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Dethraker

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Everything posted by Dethraker

  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.
  15. Hello Nexus, I've been looking into an issue since the patch released a few days ago and am still coming up empty on what is causing the problem. I constantly get the message "Version Mismatch" when trying to use my multiplayer modpack that was working splendidly before the patch/dlc went live. I made this modpack for a tournament that is coming up this weekend so this is a last ditch effort to get some help on what exactly changed that is causing this. There is another modpack up that has not been updated since before the patch that still works, they merely unlock existing vanilla soldiers and items where my pack adds new combinations of existing abilities and a new pack of weapons, including a grenade launcher that works for Advent soldiers. Any and all help would be greatly appreciated! Thanks!
  16. 1)Stealthy Gear: Are you planning to trade mobility for an added stealth rating? In other words when you take a lighter weapon it doesn't increase your mobility but instead makes you less likely to be revealed(detection radius). I just see the increase in mobility + a decrease in detection radius as a bit overpowering. 2)Comms Delay: In the instance that you wipe everyone in the area out in one turn will nothing else happen? In order to add to the challenge shouldn't there be a mechanic to either start a timer before the unit is discovered or have a patrol sent to investigate why the group is no longer responding? If not on all missions it would really add to the challenge for specific "high security" areas to make the player evaluate the entire field before starting their first engagement. After they engage one group they'll have so many turns before that group needs to "check in" and the failure to do so alerts the area. 3)Smaller Squads & New Mission Types: I see an opportunity here. The focus will be on smaller squads, but in the instance that things do go loud it would be great to have multiple spawn points. If you fail to completely eliminate a group in a single engagement and they manage to sound the alarm you can call in an extraction squad. Maybe it requires some research or training project.
  17. In part I think it worked because JL and I happen to work well together. Hehe, that was something I realised from nearly Day 1, when me and JL were competing against each other, sometimes I wonder what would have happened if I kept modding alongside you two.... But you two did amazing work so it was probably for the best that I dropped out. Don't drop out this time! LWS did an amazing job with the LW mod, but with XCom 2 I don't want to see just one main "base mod". I was so excited about XCom 2 because of all the things I would get to see that had absolutely nothing to do with LW. There were so many things I wanted to change in LW, but I came to the party very late. I made some of my changes happen, but got discouraged once XCom 2 was announced and the modding support along with it. Time being a limiting factor for me, really THE limiting factor for me lol, I knew I wouldn't get all I wanted changed. And being restricted to using LW as a base or completely recreating their work (years of work) kept me from getting nearly as much as I wanted actually finalized. No, I don't want a "Long War 2" in the terms being referred to here. I would love to see and play a recreation, but I definitely do not want a required base on top of a required base lol.
  18. From what I've researched into the game and such having the aliens in their current form suddenly convert to XCom(or just away from Ethereal influence) is not possible. They are essentially hard wired to only follow what the Ethereals have put into their minds, control is absolute. Personally, I think that is a bit too final. I would completely buy that some inferior "results" from experimentation with splicing human DNA with the various alien DNA could have resulted in an "unruly" batch of Advent, alien, etc. that the Ethereals didn't have absolute control over. Maybe they were thought to have been wiped out and a few survived, but you would have to make this a faction you get these from, or make their appearance extremely rare in the game, only from rescues, etc. Humans are, afterall, very unruly as a species so their psyche could easily transfer over into some early experiments that the aliens thought they had perfected. That's the angle I would take personally in order to have it as believable as possible. Bear in mind that I did argue this stance on one forum somewhere and it too was widely rejected by the "lore experts", so you really can't satisfy that group by anything except abandoning the concept entirely lol. The fact remains that this sort of mod adds more to the gameplay than it takes away from those lore experts so just keep doing what you're doing my friend. If you were looking for the most "lore-friendly" method to introduce these aliens to the side of XCom this would, in my opinion, be the best way to approach it. NOTE: Something to consider is looking into the "Squad-cohesion" mod and see about having an alien in the group taking away from the group effectiveness, that might also help with the backlash of going against what the lore experts believe is appropriate for XCom. Also it will allow you to avoid nerfing the aliens too much in order to allow them to fit(idk though might have to buff them since XCom is so powerful lol).
  19. I always assumed the Nexus staff would be opening up a forum for XCom 2 separate from the EU forums. Either way I will probably be releasing my mods on nexus first and then Steam so I'll be waiting for the Nexus staff to start on those discussions. Steam forums and such are always such a mess and filled with such...trash I guess would be an appropriate word. Nexus is always so much more organized and friendly.
  20. Not sure personally, haven't combed through all the mods. I just know this can be modified pretty easily for Buggerup if someone wants to take the time to do it. If it already exists give a link so he can have this issue resolved lol. From what they have stated there are no plans to make any more changes or additions to LW, only bug fixes going forward. So if you're hoping for the LW team to release an "official" version changing this it is highly unlikely.
  21. A good thought, honestly a great OTS upgrade, research tech, or foundry project would be something that reduces panic chances. Would work by simply changing the pannic threshold that is based off will. Could probably even be modified to where if there's a rookie they still use the same will threshold for panic but all other classes use the modified threshold. Add it as a mod request, maybe someone would pick it up.
  22. @sceezoe, you have to identify the folder where the game files are stored. I don't have a mac so it may be a bit different, but on pc the file directory is steam/steamapps/common/xcom-enemy-unknown/XEW IIRC.
  23. The issue is, there's no sort of online system existing for the base game. Designing the architecture behind online/multiplayer gameplay is no small feat, if it were every game would have it in vanilla. I saw that someone did it for fallout 3 quite some time ago, but it was buggy at best and completely unusable at worst. Anyway, if Bethesda even designed a simple p2p system for fallout 4 in an expansion then modders could run with it and make improvements.
  24. I'm still tinkering, thanks to the help of many on these forums I've progressed much further than I originally thought I would. Tbh, I'm having a blast with learning as much as I can on here. The number limitation is my first concern, I know there's places in the code where actual number limitations are placed(i.e. foundry projects and research techs that I've noticed so far). If there's none of these for the perks then when I expand the enum I'll be able to add more options, but then that just opens up several new limiting factors. First of course is assigning code to those perks that allows it to do more than just add a shiny new icon, though I'm also aware more issues will arise as I play around. I'll likely break the game several times before getting anything to work, I was just hoping to get info on the issues already encountered by others rather than encountering them myself lol. I'm back at work again so my own progress will be extremely slow, but if I do discover anything new I'll try to post it up here.
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