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The web based (extended) Perk Tree mod generator(s)


Bertilsson

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Hmmmm ...

 

The bigger perk tree and dynamic alien upgrade mods are likely the first ones I'll work on after I get the new tool reasonably decent.

 

The perk tree stuff is a bit more useful in standalone so it's quite possible I'll work on it first.

 

The list of mods to update (not in any particular order):

  • More perk choices
  • More interceptors per continent
  • Dynamic alien stats + damage reduction + regeneration
  • Squadsight penalty redux
  • Ammo cost
  • Rocket scatter
  • SHIV loadout
  • All Countries Contribute
  • Multiple alien bases and retaking lost countries
  • Alien leaders
  • Damage randomizatios
  • Additional items
  • South America continent bonus

Plus there were a bunch of new things that I was making plans about before EW released. So... no shortage of stuff ^-^

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  • 1 month later...

Hi i wanted to ask if there is an updated version for EW yet.

Changing the vanilla perk tree is very easy by editing the dgc.ini

But i havent found a working mod which implements more possible perks.

Maybe my searching skills are to bad.

 

btw is it possible to change which perks are random and which not? I would like you can choose between one fixed perk and another randomized.

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I've updated the Expanded Perk tree mod, but have been doing some testing of it, and haven't yet released it in an easily-installable form (all of the files are in my UPKmodder format).

 

Changing which perks are randomizable is as simple as changing the arrRandomPerks in the DGC.ini.

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Maybe i verbalized bad.

Im not talking about changing perks to RandomPerks=ePerk_ in the dgc.ini

When i use second wave options for the perk roulette most perks are always random.

I thought about not using the second wave options and insteand i want to something like:

 

SoldierPerkTrees=(SoldierType=eSC_Assault, Squaddie=ePerk_RunAndGun, Corporal1=RandomPerks=ePerk_Aggression, Corporal2=ePerk_TacticalSense, Sergeant1=RandomPerks=ePerk_CloseAndPersonal, Sergeant2=ePerk_LightningReflexes, Lieutenant1=RandomPerks=ePerk_RapidFire, Lieutenant2=ePerk_Flush, Captain1=RandomPerks=ePerk_BringEmOn, Captain2=ePerk_CloseCombatSpecialist, Major=ePerk_ExtraConditioning, Colonel1=RandomPerks=ePerk_KillerInstinct, Colonel2=ePerk_Resilience)

 

this is defintely wrong but you maybe understand what i mean.

With 3 perks it would be badass in combination of course. I could just let the original perk tree "stay alive" but add a random perk every lvl up fe.

(i like most of the original perks, i just want to do more little changes)

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Ahhh, I see. You're looking for something in-between the 100% certainty without SW Training Roulette and the wild chaos that ensues with Training Roulette.

 

I've thought about such a thing, and I think it would be do-able, but I haven't yet dug into it (been too busy lately trying to get Long War updated for EW). I might add such an option to the base feature set of Long War (with SW Training Roulette generating a more randomized set), but so far it hasn't bumped up as a priority.

 

I wasn't able to easily modify the perk tree structure, so instead I've set it up to use multiples for the same class in order to define the different options, a la :

SoldierPerkTrees=(SoldierType=eSC_Assault,		Squaddie=ePerk_RunAndGun, 	Corporal1=ePerk_Aggression, 	Corporal2=0, Sergeant1=ePerk_CloseAndPersonal, 	Sergeant2=0, Lieutenant1=ePerk_RapidFire, 	Lieutenant2=0, Captain1=ePerk_BringEmOn, 			 Captain2=0, Major=0, 					    Colonel1=ePerk_KillerInstinct,  Colonel2=0)
SoldierPerkTrees=(SoldierType=eSC_Assault,		Squaddie=0, 				Corporal1=0, 					Corporal2=0, Sergeant1=0, 						Sergeant2=0, Lieutenant1=0, 				Lieutenant2=0, Captain1=0, 							 Captain2=0, Major=ePerk_ExtraConditioning, Colonel1=0, 					Colonel2=0)
SoldierPerkTrees=(SoldierType=eSC_Assault,		Squaddie=ePerk_BulletSwarm, Corporal1=ePerk_TacticalSense, 	Corporal2=0, Sergeant1=ePerk_LightningReflexes, Sergeant2=0, Lieutenant1=ePerk_Flush, 		Lieutenant2=0, Captain1=ePerk_CloseCombatSpecialist, Captain2=0, Major=0, 					    Colonel1=ePerk_Resilience,  	Colonel2=0)

The first row is the right-most column of perks, the second row is the middle column of perks, and the third row is the left-most column of perks. A zero is used to indicate a blank in the perk tree. All of the <rank>2 spots are unused.

