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Drakous79

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Everything posted by Drakous79

  1. Would be nice to have this thread pinned, please.
  2. Need to laugh or share something funny? --- Many saw this coming. An idea about gorilla tactics school made me laugh for allmost one minute so I've decided to do this derivate. Image rights belong to their respective owners. http://i.imgur.com/kVpPOes.jpg Rookie Gump is sent to GTS for training. He is shocked upon arrival, because there are some gorilla tactics taking place! Shen just giggles. --- These two images are from Nerf NOW!! comic. http://www.nerfnow.com/img/880/1406.png http://www.nerfnow.com/img/901/1440.png
  3. Zyxpsilon, your verbal skills are godlike :smile: Maybe we could explore an option to add mods into DLC folder.
  4. There are pros and cons to both ways, old and new. For example patching single integer - direct patch and be done vs override entire class, make it configurable, but lock it for others. I'm still trying to comprehend the new.
  5. Hello Aranox. Cannot help much, as I've never done it before, but there are some tutorials available: NexusWiki: Modelling and texturing tutorialNexusWiki: TutorialsWhat modelling program do you use?
  6. You're welcome. You can look at it like they are crawling through ventilation shafts and dropping out of them :)
  7. I understand why fast, but don't take it to furious level :) I hope you'd have time to write UI modding tutorial after you are done.
  8. Than you will be surprised :smile: Please scroll down after you select some character from the pool. http://i.imgur.com/7G6eysw.jpg I can write only own experience on this. I got few characters from the pool as rookies and one at Resistance HQ so far. Rookie 1 - former PSI operative; ended like ranger after the 1st mission's random promotionsRookie 2 - former grenadier; used Guerilla Tactics School to be sure she is grenadier againSoldier at Resistance HQ - former Specialist; bought SpecialistIn my opinion the class assignment in the character pool matters.
  9. jgbaxter, you can use spoiler tag: [spoiler] Very long code or log [/spoiler]--- In your case I'd let Steam verify integrity of tool cache, but you already did it. If you don't mind downloading around 1 GB of data, you can try this: Somewhere on your hard drive create XCOM 2 SDK folder with XComGame subfolder.Locate your XCOM 2 SDK installation and copy __Trashcan and Content folders to newly created XCOM 2 SDK\XComGame. This will save bandwitch and shorten download time.Go to Steam > LIBRARY > TOOLS and right click on XCOM 2 Development Tools and select Properties. Go to LOCAL FILES tab and click Delete local tool content. This will uninstall all XCOM 2 SDK files.Next move your newly created XCOM 2 SDK\XComGame containing __Trashcan and Content folders to a place, where you are going to install the SDK. It will be in Steam(SteamLibrary)\steamapps\common folder.Install the SDK by going to Steam > LIBRARY > TOOLS and right click on XCOM 2 Development Tools and select Install game. Point the installation to drive, where you moved files. You should see Steam discovering files. Steam will say it is going to download over 42 GB, but it will be less, 1 or 2 GB.
  10. Thanks here too :smile: Great guide!
  11. What about this? [Namespace.MyClass] MyArray=(A=1,B=1) .MyArray=(A=2,B=2)
  12. Some merging might be requested for, because of ini mods and class overrides. I already saw one mod in Steam Workshop, that merged two others. Imagine ini mod 1 changes KeyA = 1, KeyB = 2, KeyC = 3. Mod 2 changes KeyA = 0. Atm I am not sure what would be result of KeyA, if both mods were installed. Considering our past direct hex edits, imagine one modder overriding a class to change just one integer, but locking a class from everybody else.
