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SpazmoJones

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Everything posted by SpazmoJones

  1. I like the new way of doing things but it doesn't seem possible to make the changes I want to without creating a total conversion mod. :(
  2. I've been trying to recreate some of my LW mods (e.g. enhanced soldier customisation) for XCOM 2 but I'm not having much luck using the 'standard' methods. The classes I'm trying to override either crash the app or don't seem to have any effect at all so I'm getting a little frustrated with it. It looks like certain classes simply aren't meant to be modified via class overrides (e.g. XComHumanPawn). I actually preferred the old PatcherGUI method of directly modifying or replacing a function. :) What would be involved in making PatcherGUI style patch mods available to XCOM 2?
  3. Hi Amineri Most of the posts in this forum (including my last question) seem to have disappeared for some reason. Anyhow, I'm sure you can help me with this. I'm trying to override some of the functions in XComHumanPawn but the game crashes whenever I load a game. The soldier "lurking" in the foreground of the main menu screen also fails to appear. Even if I don't change anything the game still crashes when I override anything. If I check the launch log I get these errors appearing: Warning: SpawnActor failed because template class (XComHumanPawn) does not match spawn class (XComHumanPawn_BigHeads) It looks like I also need to modify a template class somehow but I don't know where to look to do that. What am I missing here? Thanks!
  4. Hi All I want to make some changes to some of the functions in XComHumanPawn (to modify the appearance of the soldiers) but I'm having some trouble getting it to work. I've managed to get overrides to work with other classes and I'm doing similar things here so I'm unsure what the problem could be. With my mod active the loading screen no longer displays the XCom soldier lurking in the foreground, so the soldier pawn is not being created at all. Loading a game causes a crash. Are there hardcoded references to the 'XComHumanPawn' classes in some or other ini file that I'm missing or something? Any help would be appreciated.
  5. Glad to help. I actually quite like the ring idea. You could probably use the standard unit selection ring instead of the hunker down one (which would probably interfere with my "Alien Sight Range mod" ;))
  6. How hard would it be to add a new LOS indicator to the units (like maybe a little cross hair target or something that can appear next to the eye)? Or maybe even just change the alien health colour instead of displaying the blue eye? I can't help but get a little freaked out when it looks like all the aliens are on overwatch! And yes I know about the red/blue flashing for real overwatch. Maybe I just need to get used to it lol.
  7. Unfortunately not, sorry. When I saw it I assumed it was a suppression thing that would happen every time. I'll save the next time I see anything odd.
  8. I've only seen this happen once so far. It's worked correctly all the other times as far as I can tell. When it happened the sectoid was in full cover and was mind merged so maybe that's got something to do with it?
  9. Bug #4. If a sectoid is suppressing something then the blue eye doesn't appear over it at all
  10. Just want to say this is fncking amazing work dude. It's such a huge QOL improvement! It really should be included in the next LW release (if there is one) once the bugs are sorted.
  11. Bug #3? This is probably not really a bug but the 'eye' icons only appear over aliens that are visible to the squad. I had a case where a sectoid was hidden from view and mind merging another sectoid that was visible to my scout. The blue eye only appeared over the mind merging sectoid once I'd moved the scout close enough to see it. This is probably fine actually otherwise it could be used as a cheat to locate hidden aliens.
  12. Bug #2. The blue eye icons stay active during the alien turn. They should turn off.
  13. Bug #1. The invisible aliens appear as red spots on the movement tracker. 1. Start a map 2. Activate the movement tracker 3. Move the unit with the tracker 4. See red spot where unit moved to
  14. Awesome. I'd love to install and test it but I can't find Sightlines.u anywhere?
  15. Hmmm tricky stuff! What if the invisible aliens were flagged as 'dead' so you're just moving their corpses around? That wouldn't block the tiles and hopefully the functions you're using still work. PS: Yes I'll certainly be looking into xcom2 mods! :)
  16. Hey this is fantastic. Would it help your blocking issues to use an invisible flying unit instead - like a drone maybe?
  17. I haven't read the whole thread, so maybe I'm missing something, but is there a reason for you trying to build the alternate tech tree using a completely separate function? Wouldn't it be easier just to mod the existing BuildTechs function to set them up based on the second wave option setting? The log file error means your m_kLabs variable is undefined for some reason so your tech tree isn't being built at all.
  18. Hi All My new "Long War Mod Manager" is now available (http://www.nexusmods.com/xcom/mods/620/?). It's a utility that simplifies the installation and removal of Long War mods and can be used as a replacement for PatcherGUI. Thanks to wghost81 for allowing me to use PatchUPK - I couldn't have made this otherwise. A feature that mod authors may find useful is the ability to define configuration file changes within the mod file itself. This allows for things like second wave options to be added to a config file automatically without the user having to edit anything. The configuration information is stored within a special comment "config" block that looks like this: /*<CONFIG> FILENAME=XComGame\Localization\INT\XComGame.int SECTION=UIGameplayToggles ADDLINE=m_arrGameplayToggleTitle[35]="Omega 13 (#35)" ADDLINE=m_arrGameplayToggleDesc[35]="Restarting a mission using the Omega 13 time travel device will cost credits for each soldier. Requires Bronzeman option if Ironman mode is enabled." </CONFIG>*/ The above example is from my Omega 13 mod and adds a second wave options to the XComGame.int file. I've modified my Alien Sight Range mod to automatically configure the Alt+V shorcut using a config block as well.
  19. I like Zyx's idea of moving the "Species detected" label, but you could also simply hide it. That would give you more room to increase the existing 2 columns. Combined with the smaller font size (which looks fine to me), you should have enough space for at least 16 species. Alternatively, you could separate the species with plain old commas. Just widen the one text box and make sure word wrap is enabled.
  20. Yes it's a bug. The <% t "//"> text is being treated as a comment. Change it to plain hex. 2f 2f 00
  21. You'll need to extract the SWF files from the UPK files which you can do with Toolboks. You can view and edit these files with JPEXS. Once you've updated the SWF (which is a major pain in the ass) you can create a PatcherGUI patch file to get your changes back into the game. XMarksTheSpot provided me with a lot of useful info about how to do this a while ago. See my original question thread here: http://forums.nexusmods.com/index.php?/topic/2768619-how-to-resize-andor-move-ui-elements/
  22. Yes it would be possible. I'm currently using the SetScale function which scales the entire mesh equally. There's a SetScale3D function that lets you scale the x, y and z axis independently. I might add that as a feature in the future actually. The main pain would be to update the UI to make space for the extra setting.
  23. Yep that's right. I modified the tank code to do something similar with it's mesh and weapon mesh and it works correctly now. Version 1.0f just released 5 minutes ago...! :)
  24. I've just been going through the soldier side code again and I think I've found out what's happening. The XComHumanPawn.UpdateMeshMaterials function appears to create new material instances for each soldier and then set the colors of the new instances. The tank code doesn't do this. It's amazing what you miss when you don't get enough sleep. :)
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