 

I think I could set it up so that a 255 in the above would be replaced by a random perk from arrRandomPerks even if the SW option isn't turned on.

 

For those interested in such things, I was able to create entirely separate trees for the Long War subclasses (including 8 distinct trees for each MEC+subclass combo). This means that there will be 16 separate 3x7 perk trees in Long War :D

 

Here's the testing set of the Long War subclass perk trees:

 

 

; Begin Long War subclass perk trees
; 11 = Sniper subclass "Sniper"
SoldierPerkTrees=(SoldierType=11,		Squaddie=0, 	Corporal1=ePerk_Gunslinger, 	Corporal2=0, Sergeant1=ePerk_PrecisionShot,		Sergeant2=0, Lieutenant1=ePerk_Executioner,			Lieutenant2=0, Captain1=ePerk_SnapShot, 			Captain2=0, Major=ePerk_Resilience, 		Colonel1=ePerk_DoubleTap, 			Colonel2=0)
SoldierPerkTrees=(SoldierType=11,		Squaddie=0, 	Corporal1=ePerk_DamnGoodGround,	Corporal2=0, Sergeant1=0, 						Sergeant2=0, Lieutenant1=ePerk_Flush, 				Lieutenant2=0, Captain1=0, 							Captain2=0, Major=0, 						Colonel1=0, 						Colonel2=0)
SoldierPerkTrees=(SoldierType=11,		Squaddie=0, 	Corporal1=ePerk_BattleScanner, 	Corporal2=0, Sergeant1=ePerk_LowProfile, 		Sergeant2=0, Lieutenant1=ePerk_TacticalSense,		Lieutenant2=0, Captain1=ePerk_BringEmOn, 			Captain2=0, Major=ePerk_DeepPockets,		Colonel1=ePerk_InTheZone, 			Colonel2=0)

; 21 = Sniper subclass "Scout"
SoldierPerkTrees=(SoldierType=21,		Squaddie=0, 	Corporal1=ePerk_DamnGoodGround, Corporal2=0, Sergeant1=ePerk_LowProfile, 		Sergeant2=0, Lieutenant1=ePerk_Flush,  				Lieutenant2=0, Captain1=ePerk_BringEmOn, 			Captain2=0, Major=ePerk_Resilience, 		Colonel1=ePerk_InTheZone, 			Colonel2=0)
SoldierPerkTrees=(SoldierType=21,		Squaddie=0, 	Corporal1=ePerk_BattleScanner, 	Corporal2=0, Sergeant1=0, 						Sergeant2=0, Lieutenant1=ePerk_TacticalSense, 		Lieutenant2=0, Captain1=0, 				   			Captain2=0, Major=ePerk_DeepPockets, 		Colonel1=0, 						Colonel2=0)
SoldierPerkTrees=(SoldierType=21,		Squaddie=0, 	Corporal1=ePerk_RapidReaction, 	Corporal2=0, Sergeant1=ePerk_Sprinter, 			Sergeant2=0, Lieutenant1=ePerk_TracerBeams,  		Lieutenant2=0, Captain1=ePerk_FocusedSuppression, 	Captain2=0, Major=ePerk_Aggression, 		Colonel1=ePerk_RapidFire, 			Colonel2=0)

; 12 = Heavy subclass "Rocketeer"
SoldierPerkTrees=(SoldierType=12,		Squaddie=0, 	Corporal1=ePerk_Flush, 			Corporal2=0, Sergeant1=ePerk_ShredderRocket,	Sergeant2=0, Lieutenant1=ePerk_TacticalSense, 		Lieutenant2=0, Captain1=0, 							Captain2=0, Major=ePerk_ExtraConditioning, 	Colonel1=ePerk_Mayhem, 				Colonel2=0)
SoldierPerkTrees=(SoldierType=12,		Squaddie=0,  	Corporal1=0, 				 	Corporal2=0, Sergeant1=ePerk_Aggression, 		Sergeant2=0, Lieutenant1=ePerk_FocusedSuppression, 	Lieutenant2=0, Captain1=ePerk_DangerZone, 			Captain2=0, Major=0, 						Colonel1=0, 						Colonel2=0)
SoldierPerkTrees=(SoldierType=12,		Squaddie=0, 	Corporal1=ePerk_CoveringFire,	Corporal2=0, Sergeant1=ePerk_RapidReaction, 	Sergeant2=0, Lieutenant1=ePerk_HEATAmmo, 			Lieutenant2=0, Captain1=0,  						Captain2=0, Major=ePerk_WillToSurvive, 		Colonel1=ePerk_Rocketeer, 			Colonel2=0)

