Jump to content

jkjkhardcore

Members
  • Posts

    29
  • Joined

  • Last visited

Nexus Mods Profile

About jkjkhardcore

jkjkhardcore's Achievements

Explorer

Explorer (4/14)

  • First Post
  • Collaborator Rare
  • Week One Done
  • One Month Later
  • One Year In

Recent Badges

0

Reputation

  1. Excellent job, thanks, works like a charm. Karma +1. Another question with this though, there seems to be a hard-coded limitation of grenades that the game detects: The three first slots are the only ones which can be assigned to grenades. If you assign more, the game ignores all the grenades you carry around beyond the first three, making it possible to carry around 3 (or 6 with grenadier or deep pockets) grenades maximum. This applies to all kinds of grenades, so carrying 2 frags, 2 needles, 2 ghost grenades doesn't works either. Some testing reveals that carrying around several stim-packs on the last slots DOES work, however the game displays that you carry only one. When you carry multiple ones, you can use one, then the next turn the game UI displays that your stim isn't usable anymore, however you can use it a second time (didn't test with more than two). Other items, which you don't toss seem to work as well (scope, plating, vests e.t.c.) I'll try to screw around into XCG.upk to see if this is hard-coded somewhere. @ Prometheus > I'd upload the upk for you, but it's a little too huge for the forums. EDIT: IMPORTANT UPDATE!!! In order for the grenades to be effectively unlimited (to bypass the 3 grenades thing) you have to assign eWP_Backpack into their properties (DGC.ini), in order to remove them from the soldier's belt. This bypasses the quantity of grenades you can carry around and makes it so all the grenades you take, you can use. Next Goal: Make it possible to carry 2 medikits at a time. EDIT 2: It seems like not all grenades are still counted. While the method I described above does extend the grenade you may take with you from 3 to 5, beyond that, there's still some grenades the game forgets about. Checking to see if I can fix that. EDIT 3: Okay, here are the results of my testing: Using a soldier with deep pockets: - Taking 2 different kinds of backpack bound grenades, 2x4, gives the soldier 8 grenades of one type (removes smoke), seemingly forgetting the last sets of grenades (or not using deep pockets on them), taking chitin plating boots health. - Taking 3 different kinds of backpack bound grenades, 3x2, as well as chitin, medikit and scope, the soldier has 6 grenades of 1 kind, 2 grenades of second kind, 0 grenades of 3rd, 0 smoke grenades, 0 medikit charges, no chitin boost. Scope boost remains. - Taking 3 different kinds of backpack bound grenades, 3x3, gives the soldier 6 grenades of 1st type, 2 grenades of 2nd type, 2 grenades of 3rd type but removes smoke grenade. - Taking 1 belt bound kind of grenades and 2 backback bound ones, 1x2 + 2x2, gives the soldier 4 of each grenade, but removes smoke grenades, chitin plating and medkit. Scope boost stays. Deducing from this, it looks like backpack items share space between all of them. I'm not sure how many backpack spaces there are overall, but I'll try testing with a soldier without deep-pockets and without smoke grenades to see how things work out. So far it looks like there is 3 belt spaces and 3 backpack spaces, however I'm not sure how these interact together and if deep pockets affects that. EDIT 4: It seems deep pockets does NOT affect the way equipment slots are distributed so far. My advise right now would be to stick with 6 inventory slots, however 8 might work out as well. It also seems to work better if there are less grenade types and under 3 grenades of the same type. The best results are with 2 belt bound grenades, 2 backpack bound grenades, 2 items. However 3 belt grenades, 3 backpack grenades and 2 items seems to work as well. Conclusion: This all is a pretty messy, messy, messy story. I'll screw with upks and inis and post if I find out anything interesting, but yeah, sticking to 6 inventory slots maximum seems like the most logical thing right now. This just gave me a headache lmao.
  2. Nope, I just tried modifying DGC.ini without doing hex edit. I wanted to see, if Firaxis put more settings into DGC for easier modding, but forgot to tell the game to actually use it :mellow: Well, have you tried XCOM EU/EW Mod Helper with EWConfig.xml? It can do the change for you. Or you can give hex edit another go :smile: Open EW executable in HxD (make sure you have working one before doing the edit). In the top menu click View - Offset base - Hexadecimal Double click into bottom left corner of HxD window on text Offset: and type 147874C (hex offset relative to begin) and the cursor should land at 58 hex (X). On the right you should see X.C.o.m.G.a.m.e.\.C.o.n.f.i.g.