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Mashadar

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Everything posted by Mashadar

  1. Very intersted in this effect...if you dont mind walking a noob through it.. I am using "Warspace" and have tweaked it a bit to my tastes, so im hoping its something i can edit in the exe Thanks. Snapshots are pretty easy. Just open up the DefaultGameCore file and look up the Characters list from line 16 to 33. Soldiers are for XCOM troops, tank means SHIV (all types), the rest are self explanatory. Each one has a reaction value of 0 by default. That's percentage chance of reaction fire. The settings I used were: Sectoid (and Commander): 20 Floater (and heavy): 30 Muton (and soldier): 40 Elite Muton, Thin Men: 50 Cyberdisk, Drone: 70 SHIV, Sectopod: 100 After that, scroll down to the weapons list and look for the variable iReactionRange. They should all be -1. Change that to the same value as their respective iRange. e.g. if something has an iRange of 27, iReactionRange should be changed from -1 to 27 and so on. If you want to add the option of suppressive fire to that, just replace any of the eAbility_NONE tags with eAbility_ShotSuppress to the respective weapon types.
  2. I've made some experiments into giving the aliens varying levels of reaction fire to go with XCOMs, and holy hell does it change a lot of things. With high reactions across the board, combat is pretty much a tense affair of smoke bombs and suppressive fire just for any one side to make a push without getting a face full of plasma. Firefights are absolutely brutal with this running.
  3. Danger zone still has effect, but Mayhem didn't seem to do anything.
  4. Can you please elaborate on step 2? I'm not sure exactly what you mean here.
  5. Currently researching a method to tie in the reaction modifier to the leveling system, though from the looks of it, it'll take more than just slapping iReaction=10 to the SoldierStatProgression setting.
  6. I need some help with that though. What I've been doing so far is comparing extracted files and then going back to the upk to make alterations to them. This works for const files which have very small sizes and so are easy to decipher, but not so much for things like the function files, which are larger. What methods do you use for navigating the upk file for larger scale hex editting? For example, this case in the XGAbility tree. { // End:0x2b5 Loop:False if(!kAbility.m_kUnit.m_bInfiniteGrenades) { kAbility.m_kUnit.SetFragGrenades(kAbility.m_kUnit.GetFragGrenades() - 1); } } How would you navigate to it in the upk with a hex editor?
  7. I'd like to know how you managed to edit the ability tree in human readable format. I'm stuck with clunky hex edits.
  8. I tried it on a loaded game. Didn't do anything. Do I have to start a fresh game for it to take effect?
  9. Wait, there's a packer? I've been hex editing the the upk directly.
  10. Can you clarify on the second? The only character array with a reaction value is the same one that lists civilians along with the rest of the alien troops. Did you mean that one? And if so, which one is the one for XCOM troops? Soldier?
  11. No, just the base install folder.
  12. What have you got so far that works Daemonjax? I'm still experimenting with it, but nothing simple to change with immediately apparent effects has popped up on my search.
  13. Well damn. I've tried editing the number of grenades and rockets available in xcomgame.upk, but none of the changes seem to be taking. Looks like the XGTacticalGameCoreNativeBase sub field may be a red herring.
  14. Running two concurrent mods. One with changes to the .ini files which hasn't had any severe problems (random crashes, but not too frequent), and the other which was the base_num_rockets.const I figured it could have been a constant that only loads in a new game, so I tried starting a fresh game, which caused all the errors to pop up. Might not be related to the modifications I made, but the timing is pretty damning. Right now, I'm having Steam do a verification to clean up all the files, and starting from scratch again.
  15. Damnit. I think I broke something somewhere. Loading an existing game is fine, but if I try to start a new one, it crashes on me. I'll have to start from scratch again.
  16. Figured it out. I was confusing the uncompressed_size file with something else doh. Had a couple of crashes trying to start it up, but from the looks of it, you have to start with a fresh exe first to load the .upk mods then only add in the resource hacker for any .ini editting. Though from the looks of it, either I've been looking for the wrong value, or changing the base_num_rockets.const won't take effect until after new game is started.
  17. So if I understand this correctly, I'm not supposed to replace the compressed file, but put the uncompressed one there as X.upk.uncompressed_size alongside it and then run the patcher? Because I'm not clear otherwise how I'm supposed to be able to mod it because we still don't have a way of compressing the files.
  18. Got an error code 5, but I'm still not clear on what I'm supposed to do. Here's what I've done so far. 1: Decompress upk file. 2: Decompressed file is named xcomgame.upk 3: Edited decompressed file 4: Replaced unmodified compressed file with the decompressed one. 5: Ran XShape, got the error code 5. What step am I missing?
  19. I suspect it's the value for the aim penalty when suppressed.
  20. Awesome. Need to clarify a few things though. When you say rename the corresponding file, you mean modify the modded file to that format? And when you say change the SHA-1 hash value, can you walk us through that?
  21. Don't have UDK at the moment, but I'll see if I can pick it up. What I did was I opened the Class files (example: Base_Num_Rockets) with a hex editor and copied the entire string. Searching for that in the decompressed UPK proved that the strings are unique.
  22. If you're using Unreal Explorer, you should be able to see an objects tab on the left upper side of the window once you open the decompressed XComGame.upk. It's just under the File option.
  23. Doh. Now I feel utterly stupid. On the flip side, now that I can explore the file, I think I may be able to figure out a few things on how to edit the upk itself.... Damnit. Ok, I've figured out how to edit the uncompressed UPK itself with hex editting, comparing the extracted .CLASS files, matching their hex values with the ones in the UPK and then making the changes there using UltraEdit. The problem is that the game requires the compressed UPK to run, and won't work with the uncompressed one. Is there anyway to re-compress the UPK?
  24. As a newbie to UE Editor (I presume you meant ultraedit), how do you access the objects tab? At the moment, all I can do is view the whole file as one long hex document.
  25. Still not able to get it to work. If anyone's willing to help out, I have the Max and Nif files I could send.
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