; 22 = Heavy subclass "Gunner"
SoldierPerkTrees=(SoldierType=22,		Squaddie=0, 	Corporal1=ePerk_TracerBeams, 	Corporal2=0, Sergeant1=ePerk_Aggression, 		Sergeant2=0, Lieutenant1=ePerk_DangerZone, 			Lieutenant2=0, Captain1=ePerk_Opportunist, 			Captain2=0, Major=ePerk_WillToSurvive, 		Colonel1=ePerk_BringEmOn, 			Colonel2=0)
SoldierPerkTrees=(SoldierType=22,		Squaddie=0,  	Corporal1=ePerk_Flush, 			Corporal2=0, Sergeant1=ePerk_HEATAmmo, 			Sergeant2=0, Lieutenant1=0, 						Lieutenant2=0, Captain1=0, 				  			Captain2=0, Major=0, 						Colonel1=0, 						Colonel2=0)
SoldierPerkTrees=(SoldierType=22,		Squaddie=0, 	Corporal1=ePerk_CoveringFire,	Corporal2=0, Sergeant1=ePerk_RapidReaction, 	Sergeant2=0, Lieutenant1=ePerk_TacticalSense, 		Lieutenant2=0, Captain1=ePerk_DoubleTap,  			Captain2=0, Major=ePerk_DeepPockets, 		Colonel1=ePerk_ExtraConditioning, 	Colonel2=0)

; 13 = Support subclass "Medic"
SoldierPerkTrees=(SoldierType=13,		Squaddie=0, 	Corporal1=ePerk_CoveringFire, 	Corporal2=0, Sergeant1=ePerk_SmokeAndMirrors, 	Sergeant2=0, Lieutenant1=ePerk_CombatDrugs, 		Lieutenant2=0, Captain1=ePerk_Opportunist, 			Captain2=0, Major=ePerk_Sprinter, 			Colonel1=ePerk_DeepPockets, 		Colonel2=0)
SoldierPerkTrees=(SoldierType=13,		Squaddie=0, 	Corporal1=ePerk_SmokeBomb,  	Corporal2=0, Sergeant1=ePerk_Revive, 			Sergeant2=0, Lieutenant1=0, 						Lieutenant2=0, Captain1=0, 							Captain2=0, Major=ePerk_ExtraConditioning, 	Colonel1=0, 						Colonel2=0)
SoldierPerkTrees=(SoldierType=13,		Squaddie=0, 	Corporal1=ePerk_RapidReaction, 	Corporal2=0, Sergeant1=ePerk_TacticalSense, 	Sergeant2=0, Lieutenant1=ePerk_DenseSmoke, 			Lieutenant2=0, Captain1=ePerk_FocusedSuppression, 	Captain2=0, Major=0, 				 		Colonel1=ePerk_Savior, 				Colonel2=0)

; 23 = Support subclass "Engineer"
SoldierPerkTrees=(SoldierType=23,		Squaddie=0, 	Corporal1=ePerk_SmokeBomb, 		Corporal2=0, Sergeant1=ePerk_TacticalSense, 	Sergeant2=0, Lieutenant1=ePerk_DenseSmoke,  		Lieutenant2=0, Captain1=ePerk_SmokeAndMirrors, 		Captain2=0, Major=ePerk_ExtraConditioning, 	Colonel1=0, 						Colonel2=0)
SoldierPerkTrees=(SoldierType=23,		Squaddie=0, 	Corporal1=0,  					Corporal2=0, Sergeant1=0, 						Sergeant2=0, Lieutenant1=0, 						Lieutenant2=0, Captain1=0, 							Captain2=0, Major=0, 						Colonel1=ePerk_Bombard, 			Colonel2=0)
SoldierPerkTrees=(SoldierType=23,		Squaddie=0, 	Corporal1=ePerk_RapidReaction, 	Corporal2=0, Sergeant1=ePerk_TracerBeams, 		Sergeant2=0, Lieutenant1=ePerk_Repair, 				Lieutenant2=0, Captain1=ePerk_FocusedSuppression, 	Captain2=0, Major=ePerk_DeepPockets, 		Colonel1=0, 						Colonel2=0)

