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versengeteriks

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Everything posted by versengeteriks

  1. In response to post #11068951. we cant all be premium members. The servers have to pay their rent somehow.
  2. In response to post #11067753. #11067778 is also a reply to the same post. Unfortunately intention doesn't always show through in the written word. If your constructive comments are being misconstrued as malicious. Pro active suggestions for solutions may come across better. I hope U guys can resolve this misunderstanding. Hopefully with benefit to the community. Trix
  3. Modular NMM a possibility? I can imagine coding a Manager to cope with all potential games that can be modded would be a coders worst nightmare. Would it be possible to develop a core manager UI + platform that talks to the NEXUS servers then create plugins for each game as each new game comes along? Allow some NMM functionality and mod download control (queuing) for new games to the users PC, rather than the standard manual download. While you work a plugin to allow NMM to auto mod the games? This could also be handy for S.T.E.P. type communities as they could preset a download list for NMM, which can then download all parts and rearrange (or BOSS), as the servers become available. Pushing this STEP feature further to the extreme would be to have a system allowing packing (.RAR, .ZIP etc) of these listed mods on the fly before download to save on bandwidth. PRE choose your mods for the NMM to pre ZIP before download. (of course this would need a change to the small print so modders understood this). Another option would then be to allow authors of other mod managers to use NMM's UI, and their own MM as a plugin to the nexus MM I know NMM code is available for us all to work with ourselves. But to make a NMM that allows user created MMs as plugins might save you guys some effort. This is not a knock. Just some options in case you guys are suffering tunnel vision. Trix
  4. Its fantastic to see an honest developer for once. Mucho kudos to you. I think that NEW NEXUS users see the NMM as the primary part of the NEXUS. So when its gone they don't know what to do next. When in reality NMM is a courtesy allowing simplified access to the mods. Beta releases allow use of the product while admitting it may not be ready helps everyone with an informed choice FOR FREE. Plus IF you have an issue you don't have to wait on a premium rate phone number to get your issue ignored either! The modders and staff actually read your comments! NMM is a FREE ADDITIONAL service that makes it possible for users (plus Imbeciles like me) to Quickly mod their games with minimal knowledge and effort. Rather than having to learn a new coding skillset to modify and improve the half finished games I've paid for. The best bit - ITS NOT COMPULSORY! IF you don't like NMM, the NEXUS site still allows you to get mods in other ways, like direct download. Same as it always has. A pet peeve of mine ever since web updates were invented, has been half assed software releases charging premium prices for shoddy work. All because the developers can cash in before finishing the work with patches. Its not just the Gaming industry either. Modders and Mod supporters like nexus provide all their hard work FREE!!!! And This FREE SERVICE really only exists due to premium members and donations. Those of us mature enough to understand. Do understand what a great service Nexus and NMM offers. Buggy or not. trix
  5. Are the any mods that will allow me to play Skyrim like a point and click? Instead of playing like a First or third person shooter. Id like to be able to play skyrim like I used to play Neverwinter nights or Baldurs gate: Point and click to target or attack, HUD rail for spells, weapons etc, spacebar to pause. Anyone know of a mod or collection that would achieve that effect? 'trix
  6. Note these only work when used with the "second wave" option "Not created equally". the high/low aim mob and will do work. tests have some of my rookies coming out with will of 33 35 and so on. Aim as low as 55. with movement altered too (obvious when you start a battle and one guy can run farther than another). so feel free to mod those into your game. im just requiring help with the HP section. as it doesn't work with the options ive attempted. Ive already tweaked the settings for rank increases and that works fine too. Was just hoping to increase the randomness of starting chars even more with hp of between 1-5. I can easily preset an hp value at "Characters=(iType=eChar_Soldier,HP=2". But im looking to randomise it for second wave. I suspect that the HP is locked somewhere other than the "defaultgamecore". I suspect that there is a file somewhere that calls specifically for the aim, will, for "second wave" but maybe not HP.
