-
Posts
317 -
Joined
-
Last visited
Everything posted by Krazyguy75
-
They are under XEW/XComGame/CookedPC. And they contain all the data, as well. Unless your download messed up.
-
You don't need the developer console anyway. You can Google "XCOM Console Keybindings" and the first result should tell you how to put all of your console commands as keybindings anyway. I used that back in EU for takenodamage so that if an enemy killed my soldier hunkered down behind full cover, I could stop it just by pressing U twice (once to activate takenodamage right before the attack hit, once to deactivate it right after). I called it the "OH SH-- button" and ended up using it for the stated purpose far more times than I should have had to. :laugh: I poked around a bit for the perks, and it seems like the new perks corresponded to, like you said, everything concerning a passive bonus or active ability. As for the abilities, there are 9 MEC abilities alone, not counting new item abilities or new enemy abilities. Checking back, this seems to be because they removed a bunch of the unused and deprecated abilities in order to make way for the new ones (some of which they changed in-place and some of which they moved and put at the end...? Not sure why they didn't use a uniform method), but I see that the psi abilities I mentioned were in the EU abilities list anyway, eAbility_PsiReflect is the only new psi one. (EDIT: Krazyguy75 pointed this out while I was typing up this huge response... d'oh!) That being said - and assuming adding abilities to things works this way - the new MEC abilities I mentioned could be added into the ABILITIES[X] array for certain standard soldier armor to turn, say, ghost armor (which is rendered much less useful by mimetic skin and muscle fiber implants) into EMP armor to use against Mechtoids and Sectopods. (That 50% damage reduction on Sectopods hurts.) Also, for future reference, the EXALT-only gene mods ePerk_GeneMod_AdrenalineSurge, ePerk_GeneMod_IronSkin, ePerk_GeneMod_RegenPheromones, are available for when people start modding the gene tree. Ghost armor is still OP, after all it is still 50% crit boost and damage immunity for a turn. Memetic skin is not as versatile as ghost armor for flat out bull rushes.
-
@Amineri On abilities, we got quite a few more than in EU, it's just that they removed almost all the unused ones (I noticed flame was still in, separate from MEC_Flamethrower, but I didn't check: is command still in the code? I want to give that to EXALT elites to make them an even more terrifying team.
-
Near the bottom of the new DGC.ini
-
Anyone notice that all the human perks are now abilities? EDIT: So, naturally, I added Squad Sight to Exalt's 1337 Sniperzzz. AND ETHEREAL PSI REFLECT IS AVAILABLE AS AN ABILITY!
-
We figured out that dev commands existed long ago, and we have had mods to add them in, but I don't remember the hex changes off the top of my head.
-
Developer Shell Options Needs Explanation
Krazyguy75 replied to srujanteja's topic in XCOM's Enemy Unknown
Dev shell allows a lot of options, and they aren't really for the average player, they're for mod devs (and the devs of the original game). I'm not really that familiar with them but I believe they are mostly for debugging.- 3 replies
-
- developer shell
- overmind
-
(and 1 more)
Tagged with:
-
Wait, did you make any changes to the ini? Cause the tool you mentioned only loads the ini, but does not change anything.
-
http://forums.nexusmods.com/index.php?/topic/888272-ui-editing/ I believe this was where it was discovered. But it's a bit complicated. EDIT: And if this is what you are talking about, it's Flash, not Java. I can't recall ever seeing java used in the programming. If you just want the default unrealscript, it is all over the wiki.
-
Must be a compatibility patch to make the base game more compatible with EW. On an unrelated note, DCG.ini now carries item loadouts for characters, it seems.
-
Unlock all Decorative Armors for all Armors
Krazyguy75 replied to marsec1's topic in XCOM's Enemy Unknown
Unfortunately, gene mod armors appear to be based on the character, and the pieces added by decos don't cover the arms for the most part. Also, it appears the deco limit is 12, any way of expanding this number? -
Hm, don't know then.
-
Did you run it once before trying? You need to run it once first, IIRC. And that config is unused (unless you make the proper hex changes), just like the one in EU.
-
Ha, I suspect long war will take quite a while to repair, and balance.
-
Unlock all Decorative Armors for all Armors
Krazyguy75 replied to marsec1's topic in XCOM's Enemy Unknown
So, was thinking that, given how annoyed people are at gene mod armors, we could pretty quickly do something like this to add them in. Any ideas? -
Yeah, same. Well, tis good night for me. I need to get at least 5 hrs of sleep before tomorrow. So that I can stay up till midnight tomorrow fiddling around with this as well!
-
Yep, most of the constants are now accounted for, including ones such as cover and ability stats.
-
Modpatcher hasn't been widely used in ages, I suggest you try using toolboks or something similar to help you with your mods. There isn't much support for the program anymore.
-
So, with Enemy Within having been released a few minutes ago, and likely we are all downloading it (or will be in the next few days), I figured I'd start a discovery thread, so that we don't have to make a new thread for every new change and discovery. Feel free to post any new things you've noticed that'd help mod EW below.
-
No, it wouldn't be legal, and it would probably get taken down. I don't know anything about how you would do it, but I've heard of other mods getting taken down for that.
-
Nevermind, ignore this, my phone is screwing with me.
-
Design Brainstorming : More Country Detail
Krazyguy75 replied to Amineri's topic in XCOM's Enemy Unknown
Make the grey market entirely supply and demand, where prices rise over time, and lower when you sell to them. It could be used to dump large numbers of corpses, but for little money. It'd also get rid of things like Alien surgery and entertainment. However, sometimes it'll help EXALT's research, as they use it too. -
I've seen the perks in the game, and I assume that it must work via the bodies having said perk, but what happens if you add it to living creatures? It would be interesting to mod a thin man mission of some sort to be a special mission where hordes of chryssalids come out of civilians and you have to save as many as possible.
-
Thank you! I didn't realize that was a new idea, else I would have shared it earlier. I'd been looking at all kinds of things to figure out how to extend the amount of space that we can utilize, since I knew that was a major restriction. My first ideas didn't really bear fruit and this was just an extension on what I saw you do with items. I'm glad I could help you (assuming it works, which I think it should); I never finished a working version, so I can only guess. I really did need the extra space, as I planned to add 4-15 or so extra subtypes for every alien, the number of which would be based based on their versatility, from floats (pretty much only useful as scouts, flankers, and overwatchers) to Ethereals, which could potentially use Psionics in a 100 different ways. I'm still setting up my new laptop, so my files are all over the place but in a bit I'll try to talk to you. Most of the work I spent in the actual coding was lost with my old laptop's coolant system, so I only have my notes and my memories on the bit I tried.
-
That is what I'm talking about. I edited the EXE to load the external config files (all 3), and if my mod works how I hope it will, it will use DefaultMPGame and much of the multiplayer code as arrays to add the subtype stats, then rework how loadouts work to make them subtype based. Probably doing something wrong, but I think I should be able to add quite a few arrays via the ini this way, via duplicating the existing array types.