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Odie1974

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  1. No luck from my side so far as well... I have combed the upks for stuff like "cover", "coverbonus", "highcover" etc... Lots of references and calls. But the "cover" / "coverbonues" are used in expressions - like summing up / subtracting cover bonues to arrive at the final score etc. But I have not found a place where cover is set explicitly like "CoverBonus = 40" There is a function that nullifies cover (called "SetCover(0)"), but I have not ben able to find any other call to that function thet would initialize the cover (like e.g. SetCover(40)). I had a look at classes constructors to see if they maybe the cover is set up when constructing the objects, but no luk there either.
  2. That's my impression as well. Yesterday I was looking at upk files to find out where the bonuses are retrieved from... I found a few calls to a function that seems to retrieve cover values from somewhere... But so far I ahve not been able to pinpoint where this particular function is coded / where it takes data from... Jeez the game's file structure is a not very logical it seems.
  3. Sure we did... CHanges just do not seem to be carried into the game....
  4. Cool, thanks a lot. Tried the 2nd approach (delete backup, mod exe & run modpatcher) - worked :)
  5. Ok, I had this idea that I will play a little with cover bonueses. What I wanted to achieve is to make high / low cover better (i.e. increase their bonuses). Coupled with some other changes this should result in more tactical / flanking gameplay & eliminate situations when humans (and aliens) can stil be quite easily shot while in full cover. I found a bunch of interesting constantrs in XcomGame.upk / XGTacticalGameCoreNativeBase: const LOW_COVER_BONUS = 20; const HIGH_COVER_BONUS = 40; As you can see they are not only cover related but determine other things such as e.g. perk bonuses, initial number of rockets etc etc... Problem is that while I can change those constants using hex edit, the changes are not applied ingame. I started a totally new game to see the effects and nothing happened :( Does anyone know why that is so? Shoud I look elsewhere for high / low cover bonuses? Where are they stored then? The full list is below: const SCREEN_PC_BUFFER = 0.25f; const FLYING_MAXPATHCOST = 20; const LOW_COVER_BONUS = 20; const HIGH_COVER_BONUS = 40; const HUNKER_BONUS = 2.0; const AIR_EVADE_DEF = 20; const NO_COVER_DEF = 20; const REACTION_PENALTY = 0.7; const LIGHTNING_REACTION_PENALTY = 0.375; const DASHING_REACTION_MODIFIER = 0.7f; const WEAPON_COOLDOWN_PER_TURN = 5; const WEAPON_OVERHEAT_BASE = 0; const GRENADE_TOUCH_RADIUS = 46.0f; const FOUNDRY_PISTOL_AIM_BONUS = 10; const FOUNDRY_SCOPE_CRIT_BONUS = 10; const FOUNDRY_PISTOL_CRIT_BONUS = 20; const HARDENED_ENEMY_CRIT_VALUE = 60; const FLANKING_CRIT_BONUS = 50; const FLUSH_MIN_DIST = 480; const FLUSH_AIM_BONUS = 30; const FLUSH_DMG_REDUCTION = 0.50f; const FALLENCOMRADES_PENALTY = 5; const BATTLEFATIGUE_PENALTY = 5; const BATTLEFATIGUE = 1.0f; const BATTLEFATIGUE = 0.51f; const AIM_BONUS = 20; const PRECISION_SHOT_DAMAGE_BONUS = 2; const PRECISION_SHOT_CRITICAL_CHANCE_BONUS = 30; const TELEKINETIC_FIELD_DEFENSE_BONUS = 40; const MINDFRAY_MOBILITY_PENALTY = 0.5; const BRING_EM_ON_DAMAGE_BONUS = 1; const