  7. I think the suppression line in weapon txt is related to the negative modifier the target of the weapon receives when suppressed. e.g. iSuppression=5 on weapon means that a target suppressed by that weapon receives -5 aim
  8. Trying to mod random starting hp. So far only used defaultgamecore changes so far. Fails: Characters=(iType=eChar_Soldier,HP=2. Etc any mods to hp here have failed. Seems only 1st digit after " = " is read. ; Soldier Values NUM_STARTING_SOLDIERS=12 BARRACKS_CAPACITY=99 LOW_AIM=55 HIGH_AIM=90 LOW_MOBILITY=11 HIGH_MOBILITY=15 LOW_WILL=20 HIGH_WILL=60 Attempted adding lines: HP_RAND=5, HP_LOW=1 HP_HIGH=5, SOLDIER_HP_RAND=5. And all variants with "not created equal " also fail. Any suggestions welcome.
  9. "I LIKE GUNS, I LIKE BULLETS. BUT I ESPECIALLY LIKE HOLDIN DOWN THE TRIGGER FOR A VERY LONG TIME. SO I GOTS ME A SUPPORT VOTE HERE" - If only they could subtitle the gunfire I might save my hearing...............
  10. ok, im prolly being a bit dim. currently. I have python installed. ive extrated the patch file. and i can click on it to run. it quickly loads a command window and closes. I cant read what it says. And i cant see how to set the patcher to use my modded file?
  11. hi guys. found this and wonder if it could be modded to work as an idiot proof modding tool for noobs like me. menu creator i would do this myself but i dont have the time atm. Plus im a facilitator not a coder baby! whoever designs the best one gets the credit. i recon this could be set up to make all the minor "defaultgamecore.mod" changes we have discovered like changing soldier hp, aim etc, or item slots, or even turning marathon mode off/on. when used in combination with "modpatcher" anyway, watch the guides, and see where we get to. 'trix
  12. stick a post in here uploaded files ipload ur file with the post above explaining what it is and ull prolly get a few testers.
  13. love to try it. ive a set of personal mods i like to use. but i also like to try some other aspects from other mods too. If you post it. it will be tested.
  14. since posting whole xcom.exe 's is out of the question. how about posting modified portions from the upk's? for instance. if anyone has made a new file that could be posted. right? with description of the changes? then any of us savvy enough to replace the original unpacked entry with the new file could do so.......
  15. ive not much knowledge of this area of modding but im wondering. if you set a cost to build the pistols, granades, kevlar etc, instead of free (unlimited) would that remove the problem of generating cash for free? (selling unlimited items) would also add the element of potential military bankrupcy cos u cannot get arms for free anymore. and forcing you to turn down missions due to lack of weaponry.
  16. wondering if we could add reaction range to increase as characters level up? that would be a useful adaption for this feature. havent time to test it right now but if anyone succeeds please post.
  17. gildors tools so i downloaded the tools. ran them from the command box. And i can successfully unpack and see the artwork. yay... unfortunately my artistic streak was removed at secondary school...... Soo being more into coding i decided id have a look at: XComGame.upk and XcomStrategyGame.upk........ But i cant seem to get them to unpack. tried decompressing and extracting. used the -Izo flag but i stall cant do it. any advice?
  18. Have you got This working with a Shotgun?. I tried it I could equip the shotgun in the pistol slot, but during missions I could not switch to the shotgun. The icon was correct for the shotgun in mission. I was using an xbox 360 controller. Edit: I just got it working I had replaced the eWP_Assult line I just tried again with it left in works as you indicated Thanks. Edit 2: The Shotgun Equips and I can use it but I can't switch back to my main weapon, and as you suggest the graphics are glitchy. Do you have the same problem when you use the sniper rifle? edit 2: yup. the graphic is a mix of sniper weapon and your backup. I find sometimes the game gets confused when it comes to which weapon needs a reload. so try reload the equipped weapon first if possible then try to switch. ive never had it "stick" permanently.
  19. dreadylein - how do i add more files to the patcher? I have a xcomgame.int to add to it
  20. using modpatcher for the defaultgamecore. but not sure how to add the othe files to the patcher. so im inserting manually........doh..... prolly why its not working.. ok so how do i add extra files the patcher??? ill ask on the patcher thread.
  21. Multiple Skyrangers - hell yeah. I have an idea to make a management only mode where you can send out skyrangers and manage the team before they drop. The computer then works out success based on mission difficulty, team make up, kit, char levels etc. Could also be used in normal mode to deal with other ground missions when u get multiple threats. Just brings a new aspect to the game in my view. If you dont like muliple skyrangers - dont buy them.....
