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Dethraker

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About Dethraker

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  • Country
    United States
  • Currently Playing
    Tactial and Strategy
  • Favourite Game
    XCom series

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  1. I remember not too long ago there being an update to the .exe for some reason, we didn't look into it too much but it did cause some mods we were playing around with on EU to no longer work. After discussing it briefly AzXeus got the feeling that EU is no longer moddable after the patch. If this is true then the only way to play EU mods would be with a backed up .exe and all the old files, phone home off, and Steam in offline mode. Best of luck though on figuring it out.
  2. Does it crash on bootup or when loading/inside a save?
  3. I look forward to more progress on this in particular, just imagining larger maps with more enemies, or even more indoor maps with long corridors where you can't help but tense up because opening a door on either side could bring in a bad time. I'm no artist, but using assets created by others I can see myself playing around with level design.
  4. Well we do have an artist that is pretty excited about what you've done here so after I work out UI/Flash changes then maybe I'll get some time for that. Currently though my time is very limited so the progress I make is rather slow, nothing like this huge breakthrough you've made. Would be nice to see some new armors and even MEC suit designs come out of this, we've already worked out a way to get beyond the 255 limit on items it's just a matter of applying when we get to that point. Definitely exciting stuff to me!
  5. That's really impressive work! Have you tested to see if they work in Tactical and also if they stay with the soldier properly? I hope this brings some people back to EU/EW to add some new armor deco and such(without Texmod) it would be great to see the modding scene get a bit of a boost.
  6. wait, were you able to actually edit the maps in EW? I thought that was something that wasn't possible for the game, at least hasn't been so far.
  7. That is incredible, great job! So does this mean that new skins created by users could be inserted via the same method?
  8. Not sure what mods you're talking about, also sorry for the extremely delayed response, but there is a mod on the Nexus called MoreCommands by AzXeus that allows you to change gender, nationality, give individual XP, and many other things(not Class, though with Commander's Choice active you can choose the Class yourself) so that you can set this up. Also there's a mod called JumpStart by tracktwo that allows you to fully customize your start with many different factors. Hope this helps, and that you come back to see it lol.
  9. I haven't frequented the forums in awhile but have been working with AzXeus off and on for a overhaul project of our own. I know that XComModBridge can't help with the actual shaders but wasn't sure if maybe it could help with inserting the shaders into the game, it allows back and forth communication between the game code and outside code. I haven't spent much time looking into shaders or other art related concepts with XCom but just thought I'd throw it out there. Nice progress so far, if you get this working I would be anxious for a tutorial. I'm assuming here, but this would allow inserting new models right?
  10. Just nice to see that someone else is still working on modding EU/EW, can't wait to hear what you decide to do. Not sure if it will help but AzXeus has a different method of modding the game using what he calls the XComModBridge.
  11. Thanks for the input Dubious, you make good points that I'll address as soon as I get the chance. There's more details in the README, but it makes sense to put some on the main page. Like the Long War mod, soon they're will be too many changes to list on the mod page, but for now it's not too bad. As far as articles, I'm not the best at tutorials but I'll give it a go sometime soon. I will be doing some videos that go over each change individually though.
  12. Hello Commanders! Myself and AzXeus have been modding XCom EU/EW for quite some time on our own and have participated in these forums off and on, though not nearly as much as some of you. We wanted to share a project that we've started working on to push things even farther with modding in the game, yesterday we uploaded a preview for the overhaul that we've been working on for the last few months. http://www.nexusmods.com/xcom/mods/690? Currently what can be seen in game doesn't come close to the amount of work we've been putting into the mod in the background. The in game changes include: New Mercenary Hire systemNew Mercenary ClassNew Perks, we managed to get past the hardcoded limit of 172 that Long War struggled withAdjusted Weapon Stat ValuesNew Range Indicator, due to the adjustments we made to weapon rangesNew Ammunition specific inventory slotseveral more minor changesBut what we've done in the background is what we're really proud of, we re-wrote the random stat system and are using it for our Mercenary Class, opened up more things to simple INI edits, and have started writing tutorials for the changes we're working toward inside the corresponding INI files. Check out the mod and let us know what you think! http://i.imgur.com/JLVoN8M.png
  13. Radryl, Yea, that's why I put it in a PS, since it was unrelated to your post, just a personal opinion of mine. There's a few different options available to you at this point so if you're willing to put in the energy and time then I'm certain you can manage to make the changes. Best of luck!
  14. What Dubious is trying to say is that the SHIV works completely separate from the soldier systems. There's no "unlocking" their loadout, you have to write new code in order to give the SHIVs progression in the same way soldiers progress through the game. It doesn't currently exist in the code. In other words no amount of INI edits will give the SHIV progression. The variables you used in your examples don't exist in the code so the game will completely ignore them since there's nothing initiating a search for them. What you're looking for isn't a simple tweak to unlock something, it's going to be the creation of a completely new system, which takes a level of programming knowledge. I'm not sure where your level of knowledge lies so it may be do-able for you, but I just wanted to share that it's not a simple change. It took the Long War team years to make their changes, and lots of help from more than just the "core" members. It was a project from dozens of modders all working together. PS: I agree that SHIVs are lacking in a way, but I don't agree with a level up system personally. Something a friend and I are working on is an "extra" Skyranger seat that is SHIV specific so that you can always bring a SHIV on a mission after getting the appropriate Skyranger upgrade from the foundry.
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