and EW. On the other hand, the change was made in the most recent EU patch, which might as well be set alongside the release of EW for all the mod advancement I noticed going on (which was understandable, since any changes anybody made in that time would just be more time spent porting them once EW was released. Or, y'know, I just totally missed any advancements that were made.) Regardless, it's useful knowledge to have that people may not have known was updated, so I'll allow it. Y'know, for what my opinion is worth. xD
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Nationality of soldiers is set in XComGame.upk's XGCharacterGenerator.PickOriginCountry function. Each country has a number designation (which is initialized somewhere else, I'll check later when I'm home from work) which is added one or more times to an array, and then one is chosen at random every time a soldier is generated. In order to change the probability of a certain country coming up, you either add more instances of it to the array or stop some instances of it from being added to the array. If you mean changing the nationality of an existing soldier, that's more complicated, because it's stored in your save game. I'm not familiar with changing save game files, and, as I recall, Toolboks save game editing functionality was still in alpha for EU when EW came out, so it would probably be relatively low on the list of things to get working immediately (the high priority things being the things that were fully functional before EW changed everything)
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The earlier report was solved by turning off Steam automatic updates, as I recall. Phoning home doesn't seem like it would be stopped by turning off automatic updates, otherwise we wouldn't have had something as complicated as the hosts file edit. I believe either that the crashing was unrelated to the game phoning home, or a corruption/error (or a firewall issue, maybe?) in his data somewhere that caused the game to throw an exception when it tried to obtain the file from the local machine. Also, as I reported earlier, my game has been phoning home each time I play it (I forgot to switch my hosts file for the new IP address) and I haven't crashed. Someone should independently test to verify that it isn't some fluke of my computer, and maybe check what happens if you try to play multiplayer with a modded game. Edit: Forgot to mention, I played through EW once (ran the game 4 or 5 times vanilla) before modding it, but it has been modded for the subsequent dozen or so times I've run it. It's never crashed.
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Bertilsson and I had different MD5s, too. I gave the MD5 of my original, unmodified exe, and I don't know if he did, too, but it seems like there's something else involved. As long as the game runs fine when you turn off automatic updates, I wouldn't worry too much about it. You can always just re-enable them when a patch comes out and then disable them again. That's how I've been running XCOM since I got it.
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7475c2e1bf1519b75ff2080d7fa6242e
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I use UE Explorer http://eliotvu.com/portfolio/view/21/ue-explorer to view the decompressed code and HxD http://mh-nexus.de/en/hxd/ to do my hex editing. XGTechTree.BuildGeneTechs is a Class.Function coupling, which I use gold for. If there's anything else that's gold but doesn't have a . in it, then it's a function inside the most recently mentioned class. m_iMeldAwardedPerContainer is turquoise, which is for variables. XComGame.upk is dark orange, for packages/files. You know, if any of that helps someone out with navigating that post. Oh, heh, whoops! Apparently my game has been phoning home, then... and I haven't had a single crash yet. That's odd. Also odd is the fact that it's downloading XComGameCore.ini. I was under the assumption that it *built* that based on DefaultGameCore.ini, not downloaded it. I was also under the assumption that the game didn't even read from it unless you patched your executable to do so. Have you tried deleting/renaming your current XCGC, then running/downloading again to see if it might be a problem with the specific file it's writing to? That seems rather odd. If you definitely don't have Save Scum on, then the array storing the pRNG values might've gotten corrupted in that save file. Does the game run okay if you make a new game?