BRING_EM_ON_MAX_ENEMIES = 5; const BUTTON_UP_SHOT_OFFENSE_MOD = -20; const DANGER_ZONE_RADIUS_BONUS = 192; const DAMN_GOOD_GROUND_OFFENSE_BONUS = 10; const DAMN_GOOD_GROUND_DEFENSE_BONUS = 10; const SNAP_SHOT_AIM_PENALTY = 20; const DENSE_SMOKE_DEFENSE_BONUS = 20; const SMOKE_BOMB_DEFENSE_BONUS = 20; const COMBAT_DRUGS_AIM_CHANCE_BONUS = 20; const COMBAT_DRUGS_CRITICAL_CHANCE_BONUS = 10; const COMBAT_DRUGS_WILL_BONUS = 20; const BASE_NUM_ROCKETS = 1; const ROCKETEER_BONUS_ROCKETS = 1; const BASE_SMOKE_BOMBS = 1; const SMOKEANDMIRROR_BONUS_BOMBS = 1; const HEATAMMO_DMG_MULTIPLIER = 2; const TRACER_BEAMS_BONUS = 10; const BASE_BATTLESCANNERS = 2; const CHITIN_PLATING_DMG_MULT = 0.5f; const COMBAT_STIM_DMG_MULT = 0.5f; const COMBAT_STIM_WILL_BONUS = 40; const COMBAT_STIM_MOBILITY_BONUS = 4; const EXECUTIONER_AIM_BONUS = 10; const EXECUTIONER_HP_MIN = 0.5f; const BATTLE_SCANNER_DURATION = 2; const AGGRESSION_CRIT_BONUS = 10; const AGGRESSION_MAX_ENEMIES = 3; const TACTICALSENSE_DEFENSE_BONUS = 5; const TACTICALSENSE_MAX_ENEMIES = 4; const CLOSECOMBATSPECIALIST_RANGE = 6; const WILLTOSURVIVE_DMG_REDUCTION = 2; const KILLERINSTINCT_CRIT_DMG_MULT = 0.5f; const SHREDDER_ROCKET_DURATION = 4; const FIELDMEDIC_CHARGES = 3; const GRENADIER_CHARGES = 2; const PSIINSPIRED_WILL_BONUS = 30; const DOUBLETAP_COOLDOWN = 3; const BLOODCALL_AIM_BONUS = 10; const BLOODCALL_WILL_BONUS = 10; const BLOODCALL_MOBILITY_BONUS = 4; const MINDMERGE_CRIT_BONUS = 25; const MINDMERGE_HP_BONUS = 1; const LOW_AMMO_PERCENT = 23; const SPREAD_THETA = 75; const MAX_SPREAD_LENGTH = 576; const DEATH_BLOSSOM_RANGE = 384; const DEATH_BLOSSOM_COOLDOWN = 4; const DEATH_BLOSSOM_DAMAGE_MIN = 4; const DEATH_BLOSSOM_DAMAGE_MAX = 6; const MINDFRAY_BASE_DMG = 5; const FLAME_NUM_BURN_TURNS = 4; const FLAME_MAX_SPREAD_HOPS = 1; const FLAME_MAX_FIRES_FROM_EXPLOSION = 4; const SMOKE_NUM_TURNS = 4; const DENSE_SMOKE_RADIUS_MULT = 1.25f; const POISONED_DAMAGE_PER_TURN = 1; const POISONED_AIM_PENALTY = 20; const POISONED_REACTION_PENALTY = 0.5f; const POISONED_MOVEMENT_PENALTY = 0.25f; const POISONED_INITIAL_DURATION = 2; const POISONED_REMISSION_CHANCE = 0.33f; const POISONED_REMISSION_CHANCE = 0.66f; const POISON_ATTACK_CHANCE = 0.5f; const POISON_NUM_TURNS = 4; const RAPIDFIRE_AIM_PENALTY = 15; const DISABLINGSHOT_AIM_PENALTY = 10; const CHRYSSALID_SPAWN_HP_REDUCTION = 4; const FLAME_UNIT_DOT = 2; const ACID_UNIT_DOT = 6; const FLAME_WORLD_DOT = 201; const ACID_WORLD_DOT = 201; const STATIC_HEIGHT_BONUS_Z = 192.0f; const HEIGHT_OFF_BONUS = 20; const HEARING_RADIUS = 40.0f; const CRITICAL_BLEED_OUT = 3; const BASE_CRITWOUND_CHANCE = 15; const OTS_CRITICAL_WOUND_BONUS = 5; const CRITWOUND_WILL_PENALTY = 15; const LUCK_ROLL_BONUS = 5; const CB_XP_BONUS = 0.25f; const PANIC_TURNS = 1; const PANIC_RANDOM_TURNS = 0; const PANIC_BASE_VALUE = 30; const MEDIKIT_HEAL_HP = 4; const MEDIKIT_FOUNDRY_BONUS = 2; const MEDIKIT_SAVIOR_BONUS = 4; const REVIVE_HEALTH_AMOUNT = 0.33f; const SPRINTER_MOBILITY_BONUS = 4; const RAPIDREACTION_MIN_DIST = 192; const TRACER_BEAM_DURATION = 1; const CLUSTER_BOMB_PREVIEW_RADIUS = 432; const MIN_TIME_ARC_HEIGHT = 3.0f; const MAX_TIME_ARC_HEIGHT = 6.0f; const MAX_ENGAGED_AI = 5; const MIN_AI_TURN_LENGTH = 4; const MAX_OVERMIND_REVEAL_TILES = 4; const OVERLOAD_DAMAGE_DRONE = 3; const DEATH_DAMAGE_CYBERDISC = 3; const DEATH_DAMAGE_SECTOPOD = 5; const