  22. thought id try something small to start. Weapons=(iType=eItem_FragLauncher,ABILITIES[0]=eAbility_Overwatch,ABILITIES[1]=eAbility_ShotStandard,ABILITIES[2]=eAbility_NONE,ABILITIES[3]=eAbility_NONE,ABILITIES[4]=eAbility_NONE,ABILITIES[5]=eAbility_NONE,Properties[0]=eWP_AnyClass,Properties[1]=eWP_none,Properties[2]=eWP_none,Properties[3]=eWP_NoReload,Properties[4]=eWP_Heavy,Properties[5]=eWP_None,iDamage=3,iEnvironmentDamage=250,iRange=27,iReactionRange=-1,iReactionAngle=200,iRadius=240,iCritical=0,iOffenseBonus=0,iSuppression=0,iSize=eItemSize_Small,iHPBonus=0,iWillBonus=0) m_aItemNames[eItem_FragLauncher]=Frag Launcher m_aItemNamesPlural[eItem_FragLauncher]=Frag Launcher Grenades m_aItemTacticalText[eItem_FragLauncher]=<Bullet/> The Frag Grenade Launchers blast radius is 2 tiles\n<Bullet/> Does 3 damage to all targets in blast area\n<Bullet/> Friendly targets in the blast area are affected SeekFreePackage=Weapon_FragLauncher You can see the starting code for creation of a grenade launcher. some of this code goes in defaultgamecore, some in xcomgame.int. made a copy of grenade udk and renamed it to. and also found some references to it in my docs problem is i still cant get it to work in game. Help needed to create first new item in game please.
  23. I havent broken that boundary yet. Its something i need to crack too. try the modpatcher thread modpatcher - by Dreadylein. more his domain.
  24. soldier abilities are in several places: defaultgamecore - which is the file moddable with the patcher. and c :\Program Files (x86)\Steam\steamapps\common\XCom-Enemy-Unknown\XComGame\Localization\INT - xcomgames items are listed as. m_strPassiveTitle[ePerk_DisablingShot]=Disabling Shot m_strBonusTitle[ePerk_DisablingShot]=Disabling Shot m_strPenaltyTitle[ePerk_DisablingShot]=Disabling Shot m_strPassiveTxt[ePerk_DisablingShot]=Allows the Sniper to fire a shot that causes the target's main weapon to malfunction. The target may use Reload to fix the weapon. The shot cannot inflict a critical hit. <XGAbility:DisablingShotCooldown/> turn cooldown. m_strBonusTxt[ePerk_DisablingShot]=Disabling Shot ERROR m_strPenaltyTxt[ePerk_DisablingShot]=Disabling Shot ERROR Although ive not had much success tweaking this file. let me know how you get on. "And where are the properties of items in the "small items slot" (scope, nano-fiber-west etc.) " Defaultgamecore, lists as weapons. Weapons=(iType=eItem_ReinforcedArmor,ABILITIES[0]=eAbility_NONE,ABILITIES[1]=eAbility_NONE,ABILITIES[2]=eAbility_NONE,ABILITIES[3]=eAbility_NONE,ABILITIES[4]=eAbility_NONE,ABILITIES[5]=eAbility_NONE,Properties[0]=eWP_Backpack,Properties[1]=eWP_Pistol,Properties[2]=eWP_None,Properties[3]=eWP_None,Properties[4]=eWP_None,Properties[5]=eWP_None,iDamage=0,iEnvironmentDamage=0,iRange=0,iReactionRange=-1,iReactionAngle=200,iRadius=0,iCritical=0,iOffenseBonus=0,iSuppression=0,iSize=eItemSize_Small,iHPBonus=2,iWillBonus=0) - BTW nano vest is listed as Reinforced armour. "And where are the effects of foundry-researches stored (e.g. changing around pistol- or scope-upggrades" will have to get back to you on that one. hope this helps
  25. A picture says a thousand words.... http://farm9.staticflickr.com/8196/8092104273_0ac3728779_o.jpg Classic....... And dont it feel good!!!!
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