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Everything posted by Amphibious
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Replacing functions with hex editing
Amphibious replied to Amphibious's topic in XCOM's Enemy Unknown
The trustworthy method of trial'n'error combined with lifetime experience of pokin-around-blindly yielded good results. SO basically I played around with VS paramater decreasing it by 4 gradually and testing until I got positive result since I couldn't figure out how exactly VS is counted. Expect release soon... Thx for advices gals, bye -
Replacing functions with hex editing
Amphibious replied to Amphibious's topic in XCOM's Enemy Unknown
I did skim through it, and was like wtf is this. It looks like aramaic to me. Honestly I'm a layman at this I need things simplified. This hex editing of upks reminds me of messsing with DNA introns and exons. YOu can mess with the coding parts to get variations of final product but can't touch the non coding jumps and regulators or stuff won't work anymore if you dont know precisely what you are doing. Back to subject: OK so I figured out that my PS is 0x379 and VS is 0x4c9. Now I just need to figure out how each one is determined or at least how did my changes affect VS to know how to alter it. SO basically I know everything up to 5 new "AddFacility" lines that replaced "if(Game()etc...". didn't changed a thing in respect to PS and VS since if only those parts are modded thing works. Edit: I figured of PS it's = overall funct size - header size - footer size in this case 0x3b7 (951) - (48) - (14) = 0x379 (889). -
Replacing functions with hex editing
Amphibious replied to Amphibious's topic in XCOM's Enemy Unknown
Would you please look at the code and tell me what value exactly should i alter in this case. -
Replacing functions with hex editing
Amphibious replied to Amphibious's topic in XCOM's Enemy Unknown
I'm not sure if I understood you. I should write all jump and other similar tokens after // and Patch UPK will caluclate it by itself or? This is the code I wanted to enable, basically it should remove OTS from lower level difficulty and enable anyone to design first level of the base to their liking by altering few entries: -
I wanted to replace a redundant function (one that is responsible for OTS placement on easy and normal) at the end of the XGBase.GenerateTiles object by replacing it with couple of functions that are totaling the same size however it doesn't work. This is the code I wanted to replace (bold part): So I replaced bold part with 3 15-bit and 2 16-bit SetFacilty functionsto replace original 77-bit code however it doesn't work and I can't figure out why since think that I figured out the script right. Any thoughts?
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Thanks guys, dgc.ini method had to do for what was intended since I lack script support.
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Is there a way to make a reasearch/tech available from the start of the game?
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Ah, ok thanks. But I guess I'm done modding for now. I sort of get what I wanted even though there are few things more I would like to do they are not worth the bother.
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THanks, already figured it out yesterday.
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I'm having problem with disabling phoning home. XComGameData.ini get overwritten even though followed instruction by adding correct lines to hosts.deny. any clues how to fix it?
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argh :mad: no way
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Really , how come there are no thinmen on it then, ever? You can only encounter sectoids there. EW broke stroy consistency and I wanted to fix it if possible by introducing thinmen on meld tutorial mission. See later you get a cinematic with thinmen body plan drawn on a board. In EU by this time you already encountered thinmen on rescue council mission. However since mission was replaced by meld tutorial you don't get it anymore and this causes logical inconsistency in the story. I know it's not big but I notice these kind of things.
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Is it possible? SOme special maps like i.e. meld tut map have only certain types of enemies on them i.e. sectoid. Would it be possible to changethe enemy type for that map to i.e. thinman?
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Option 4 sounds remotely viable. How would one start with it?
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it was nothing special something like this:
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globa search
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io tried but i can't get ue expolrer to work under wine... any hints what to do next?
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my bad, it worked. i mistyped a file name. modded_hex after find_hex command doesn't work. maybe it's not supposed to.
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how to redirect ExtractNameLists to a text file? thius odesn't seem to work: ExtractNameLists Path\to\XComGame.upk > list.txt
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XCOM EU How to add new languages for soldiers countries?
Amphibious replied to Naitguolf's topic in XCOM's Mod Ideas
Aktually i would personally enjoy more if everyone spoke english but with distinctive accents. -
Well that's not the point since it's not my intention to boost up hp but I felt nf vest and chitine plate are a waste of space in current format. yes there is a bug i just tested it out. second slot item is removed/lost and grenade is equipped instead. i don't understand how or why that happens tbh. new slot is (3rd one) empty and first one is not touched, so why does grenade gets equipped in 2nd one is unclear to me. is there a way to fix it?
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It'll take some time for me process all of this. I have alreay added second small item slot to medium armors, however I would like to prevent exploits like equipping 2 sets of grenades since my original intention was to allow players to bolster their armor without having to sacrifice other equipment p.s. also a quick question - is this mod compatible with EW? i can't find the codes mentioned there in my upk files edit: also if I add second slot to medium armors will that interfere with tactical rigging upgrade? so I will end up with redundant bugged 3rd slot? or will the number of slots stil remain 2? how many large item slots are there available? could one make 2nd large item slot visible and then relabel nanoarmor vest and similar items as large item?
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I'm having problems with using the FIND_HEX function. This I teh result: Package file: xcomstrategygame.upk Package opened successfully! Searching for specified data chunk ... Data found! Global offset: 0x003229C4 (3287492) Invalid package offset! Execution stopped at #4 command named FIND_HEX. Resovlved used before_hex/after_hex combo instead.
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Amineri I have one more question - would be possible to add 1 more item slot for medium armors thta would be reserved exclusively for armor enhancing items like nanofiber vest and chitin plating?
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Changing Abduction Count in EW - Possible?
Amphibious replied to GamingVirtue's topic in XCOM's Enemy Unknown
I just realized my suggestion acually doesn't reduce number of abduction it simply hides 2nd and 3rd choice but you still get panic from them. solution could be to turn panic level from failed abductions to 0 in defaultgamecore.ini file. it's a bit clumsy but it will get you the desired effect (only problem will be even when you ignore abductions you won't get a rise in panic either). Use the code AMineri posted find: 0e 00 00 00 0a 00 00 00 04 2C 03 04 3A 60 50 00 00 and replace it with: 0A 00 00 00 0A 00 00 00 04 2C 01 0B 0B 0B 0B 0B 0B. It works fine.