DEATH_DAMAGE_ETHEREAL = 4; const OVERLOAD_RADIUS_DRONE = 192.0f; const DEATH_RADIUS_CYBERDISC = 192.0f; const DEATH_RADIUS_SECTOPOD = 320.0f; const DEATH_RADIUS_ETHEREAL = 144.0f; const INTIMIDATE_CHANCE_MUTON = 33; const INTIMIDATE_CHANCE_BERSERKER = 66; const CC_RANGE = 3.0f; const CC_INSTIGATOR_BASE = 20; const CC_ASSAULT_BONUS = 10; const CC_SECOND_MOVE_PENALTY = 20; const CC_RUN_PATH_PCT = 50; const RIFLE_I_MOB_BONUS = 2; const RIFLE_II_SUPP_BONUS = 10; const PISTOL_I_CRIT_BONUS = 25; const PISTOL_II_DEF_BONUS = 15; const HEAVY_I_OFF_BONUS = 10; const HEAVY_II_OFF_BONUS = 20; const SNIPER_I_OFF_BONUS = 10; const SNIPER_II_CRIT_BONUS = 25; const XP_KILL = 50; const HP_PER_TICK = 1; const HP_PULSE_PCT = 25; const LOOT_RANGE = 3; const LOOT_DESTRUCT_TIMER = 5; const MIND_PROBE_INTEL = 10; const NAV_INTEL = 5; const COVER_DRAW_RADIUS = 1; const JETPACK_FUEL_HOVER_COST = 1; const MOVE_INTERVAL_REACTION_PROCESSING = 96.0f; const SAFE_FROM_REACTION_FIRE_MIN_DIST_TO_DEST = 96.0f; const REACTION_MINIMUM = 1; const REACTION_BONUS_FOR_OVERWATCH = 20; const REACTION_BONUS_FOR_DASH = 20; const REACTION_FIRE_AMMO_COST_PERCENTAGE = 25; const REACTION_FIRE_AMMO_COST_PERCENTAGE_HEAVY = 33; const REPAIR_SHIV_HP = 6; const STUN_I_HP_THRESHHOLD = 3; const STUN_II_HP_THRESHHOLD = 6; const STUN_BASE_CHANCE = 70; const STUN_MAX_CHANCE = 95; const STUN_MIN_CHANCE = 1; const TIMEDILATION_APPROACHRATE = 15.0f; const TIMEDILATION_MODE_NORMAL = 1.0f; const TIMEDILATION_MODE_VICTIMOFOVERWATCH = 0.01f; const TIMEDILATION_MODE_REACTIONFIRING = 0.4f; const TIMEDILATION_MODE_TRIGGEREDPODACTIVATION = 0.0f; const CYBERDISC_MIN_CLOSED_MOVE_DIST = 320.0f; const CYBERDISC_MAX_FLIGHT_DURATION = 3; const MAX_REPAIRS_PER_TURN = 1; const DRONE_REPAIR_HP = 3; const DRONE_COUNT_OVERRIDE = false; const DRONES_PER_CYBERDISC = 1; const DRONES_PER_SECTOPOD = 3; const DRONE_MAX_FLIGHT_DURATION = 6; const FLOATER_MAX_FLIGHT_DURATION = 3; const HEAVY_FLOATER_MAX_FLIGHT_DURATION = 4; const PSI_DRAIN_HP = 4; const RIFT_MAX_DISTANCE = 100; const RIFT_DAMAGE_RADIUS = 6.75; const RIFT_WILL_BALANCE = 20; const RIFT_WILL_DMG_SLICE = 10; const RIFT_START_DMG = 8; const RIFT_END_DMG = 10; const RIFT_START_DMG_MIN = 4; const RIFT_END_DMG_MIN = 5; const PSI_LANCE_WILL_BALANCE = 20; const PSI_LANCE_WILL_DMG_SLICE = 10; const PSI_LANCE_BASE_DMG = 7; const PSI_LANCE_MIN_DMG = 2; const PSI_LANCE_MAX_DMG = 20; const TELEKINETIC_FIELD_RADIUS = 12.75; const PSI_INSPIRE_FIELD_RADIUS = 3.75; const SUPPRESSION_AIM_PENALTY = 30; const CLOSEANDPERSONAL_MAX_DIST = 9.0f; const CLOSEANDPERSONAL_PER_DIST = 1.5f; const CLOSEANDPERSONAL_BONUS = 5; const RAND_DMG_VARIANCE = 1.5f; const WOUND_AIM_PENALTY = -15; const WOUND_MOB_PENALTY = -2; const TINVENTORY_MAX_LARGE_ITEMS = 16; const TINVENTORY_MAX_SMALL_ITEMS = 16; const TINVENTORY_MAX_CUSTOM_ITEMS = 16; const RELATIVE_HEIGHT_BONUS_ZDIFF = 192.0f; const RELATIVE_HEIGHT_BONUS_WEAPON_RANGE = 1.5f; const MAX_SIGHTLINES = 10;