  13. So you heard about XCOM 2 SDK and want to start modding? Here is some info, that may help you. 1. Where to download the SDK and how to start it Start Steam, mouseover LIBRARY link at the top and select TOOLS, scroll down until you see XCOM 2 Development Tools, right click on it and select Install Game. The SDK doesn't need to be on the same drive as the game. http://i.imgur.com/elQezDW.jpg Steam will download over 42 GB of data and install it. You can start the SDK by clicking on XCOM 2 Development Tools desktop icon. 2. Wrong Microsoft Visual Studio 2013 Isolated Shell redistributable package In early days after game's release, there was wrong Microsoft Visual Studio 2013 Isolated Shell redistributable package shipped with the tool (reported by wghost81 in [bUG] [sOLVED] "Missing components" error while attempting to start ModBuddy thread. It should be fixed now. http://i.imgur.com/4oLKbt9.jpg In case the error greets you, there are download links in the thread linked above. Download and install the redistributable package. 3. XCOM ModBuddy - How to set XCOM 2 paths You will find yourself in XCOM ModBuddy application, after starting the SDK. It is important to set XCOM 2 paths. They can be set by clicking on TOOLS > Options > XCOM 2. The first path is for the game and the second path is for the SDK. Both paths must end with XComGame. http://i.imgur.com/0QKhyLY.jpg 4. XCOM ModBuddy - How to set verbosity To get information from the build process / script compiler, you will want to change verbosity options from minimal to normal (or even to detailed and higher). It is done in TOOLS > Projects and Solutions > Build and Run. http://i.imgur.com/F4Km0re.jpg 5. XCOM ModBuddy - How to start XCOM 2 Editor (UDK) Easily in TOOLS > XCOM 2 Editor. http://i.imgur.com/LTsyTBM.jpg Maybe I should mention the editor is 64-bit application, so it may fail to run under 32-bit operating systems. XCOM ModBuddy is both 32-bit and 64-bit. After you start it, there is Perforce (Wikipedia link) Login prompt I choosed to Disable Perforce Integration. Tooltip stated it can be re-enabled. http://i.imgur.com/FRZHsu9.jpg 6. XCOM ModBuddy - Where to find documentation Very nice of developers to provide it! There aren't examples on everything (like retexturing vanilla content) , but still I'm very grateful for it. You should read XCOM2 SDK QuickStart.pdf first and eventually proceed to more technical topics. http://i.imgur.com/6Bkk4AC.jpg --- That's it for now. If you know some good tips what to set in XCOM ModBuddy options, please don't hesitate to share them. If more bugs are found, I'll do my best to post a solution or a link to it here.
  14. Azworai, when you have it downloaded, you should install it and than you should be able to start XCOM ModBuddy. Zyx, another find, but still it is for UE4 and dl link is working: https://forums.unrealengine.com/showthread.php?7348-PDF-for-UE4-Documentation-Available Maybe you could use some software to download UE3 online documentation. Something like HTTrack or I've checked my UDK 2011 and there is only SpeedTree compiler and FaceFX chms.
  15. Azworai, it is 2013 isolated. Zyx, I only found these for UE4 so far: https://www.reddit.com/r/unrealengine/comments/3fswic/unreal_engine_4_offline_documentation_pdf/
  16. The game doesn't matter, just try to delete the file in SDK and verify the tool. Don't give up :smile: I found another download link in case verificating fails. http://www.softpedia.com/get/Programming/Other-Programming-Files/Visual-Studio-Shell.shtml
  17. Reply is in [bUG] [sOLVED] "Missing components" error while attempting to start ModBuddy thread as I read it first :) vs_isoshell.exe issue seems fixed, but the file has to be redownloaded. Delete the file and Steam > Verify integrity of tool cache.
  18. The link works fine for me. I've redownloaded SDK recently and it contains the correct version of Microsoft Visual Studio 2013 Isolated Shell now. steamapps\common\XCOM 2 SDK\Binaries\Redist\vs_isoshell.exe You can try to run your executable. If it is the wrong version, delete it and let Steam verify integrity of tool cache (Library > Tools > right click on XCOM 2 Development Tools and select Properties > go to Local files tab > Verify integrity of tool cache). Steam should redownload the correct version.
  19. Hello Amineri, please can you explain, how to add 2 new muton units and 1 archon unit to the game, when it would be done by 3 different mods? What of your well written points to apply except XComGame recompile? Also I'd like to know, if you have any experience with ini mods changing the same key in the same ini. Which key "wins"? Must admit sometimes direct edits were easier and faster, if it came to changing single integer. And better than locking entire class for other by using override. Edit: Tried to express myself better.