\.D.e.f.a.u.l.t.G.a.m.e.C.o.r.e...i.n.i Type 57 or select 58 with mouse and then type 57 (W). Altered values are marked with red color. Save. Try the game. It worked for me fine, Kevlar had +10 HP bonus. Another way to do it is to hit CTRL+R (search and replace), datatype hex values and: Search for: 25 00 64 00 00 00 00 00 49 00 6e 00 69 00 56 00 65 00 72 00 73 00 69 00 6f 00 6e 00 00 00 00 00 2e 00 2e 00 5c 00 2e 00 2e 00 5c 00 58 00 43 00 Replace with: 25 00 64 00 00 00 00 00 49 00 6e 00 69 00 56 00 65 00 72 00 73 00 69 00 6f 00 6e 00 00 00 00 00 2e 00 2e 00 5c 00 2e 00 2e 00 5c 00 57 00 43 00Thank you for the information, but I'm just gonna use binding key hacks for now. There are way too many games and not enough time to play them all atm. Balder's gate 2 EE and total war rome 2 are both out (though the latter really sucks even with mods).
  3. My loose DGC.ini test failed. iType=eItem_ArmorKevlar, iHPBonus=10 did not work in new game (EW). From my understanding, you used a hex edit and you still are not able to modify the DGC.ini? EDIT: Well, I got hxd hex editor an replaced the values. Saved it and tried to run the game crashes lol. It's ok i'm giving up for now. spent too much time reading instead of playing Thank you all for trying to help.
  4. So From what I understand. I need a hex editor to edit the Exe in order to use resource hacker. Download hex editor, open the exe then run this: <Patch> <!-- Read DefaultGameCore.ini from Config Folder --> <Find> 25 00 64 00 00 00 00 00 49 00 6e 00 69 00 56 00 65 00 72 00 73 00 69 00 6f 00 6e 00 00 00 00 00 2e 00 2e 00 5c 00 2e 00 2e 00 5c 00 58 00 43 00 </Find> <Replace>25 00 64 00 00 00 00 00 49 00 6e 00 69 00 56 00 65 00 72 00 73 00 69 00 6f 00 6e 00 00 00 00 00 2e 00 2e 00 5c 00 2e 00 2e 00 5c 00 57 00 43 00 </Replace> </Patch> I've never used a hex editor so I'm gonna take my time, read up on it and what not before I try this.
  5. Please help me, I can't get resource hacker to work. I'm not sure how you got it to work even though you said I did this this and this lol. I turned off steam/updates I don't think I have phone home on. EDIT I'm going to try the Fperks xcom mod helper, and attempt to do wtvr the oldone 822 told me to :wish me luck: XCOMMODHELPER is not an internal or external executable command.lol.
  6. Very nice review, I can't believe how fast you beat it, if I was not so obsessed with not losing a single country on Classic mode I'm sure i'd beat it too. I am upset they don't have chinese or japanese for the soldiers :(
  7. Wow thank you Dubious that was a lot of information. So far from what I've seen toolbox and resource hacker don't work on the expansion but XMarksThe Spot does. Where can I find xmarks the spot?
  8. I don't think resource hacker is working for it. Well it crashes when I try it. A member on here TheOldOne822 Showed me a pic of XMark'stheSpot grid view working.
  9. Ok I really like that picture, can you really carry all those items? Lol that's crazy. Idk what the external ini is, could you elaborate on that? I'm thinking of downloading this xmarksthespot's mod. Actualy i'm gonna go look for it now. EDIT: google searching turns up nothing for xmarksthespot, except an achievement. AFAIK toolboks doesn't work.
  10. Okay, then maybe I'm just doing it wrong because I kept getting crashes after saving (good thing I had a backup) EDIT: nope it doesn't work. Opened with Resource hacker, RCdata > 1020 > 1033 Went through Kevlar and changed it from 1 to 2 Armors=( ABILITIES[0]=eAbility_NONE, ABILITIES[1]=eAbility_NONE, ABILITIES[2]=eAbility_NONE, ABILITIES[3]=eAbility_NONE, Properties[0]=eAP_None, Properties[1]=eAP_None, Properties[2]=eAP_None, Properties[3]=eAP_None, strName="", iType=eItem_ArmorKevlar, iHPBonus=1, iDefenseBonus=0, iFlightFuel=0, iWillBonus=0, iLargeItems=1, iSmallItems=1, iMobilityBonus=0 ) changed to iSmallitems=2... crashed every time. maybe there is a step i'm forgetting it has been a while since i've done this.
  11. I am pretty sure this thread is for E.U. not the Expansion. In the expansion i just played with 7 soldiers but it was an extraction mission. AFAIK there is 8 soldiers that are playable using the Long war mod. Since they are able to do so it would probably be best to ask them how. For Enemy within, I can't even get resource hacker to mod the script, I'm gonna play with it some more :)
  12. I am weary of messing with the ismallitems or ilargeitems (the latter I don't even know what it does) for EW. I used to mod the ini file with resource hacker allowing me to carry more than one item on solders. With deep pockets I could carry 3 items :). However the foundry upgrade has a new ability tactical rigging (or something) that allows units to carry 2 items and I'd have to play through a game to find that my modification conflicts. Does anyone know about slot modding?
  13. List here if you know any of the mods that are compatable with x-com expansion Enemy within.
×
×
  • Create New...