  6. Would it be possible to get the mod compatible with the Patch 2 game version? ATM I am trying to create a mod which consists of two elements: - editing upk files - changing the gamecoreini file & using the modpatcher to apply changes. WHile changing upk files works perfectly well, I noticed that I cannot at the same time use modpatcher & the console mod, as when I run console unlocker / modpatcher on the XCOM.exe (patch 2) - the game does not start afterwards. So what I am left with is: I have to run modpatcher on XCOM exe to apply my changes, then i have to manually edit the exe to unlock the console. Quite tedious really... And if I do lots of small changes via modpatcher & want to test them using console - well, that's a very time consuming task... So it would be great if it could work that way that i could apply the chages via modpatcher and then run the unlocking exe so that everything happens more or less automatically. Or am I missin something and doing the steps in wrong order?
  7. See this thread: http://forums.nexusmods.com/index.php?/topic/820524-interesting-upk-stuff-ive-found/ It is possible but requires upk changes. There are also complete mods which already support this feature (e.g. warspace)
  8. Heh, changing the cover values - buffing up the HC bonus and adjusting the LC bonus is one of the ideas I am working on right now... But the cover constants do not seem to be in the DefGame ini file. Tried searching the upks as well but did not find anything promising... Will spend some more time on this...
  9. Me :( It's a damn shame how much was cut out... There are also references to Flash grenades and ammo magazines. I also noticed that there are funcions in upk which refer to bursts / number of projectiles per burst etc - so maybe there were also several firing modes planned (single shot, burst, etc)...
  10. Funny, I have been messing with that file as well... But for me it works differently - I do not have this at all in "Users\YourUserName\Documents\My Games\XCOM - Enemy Unknown\XComGame\Localization\INT\" I do not even have such a diretory in fact. BUt when I make changes to the game file (in game dir) - they are applied no problem. Maybe because I am always in offline on steam...
  11. From the download page :) Thx, i got it working in the meantime :) Accidentally BTW :)
  12. Guys, how do you enable the console / commands? I have the extra menus and all that (I edited the exe mamually). Pressing "~" does not seem to do anything... Is there any other file I need to edit?
  13. As for scopes - I also find it annoying that it takes inventory space etc. I just had an idea - how about creating a mod where: 1. Soldiers (and aliens) would have better aiming skill from the start + receive bonuses depending on their class 2. Tie additional aim / crit bonuses with the weapon as well - so sniper rife has better bonuses while assault/shotguns etc - have lower (or 0 bonueses) Then we do not need the scope at all... Obviosulsy the foundry upgrade project would be less relevant and does not need to be taken. Or their cost can be made prohibitive... I am just wondering how it would affect the overall game balance... Everything else should be rebalanced, but if done well, I think people could live w/o scope at all and that would give an extra inventory slot for platings / grenades etc... What do you think?
  14. Not at the moment I think... For now we can only swap abilities between existing tress and you can only select one of two at a given level. But in the future - who knows..
  15. Hmm, I am using the tool and it is very handy :) But I noticed that sometimes the camera does autocenter on soldiers and sometimes it does not... Do you have any idea why it might be?
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