  20. If I remember it well, thin man drops are normal in that mission. You can check DefaultMaps.ini: Maps=(MapFamily="CBattleship_01", Name="DLC1_3_Gangplank", DisplayName="DLC1_3_Gangplank", MissionType=eMission_Special, bInRotation=false, TimeOfDay=eMissionTime_Night, ERegion=eMissionRegion_None, StreamingMaps[0]=(MapName=DLC1_3_Gangplank_Stream, Loc=(X=0,Y=0,Z=0), Rot=(Yaw=0)), DynamicAliens[0]=eChar_Sectoid, DynamicAliens[1]=eChar_Thinman)There is: DynamicAliens[0]=eChar_Sectoid, DynamicAliens[1]=eChar_ThinmanYou can try to change it to DynamicAliens[0]=eChar_Sectoidbut I'm not sure if it wouldn't just drop more sectoids on you.
  21. There is some leftovers in inis too. UFOAlloys=30 ;eShip_UFOSmallScout UFOAlloys=60 ;eShip_UFOLargeScout UFOAlloys=80 ;eShip_UFOAbductor UFOAlloys=100 ;eShip_UFOSupply UFOAlloys=130 ;eShip_UFOBattle UFOAlloys=60 ;eShip_UFOEthereal Static meshes can be exported with UModel and re-used. A question is: "Would it be legal?".
  22. Allright, finished downloading and have a log to compare: // yours [0000.85] DevDataBase: Connection to "Provider=sqloledb;Data Source=production-db;Initial Catalog=EngineTaskPerf;Trusted_Connection=Yes;Connection Timeout=2" or "10.1.20.20" failed [0000.89] Log: resX=1280, resY=720 [0000.92] Log: Found D3D11 adapter 0: AMD Radeon HD 7900 Series [0000.92] Log: Adapter has 3051MB of dedicated video memory, 0MB of dedicated system memory, and 3840MB of shared system memory [0001.21] Log: Dumping name table: (49336) [0001.21] Log: Dumping name table: 0x20534000 (49336) [0001.34] Exit: Exiting.[0001.34] Log: Log file closed, 02/11/16 18:23:21 // mine [0005.24] DevDataBase: Connection to "Provider=sqloledb;Data Source=production-db;Initial Catalog=EngineTaskPerf;Trusted_Connection=Yes;Connection Timeout=2" or "10.1.20.20" failed [0005.44] Log: resX=1280, resY=720 [0006.35] Log: Found D3D11 adapter 0: AMD Radeon HD 5700 Series [0006.35] Log: Adapter has 1013MB of dedicated video memory, 0MB of dedicated system memory, and 3835MB of shared system memory [0006.45] Log: Shader platform (RHI): PC-D3D-SM4 [0014.47] Log: PhysX GPU Support: DISABLED [0015.27] Log: FaceFX 2015 (2150) initialized. [0015.30] Log: Video Settings [0015.30] Log: Mode: Fullscreen [0015.30] Log: Resolution: 1280 x 720 [0015.30] Log: VSync: True [0015.30] Log: Graphics Settings [0015.30] Log: Anti-Aliasing: Disabled [0015.30] Log: AO: Disabled [0015.30] Log: Decals: Low [0015.30] Log: LD Draw Distance: Low [0015.30] Log: Shadows: Disabled [0015.30] Log: Shadow Quality: Low [0015.30] Log: Texture Detail: Low [0015.30] Log: Texture Filtering: Bilinear [0015.30] Log: High Res Translucency: 0 [0015.30] Log: Depth of Field: 0 [0015.30] Log: Bloom: 0 [0015.30] Log: Dirty Lens: 0 [0015.30] Log: Subsurface Scattering: 0 [0015.30] Log: Screenspace Reflections: 0 ... goes onWe have the same connection timeout error so it won't be the problem. Video card's detection kicks in, but in my case the log continues with shader platform. Do you run XCOM 2 without issues? Do you have 64-bit operating system? Maybe you could try to reinstall VGA drivers.
  23. I'll recap what I've done to run the editor. Win 7 x64. Installed XCOM 2, then waited 3 days for SDK to download, installed SDK. Started SDK by clicking on desktop icon and got prompted with error message. Installed VS 2013 isolated shell, started SDK, all ok, started UDK by Tools / XCOM 2 Editor. Today I've experimented with graphic card and suddenly ModBuddy couldn't be started by desktop icon (crash). But I could run it from Binaries folder as admin. Finaly I discovered the culprit was RadeonPro utility. But too late, so now I have to redownload some pieces of the puzzle again. Would be nice, if someone could post working UDK log.
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