; 14 = Assault subclass "Assault"
SoldierPerkTrees=(SoldierType=14,		Squaddie=0, 	Corporal1=ePerk_CloseAndPersonal,Corporal2=0,Sergeant1=ePerk_Aggression, 		Sergeant2=0, Lieutenant1=ePerk_CloseCombatSpecialist,Lieutenant2=0,Captain1=ePerk_BringEmOn, 			Captain2=0, Major=ePerk_WillToSurvive, 		Colonel1=ePerk_RapidFire,  			Colonel2=0)
SoldierPerkTrees=(SoldierType=14,		Squaddie=0, 	Corporal1=ePerk_SmokeBomb, 		Corporal2=0, Sergeant1=0, 						Sergeant2=0, Lieutenant1=ePerk_TacticalSense, 		Lieutenant2=0, Captain1=0, 							Captain2=0, Major=0, 						Colonel1=ePerk_Sprinter, 			Colonel2=0)
SoldierPerkTrees=(SoldierType=14,		Squaddie=0, 	Corporal1=ePerk_Executioner, 	Corporal2=0, Sergeant1=ePerk_Gunslinger, 		Sergeant2=0, Lieutenant1=ePerk_KillerInstinct, 		Lieutenant2=0, Captain1=ePerk_LightningReflexes, 	Captain2=0, Major=ePerk_ExtraConditioning, 	Colonel1=ePerk_Resilience,  		Colonel2=0)

; 24 = Assault subclass "Infantry"
SoldierPerkTrees=(SoldierType=24,		Squaddie=0, 	Corporal1=ePerk_SmokeBomb, 		Corporal2=0, Sergeant1=ePerk_Aggression, 		Sergeant2=0, Lieutenant1=ePerk_FocusedSuppression, 	Lieutenant2=0, Captain1=ePerk_WillToSurvive, 		Captain2=0, Major=ePerk_Resilience, 	    Colonel1=ePerk_RapidFire,  			Colonel2=0)
SoldierPerkTrees=(SoldierType=24,		Squaddie=0, 	Corporal1=ePerk_Executioner, 	Corporal2=0, Sergeant1=0, 						Sergeant2=0, Lieutenant1=ePerk_CloseCombatSpecialist,Lieutenant2=0,Captain1=0, 							Captain2=0, Major=0, 						Colonel1=0, 						Colonel2=0)
SoldierPerkTrees=(SoldierType=24,		Squaddie=0, 	Corporal1=ePerk_CoveringFire, 	Corporal2=0, Sergeant1=ePerk_Opportunist, 		Sergeant2=0, Lieutenant1=ePerk_TacticalSense, 		Lieutenant2=0, Captain1=ePerk_BringEmOn, 			Captain2=0, Major=ePerk_ExtraConditioning,  Colonel1=ePerk_Sentinel,  			Colonel2=0)
 

 

 

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  • 1 month later...

Greetings Amineri. I am new to the modding of EW and unfortunately my questions may be annoying and I apologize. I am using Toolboks 1.6.4.

 

I have an updated EW.

 

I have Training roullette on.

 

I have some mod experience but not much.

 

I would really just like to pick the perks for each class and simply modify one or two perks for each class and keep most of the vanilla ones as they are. When I load up the perk sheet from your online builder, Toolboks says invalid characters in Modded Hex and it gives me an example.

 

Use

 

/* and */ for block comments.

 

I am trying to load up the perk note/pad sheet into Toolboks and I am getting the error.

 

If there is a workaround or simply moddifying the existing files in the game I am happy to do that.

 

I simply go tired of having every assault take a medic choice and last night killed me when I got two medic choices at Captain and made that entire promotion worthless.

 

Thanks much for your patience.

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The web-based tool created hex changes, which are only compatible for Enemy Unknown. Enemy Within pretty drastically changed how the system works, adding both random perks (a la Training Roulette) as well as move the configuration of perks from the hex to the DefaultGameCore.ini.

 

I've posted up the changes necessary to get the Expanded Perk Tree working for Enemy Within in it's own thread : http://forums.nexusmods.com/index.php?/topic/981018-ui-mod-bigger-perk-tree.

 

These are all in UPKmodder format, which while not super-difficult to work with also isn't terribly end-user friendly.

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Greetings Bertilson,

 

Will this mod builder be updated for 1.6.4?

 

I get the error when trying to use the sheets in Toolboks and I think its the change from { to /.

 

I really just want to change around a few perks so I can have that custom squad that I want to build.

 

Thanks again for your hard work!

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