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wghost81

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Everything posted by wghost81

  1. Yes, but it's limited and we're not allowed to override everything. Templates included. And I also have doubts about managers - they're singletons and an entire game relies on them.
  2. I was trying to do this too :) Seems all modders think alike :) BTW, I think the only reliable way of sneaking custom code into tactical part without too much hacks is new item with new ability. We can subscribe ability to an event, as I understand, and do our dirty things. :)
  3. Basically, we need hooks for altering existing templates. And a hook for altering tactical rulesets. With these two I will feel much better about modding capabilities :)
  4. Looks like they were expecting new textures, weapons and models, not changing their core mechanics. Everything is possible with direct editing and recompiling of base scripts, but it's an overkill for just one template, so yeah, limitations. But they're still supporting this game, so there's hope yet. :)
  5. Turns out not only mod ID, but also a mod name under mod properties can't be changed for already published mods. There's no warning about it, so be careful! Killing 22,346 saves wasn't fun at all. Just in case: renaming the mod back to its original name, rebuilding and publishing solves the issue.
  6. There's no simple way to override vanilla content as we discovered. We can add new stuff easily and edit vanilla content with wast ini options, but adding new abilities to existing templates is tricky and not always can be done. See LW officer mod for example of doing it with UI button press.
  7. Right now it looks like adding new stuff is actually easier than modifying an existing ones. :) We can modify core functionality with ini and options are wast. But still, scripting side is limited in this area.
  8. Running the game from ModBuddy with Debug -> Start Debug (or just F5) will run the game in full debug mode with additional menus, console and whatever else there is.
  9. Go to Library -> Tools in Steam and scroll down to find XCOM 2 Development Tools. Install it and then open Steam\steamapps\common\XCOM 2 SDK\Documentation\XCOM2 SDK QuickStart.pdf file and read it carefully, because you need to install additional redistributable packages and configure ModBuddy before you start. If you are unable to install some of the packages and/or getting errors on launch, read this topic. XCOM2 is Unreal Engine 3 based, so you most probably need to read this: https://udn.epicgames.com/Three/WebHome.html There are also docs in Steam\steamapps\common\XCOM 2 SDK\Documentation folder you need to read to understand important XCOM2 features, how they work together and how you can modify them. Good luck, Commander!
  10. Tweaks depend on the mod very much. For example, free camera mod no matter how small it is, replaces the original class with a child class and this child class gets into a save. Now imagine how engine would behave when trying to load up a save and instantiate a missing class. To sum things up: I wouldn't recommend tinkering with saves if you don't want your campaign ruined. Pick your mods carefully, Commanders! ;)
  11. Looks like workshop has problems handling mods under Mac and Linux due to lowercase problem. Linux game version, manual installation: 1. Create mods folder under [Path To SteamLibrary]/steamapps/common/XCOM 2/share/data/xcomgame, so it looks like this: [Path To SteamLibrary]/steamapps/common/XCOM 2/share/data/xcomgame/mods 2. Unpack the mod into this folder. 3. Mass-rename all folders and files to lowercase. Mac version is yet to be tested, as I don't have access to one :)
  12. So we've spent several hours with Amineri trying to find a way to edit those timers without a need to manually edit every map and haven't found anything obvious and easy. Welcome to XCOM2 modding limitations. :) Turn timer is a constant value, hard-coded in special mission kismet. If we could instantiate a custom persistent object into the world, finding and changing that kismet variable wouldn't be a big problem. But we can't. There are two possible solutions we can think of right now: an ability or an item with custom script you can take on mission with you.
  13. In ModBuddy: Service -> XCOM2 Editor. Might not be a Service exactly, because I accidentally downloaded Russian version of visual studio thingy and can't switch it to English for the life of me :) It gives you fully functional Unreal Editor.
  14. Well, it was actually my first mod that started XCOM2 forum. :smile: The tool looks good. But needs getting used to. :smile:
  15. So, about those screen distortions. Seems they're can be simply switched off by editing XCOM 2\XComGame\Config\DefaultUI.ini section [XComGame.UIScreen], variables bPlayAnimateInDistortion and bPlayIdleDistortion. Quick tested it and it seems to work.
  16. Turns out that Microsoft Visual Studio 2013 Isolated Shell redistributable package shipped with the tool requires Win XP SP 3 and thus can't be installed for Win 7. The solution is to download it manually. Also, read XCOM 2 SDK\Documentation and install XCOM 2 SDK\Binaries\Redist\UE3Redist.exe package.
  17. Here's our new home for XCOM 2 R&D discussions: http://forums.nexusmods.com/index.php?/forum/3591-general-xcom-2-discussion/ Hope we all see each other there soon :)
  18. XCOM:EU version of LW doesn't support mac/linux game versions. But you can try installing it manually, using LW:EW install script as a reference.
  19. TBH, I'm kinda scared with all this XCOM2 modding hype train. :) I'm an old ghost used to HxD and hacking my way through games, I don't know if I can handle real modding tools. :) Jokes aside, I already have XCOM2 pre-ordered, but I intend to play it through first. And I again vote for XCOM2 section. Nexus is home.
  20. Nexus is the community. XCOM EU/EW modding was not done by one team, it was done by the community that gathered here and shared their ideas and moved things forward. There were many technical breakthroughs made right here, on this very forum, which allowed LW to become what is has become. Brainstorms, discussions, many different people with different ideas and approach to modding who were thinking out-of-the-box and helping each other with their insights, Dubious who gathered everything, every bit of information, and maintained XCOM modding wiki which helped a lot of modmakers to get started. It was the best community. It is the best community. And I hope it will stay the best community. So no, Dark0ne, I can't agree with you. :smile: I hope that soon we will gather here once again to have fun with XCOM2. All the fun. :smile:
  21. REPLACEMENT_CODE requires pseudo-code to work properly and you're using hex-code. You need to either use hex to pseudo-code decompiler which is part of UPKUtils package or calculate and set virtual function size manually.
  22. >XCOM2 This. I still can't decide whether it was a blessing or a curse when they've announced full modding support in XCOM-2 :)
  23. The best option, IMO, would be to replace XGTechTree with it's child class and override BuildAltTechs function. XGTechTree is spawned in one place inside Labs class and is easy to replace. SpazmoJones, he wants to make it ini configurable.
  24. Great! BTW, when using tactical saves I noticed that multiple copies of saved objects sometimes persist when you load a save. So we might need ActorClassesToDestroy after all.
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