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Try the steps detailed in this post: http://forums.nexusmods.com/index.php?/topic/804882-modpatcher/page-13&do=findComment&comment=6526040
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That's a good question. I'm assuming the research requirements are placed in the same relative place that any other research requirement is for any other item, like foundry upgrades or the build/buy item store. EDIT: Derp, foundry projects are in the DGC, but gene mods aren't. Gonna look into the meld/credit cost now. EDIT: m_iMeldAwardedPerContainer in DefaultGameData.ini modifies how much you get from each container you pick up, though this doesn't modify the 40 you unlock for researching Meld in the first place. Still checking. EDIT: Aha! Found it! XGTechTree.BuildGeneTechs in XComStrategyGame.upk corresponds to the actual objects for each gene mod. If we look at the BuildGeneModTech() function, then we learn that the function call lists all the requirements for each mod. In particular, the ones you're looking for are the second, fourth, and fifth numbers. The second is the tech requirement, the fourth is the Meld cost, and the fifth is the credit cost. (For reference, the first number corresponds to the gene mod that you're modifying, the third corresponds to the time it takes to implant the mod, and the sixth corresponds to the perk number that you're applying. In theory, you could change option six to any other perk number to replace the effects of the mod with those of another perk.) XGTechTree.BuildGeneTechs function BuildGeneTechs() { BuildGeneModTech(1, 50, 72, 15, 75, 4); BuildGeneModTech(2, 47, 72, 10, 25, 20); BuildGeneModTech(3, 51, 72, 20, 35, 28); BuildGeneModTech(4, 6, 72, 10, 35, 29); BuildGeneModTech(5, 13, 72, 5, 15, 30); BuildGeneModTech(6, 13, 72, 5, 15, 38); BuildGeneModTech(7, 48, 72, 15, 35, 42); BuildGeneModTech(8, 58, 72, 35, 75, 95); BuildGeneModTech(9, 46, 72, 25, 60, 50); BuildGeneModTech(10, 13, 72, 15, 30, 45); //return; } BuildGeneModTech() function BuildGeneModTech(XComGame.XGGameData.EGeneModTech GeneTech, XComGame.XGGameData.ETechType TechReq, int hours, int MeldCost, int CashCost, XComGame.XGTacticalGameCoreNativeBase.EPerkType Perk) { local TGeneModTech kTech; kTech.strName = class'XGLocalizedData'.default.GeneModTechNames[GeneTech]; kTech.eGeneTech = GeneTech; kTech.eTechReq = TechReq; kTech.iHours = hours; kTech.iMeld = MeldCost; kTech.iCash = CashCost; kTech.ePerk = Perk; m_arrGeneModTechs[GeneTech] = kTech; //return; } Now I'm going to go spend a few minutes figuring out which gene mod corresponds to which function call and put together a few hex edits for you to change their costs. Gene mods: 1- Secondary Heart 2- Adrenal Neurosympathy 3- Neural Damping 4- Neural Feedback 5- Reactive Pupils 6- Depth Perception 7- Bioelectric Skin 8- Mimetic Skin 9- MuscleDensity 10- BoneMarrow They're out of order both in relation to their position in the UI sprite and the perk table in XComGame.upk's XComPerkManager.BuildPerkTables for some reason... Also, I couldn't remember the full in-game name for 9 or 10, so I just went with its name in BuildPerkTables. They're pretty obvious, though. Hex editing time! :cool: Just replace the indicated hexadecimal values with ones corresponding to what you want to pay/research in order to get them, remembering from above that the first noted position is the tech requirement, the second noted position is the Meld cost, and the third noted position is the credit cost. Note that 0D (13 in decimal) corresponds to the Meld Recombination tech that unlocks the gene mods in the first place, so if you're looking to remove the research requirements for a mod, then putting 0D in as its tech requirement is functionally the same thing. Secondary Heart 1B 1B 05 00 00 00 00 00 00 24 01 24 32 2C 48 2C 0F 2C 4B 24 04 16 ^^ ^^ ^^ Adrenal Neurosympathy 1B 1B 05 00 00 00 00 00 00 24 02 24 2F 2C 48 2C 0A 2C 19 24 14 16 ^^ ^^ ^^ Neural Damping 1B 1B 05 00 00 00 00 00 00 24 03 24 33 2C 48 2C 14 2C 23 24 1C 16 ^^ ^^ ^^ Neural Feedback 1B 1B 05 00 00 00 00 00 00 24 04 24 06 2C 48 2C 0A 2C 23 24 1D 16 ^^ ^^ ^^ Reactive Pupils 1B 1B 05 00 00 00 00 00 00 24 05 24 0D 2C 48 2C 05 2C 0F 24 1E 16 ^^ ^^ ^^ Depth Perception 1B 1B 05 00 00 00 00 00 00 24 06 24 0D 2C 48 2C 05 2C 0F 24 26 16 ^^ ^^ ^^ Bioelectric Skin 1B 1B 05 00 00 00 00 00 00 24 07 24 30 2C 48 2C 0F 2C 23 24 2A 16 ^^ ^^ ^^ Mimetic Skin 1B 1B 05 00 00 00 00 00 00 24 08 24 3A 2C 48 2C 23 2C 4B 24 5F 16 ^^ ^^ ^^ MuscleDensity 1B 1B 05 00 00 00 00 00 00 24 09 24 2E 2C 48 2C 19 2C 3C 24 32 16 ^^ ^^ ^^ BoneMarrow 1B 1B 05 00 00 00 00 00 00 24 0A 24 0D 2C 48 2C 0F 2C 1E 24 2D 16 ^^ ^^ ^^ (If this is too super long, I can come back and put some things in spoiler tags to shorten it. I'm not sure about post length conventions on the Nexus forums.)
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Those are the correct file sizes. If you decompress them, they become 12,048kb and 4,786kb, respectively, and EW doesn't do hash checks on them anymore, which is good news if you're going to mod them.
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Then maybe the reasoning can be that ghost armor is OP and should be gotten rid of. The reasoning isn't so much the issue as is the idea that new armor sets can replace the old ones until we manage to actually add armor sets to the game. They've streamlined a lot of the data, but it's all still there, copied into XCom-Enemy-Unknown\XEW\ and utilizing the same file structure. The only things missing are the other DLCs, which they don't automatically give you because you should have them if you bought them, and not if you didn't. Edit: As I understand it, most things are downloaded as-is (not patched/modified from the original EU for EW) into the EW files, the point being to provide a stand-alone EW no matter what you did to EU. Whether or not it was intentional, Firaxis provided a ton of help to both modders and mod players in doing that. I, for one, un/reinstalled EU entirely because I didn't know EW would be standalone, and didn't want my changes to bork EW. Turns out I didn't even need to bother!
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You don't need the developer console anyway. You can Google "XCOM Console Keybindings" and the first result should tell you how to put all of your console commands as keybindings anyway. I used that back in EU for takenodamage so that if an enemy killed my soldier hunkered down behind full cover, I could stop it just by pressing U twice (once to activate takenodamage right before the attack hit, once to deactivate it right after). I called it the "OH SH-- button" and ended up using it for the stated purpose far more times than I should have had to. :laugh: I poked around a bit for the perks, and it seems like the new perks corresponded to, like you said, everything concerning a passive bonus or active ability. As for the abilities, there are 9 MEC abilities alone, not counting new item abilities or new enemy abilities. Checking back, this seems to be because they removed a bunch of the unused and deprecated abilities in order to make way for the new ones (some of which they changed in-place and some of which they moved and put at the end...? Not sure why they didn't use a uniform method), but I see that the psi abilities I mentioned were in the EU abilities list anyway, eAbility_PsiReflect is the only new psi one. (EDIT: Krazyguy75 pointed this out while I was typing up this huge response... d'oh!) That being said - and assuming adding abilities to things works this way - the new MEC abilities I mentioned could be added into the ABILITIES[X] array for certain standard soldier armor to turn, say, ghost armor (which is rendered much less useful by mimetic skin and muscle fiber implants) into EMP armor to use against Mechtoids and Sectopods. (That 50% damage reduction on Sectopods hurts.) Also, for future reference, the EXALT-only gene mods ePerk_GeneMod_AdrenalineSurge, ePerk_GeneMod_IronSkin, ePerk_GeneMod_RegenPheromones, are available for when people start modding the gene tree.