Amineri Posted December 2, 2013 Share Posted December 2, 2013 The list for "isBetterAlien" in EW is:9 -- Sectoid Commander11 -- Muton Elite12 -- Ethereal13 -- Chryssalid15 -- Muton Berserker16 -- Sectodpod19 -- UberEtherealHeavy floaters aren't on the list so would generate the regular 30 XP per kill. Link to comment Share on other sites More sharing options...
Hobbes77 Posted December 2, 2013 Share Posted December 2, 2013 The list for "isBetterAlien" in EW is:9 -- Sectoid Commander11 -- Muton Elite12 -- Ethereal13 -- Chryssalid15 -- Muton Berserker16 -- Sectodpod19 -- UberEtherealHeavy floaters aren't on the list so would generate the regular 30 XP per kill. That still doesn't explain what the poster claimed: *75 XP (with Wet Work) per kill for the 3 Elites and 1 Chryssalid = 300 XP* Plus 37 for the two Heavy Floaters it's 74. * Mission Complete and 0 KIAs, 110 XPs (90 from completing mission with BetterAlien and 20 from 0 KIAs)* Total = 484 XPs, which should be enough for a promotion since from Squaddie to Corporal you need 480 and you already got 90 from New Guy. Link to comment Share on other sites More sharing options...
Neonin Posted December 2, 2013 Share Posted December 2, 2013 (edited) Ignore. Edited December 2, 2013 by Neonin Link to comment Share on other sites More sharing options...
Drakous79 Posted December 2, 2013 Share Posted December 2, 2013 Neonin, over 12 MB must be uncompressed size :) Link to comment Share on other sites More sharing options...
Neonin Posted December 2, 2013 Share Posted December 2, 2013 (edited) Of course it is... I'm a moron. I blame illness! Apologies :smile: Something in that file has changed though, as my custom modlet offset had to be fixed. Edited December 2, 2013 by Neonin Link to comment Share on other sites More sharing options...
wghost81 Posted December 2, 2013 Share Posted December 2, 2013 (edited) Patch 1 seems to had added some new objects to our precious upks :smile: , but no existing objects references seems to had changed, only their data offsets. Edited December 2, 2013 by wghost81 Link to comment Share on other sites More sharing options...
Bertilsson Posted December 2, 2013 Share Posted December 2, 2013 Patch 1 seems to had added some new objects to our precious upks :smile: , but no existing objects references seems to had changed, only their data offsets.Thank you very much for sharing that observation! I was just about to rewrite my little class probability/class limiter function from scratch. If this holds true then all I need to do is to identify the new storage location and apply an offset to all locations in the toolboks mod, same way as I have already done for my reference free bigger base mod :) Link to comment Share on other sites More sharing options...
Drakous79 Posted December 2, 2013 Share Posted December 2, 2013 Aha, that's why I had a crash today. But didn't notice the patch is out, just verified game's cache and went on. Link to comment Share on other sites More sharing options...
Drakous79 Posted December 3, 2013 Share Posted December 3, 2013 Patch 1 seems to had added some new objects to our precious upks :smile: , but no existing objects references seems to had changed, only their data offsets. Something changed:m_kSoldier.kAppearance inside IsASpecialSoldier functionE0 F8 FF FF >> DD F8 FF FFUE's object: XComGame.XGTacticalGameCoreNativeBase.TSoldier.kAppearance Link to comment Share on other sites More sharing options...
Amineri Posted December 3, 2013 Share Posted December 3, 2013 Patch 1 seems to had added some new objects to our precious upks :smile: , but no existing objects references seems to had changed, only their data offsets. Something changed:m_kSoldier.kAppearance inside IsASpecialSoldier functionE0 F8 FF FF >> DD F8 FF FFUE's object: XComGame.XGTacticalGameCoreNativeBase.TSoldier.kAppearance Basically every object in the source code gets added to the objectlist (what I call it -- it's probably more correct to call it the Export Table as UE Explorer does). This table is filled out based on order of definition within the source files. In contrast the namelist is organized alphabetically. XCOM EW XComGame.upk release has precisely 56229 object/export entries. I know because that a test case in the UPKmodder tool I've been working on. (In comparison XCOM EU patch 4 has 50730 entries). In hex 56229 = 0xDBA5, which in little endian is A5 DB 00 00. This is the largest reference that will be used in that version's upk. The value you are referencing of E0 F8 FF FF is instead an import table reference. These are always negative values (in 2's complement of course). 0xFFFFFFF8E0 = -1824, while 0xFFFFF8DD = -1827. This means that there are 3 additional import table entries prior to the kAppearance definition. This value is on the import table because it is defined in XComGame.upk but (I'm guessing) the reference you pulled was from XComStrategyGame.upk. In order to access a variable from another upk it basically had to be included on the import table when the package file was created. After packaging there's basically no way to add something (hence why it's very hard to mod calling another upk). In general there are many fewer import table entries than there are objects internal to the upk. XComGame.upk for EW release had only 1955 entries on the importlist (compared to 56229 entries on the objectlist). Almost all of the XComGame's importlist is drawing from the Engine and Core packages -- it tends to not import objects from XComStrategyGame.upk. Link to comment Share on other sites More sharing options...
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