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ReclusePhayder

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  1. So, I have been trying to reverse engineer a certain change made by Amineri, which in my opinion has made Mimetic Skin (Psi Shadow) completely and utterly useless. I have been using the following thread to try and return it back to normal: http://forums.nexusmods.com/index.php?/topic/1349248-mimetic-skin-perk-rebalancing/ However I have been having trouble with that. While inputting the before_hex part (yes, I am paying attention to headers) to replace the modified code (went through UE Explore to make sure I replace the correct functions), the game either doesn't launch at all, or CTDs on start of a tactical mission. Have there been any updated to the psi-shadow code, that make the game rely on the function too heavily? What might cause the game to crash if the function is killed? Note: I have even tried to kill the function by simply removing Unhide, just to see what that would do, and the game still CTDs. Note 2: While I'm sure that many people will come crying about how mimetic skin is OP without deactivating on flank, my question doesn't mention mimetic skin being OP or not, thus refrain from coments as such. I'm trying to balance things by adding content, not by removing, nerfing or otherwise watering content down, so please, do avoid lecturing about mimetic skin being game breaking. Note 3: Spent about 13 hours straight trying to figure out why XGUnitNativeBase.CheckMimeticSkinForUnhide won't let me remove flanking. Need some sleep so I'll report back in tomorrow if I manage to find anything worthwhile. Edit: Aside from that, I wonder, is it possible to assign negative damage protection to things? So that, say, equipping a certain item will increase (as opposed to cutting) the damage taken by the unit wearing it? Edit 2: I also wonder if perks like Bioelectric Skin can be given to AI units, and if it it's feasible to write a function which would check if those units have the perk and thus can target Stealthed units. Edit 3: I'm not extensively experimented with coding so sorry if I'm asking stupid questions or walking past something obvious. I googled and lurked nexus for possible fixes to this situation, but didn't find anything other than the thread mentioned above. Report 1: Okay, so I'm trying to give it another approach. Trying to use pseudo-code to return the function to it's normal state. Going to take me a while to figure this out. I'll report again if I make any progress. Report 2: Such. A. F'cking. Moron. I can't believe how stupid I am. All I had to do was to get the function to call jump to last Return instead of Unhide for it to ignore flanking. Of course, this leaves some extra code behind and is a crude work-around, but hey, works for me. Can't believe I wasted over 30 hours of my time into something so trivial. Now on to something actually much more challenging. I wonder if I can get AI squad leaders to sense Psi Shadow. This is going to be a nightmare ... Especially considering how dumb I can be when it comes to coding ... Time to grab a bible, smokes and coffee. I'll report again if I make some any progress whatsoever.
  2. So I've been trying to reverse this change for the latest version of long-war. Tried to reverse engineer it to disable Psi-Shadow check for being flanked, but nothing seems to work. If inputting the before_hex code in GUI patcher, the game launches, but CTDs on start of tactical missions. Not sure what I'm doing wrong. Any advice?
  3. Yeah, you and me both. Note to self: Do NOT f**k with itemslots.
  4. Excellent job, thanks, works like a charm. Karma +1. Another question with this though, there seems to be a hard-coded limitation of grenades that the game detects: The three first slots are the only ones which can be assigned to grenades. If you assign more, the game ignores all the grenades you carry around beyond the first three, making it possible to carry around 3 (or 6 with grenadier or deep pockets) grenades maximum. This applies to all kinds of grenades, so carrying 2 frags, 2 needles, 2 ghost grenades doesn't works either. Some testing reveals that carrying around several stim-packs on the last slots DOES work, however the game displays that you carry only one. When you carry multiple ones, you can use one, then the next turn the game UI displays that your stim isn't usable anymore, however you can use it a second time (didn't test with more than two). Other items, which you don't toss seem to work as well (scope, plating, vests e.t.c.) I'll try to screw around into XCG.upk to see if this is hard-coded somewhere. @ Prometheus > I'd upload the upk for you, but it's a little too huge for the forums. EDIT: IMPORTANT UPDATE!!! In order for the grenades to be effectively unlimited (to bypass the 3 grenades thing) you have to assign eWP_Backpack into their properties (DGC.ini), in order to remove them from the soldier's belt. This bypasses the quantity of grenades you can carry around and makes it so all the grenades you take, you can use. Next Goal: Make it possible to carry 2 medikits at a time. EDIT 2: It seems like not all grenades are still counted. While the method I described above does extend the grenade you may take with you from 3 to 5, beyond that, there's still some grenades the game forgets about. Checking to see if I can fix that. EDIT 3: Okay, here are the results of my testing: Using a soldier with deep pockets: - Taking 2 different kinds of backpack bound grenades, 2x4, gives the soldier 8 grenades of one type (removes smoke), seemingly forgetting the last sets of grenades (or not using deep pockets on them), taking chitin plating boots health. - Taking 3 different kinds of backpack bound grenades, 3x2, as well as chitin, medikit and scope, the soldier has 6 grenades of 1 kind, 2 grenades of second kind, 0 grenades of 3rd, 0 smoke grenades, 0 medikit charges, no chitin boost. Scope boost remains. - Taking 3 different kinds of backpack bound grenades, 3x3, gives the soldier 6 grenades of 1st type, 2 grenades of 2nd type, 2 grenades of 3rd type but removes smoke grenade. - Taking 1 belt bound kind of grenades and 2 backback bound ones, 1x2 + 2x2, gives the soldier 4 of each grenade, but removes smoke grenades, chitin plating and medkit. Scope boost stays. Deducing from this, it looks like backpack items share space between all of them. I'm not sure how many backpack spaces there are overall, but I'll try testing with a soldier without deep-pockets and without smoke grenades to see how things work out. So far it looks like there is 3 belt spaces and 3 backpack spaces, however I'm not sure how these interact together and if deep pockets affects that. EDIT 4: It seems deep pockets does NOT affect the way equipment slots are distributed so far. My advise right now would be to stick with 6 inventory slots, however 8 might work out as well. It also seems to work better if there are less grenade types and under 3 grenades of the same type. The best results are with 2 belt bound grenades, 2 backpack bound grenades, 2 items. However 3 belt grenades, 3 backpack grenades and 2 items seems to work as well. Conclusion: This all is a pretty messy, messy, messy story. I'll screw with upks and inis and post if I find out anything interesting, but yeah, sticking to 6 inventory slots maximum seems like the most logical thing right now.
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