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EW: How to mod out the first mandatory mission?


grenademagnet

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Amineri, your guess was correct:

 

As an update, I think this is also mentioned in the KeyBinds thread, but a user on the somethingawful forums discovered his keybind commands would work again if applied in the DefaultGame,ini file, instead of DefaultInput.ini file. I tried this and it worked, to re-enable the SimCombat command I had bound, in order to help skip the first mandatory mission. Here is his copied post, from user TheCosmicMuffet

 

Keybinding update

found this while screwing around in the defaultgame.ini:

; This is an exact duplicate of the bindings found in DefaultInput.ini
; This is necessary because XComTacticalInput now extends MobilePlayerInput,
; which loads its configs from DefaultGame.ini.

When I edit the set of duplicate commands under there, my bindings work again. (be they slomo or whatever else).

Per the text, this is just for stuff that broke in tactical, though it leads me to believe that it's not broken in strategic view, then.

(yay!)

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Amineri, your guess was correct:

 

As an update, I think this is also mentioned in the KeyBinds thread, but a user on the somethingawful forums discovered his keybind commands would work again if applied in the DefaultGame,ini file, instead of DefaultInput.ini file.

...

Wait ... "Instead of"? Can you confirm you only made the key binds to the DefaultGame.ini file and not to the DefaultInput.ini file at all, and it worked? (Trying to determine if both need to be identical or not. Or if the same binding needs to be in both.)

 

NVM. Found it confirmed in the Keybind Commands thread that only the DefaultGame.ini needs to be changed. Apparently DefaultInput.ini is now being ignored. WTF were they thinking?

 

-Dubious-

Edited by dubiousintent
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Hmm. I'm not seeing anything about DefaultInput.ini still being active in that discussion. What am I missing?

 

-Dubious-

 

Sorry, I was just focusing on solving my particular problem, which was getting the SimCombat feature to work again from a keyboard command. After trying the command in the DefaultInput.ini failed, and then trying DefaultGame.ini after reading the suggestion to do so, I found the command worked again in the DefaultGame.ini.

 

I cannot speak to any functionality in the DefaultInput.ini file, except that I could not get my keybind to work in that file.

Edited by grenademagnet
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dubiousintent, here it is:

I've been editing the XComInput.ini file for EW, and i've confirmed that that my changes are taking, because i can change the "slomo" value in the [Engine.PlayerInput] section, and it definitely changes the speed in the base view.

Haven't tried it myself yet, though.
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It could be that they are being drawn from different places under different conditions.

 

For example it could be as simple as "strategy game from one file and tactical game from another", or it could be something more complex.

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dubiousintent, here it is:

I've been editing the XComInput.ini file for EW, and i've confirmed that that my changes are taking, because i can change the "slomo" value in the [Engine.PlayerInput] section, and it definitely changes the speed in the base view.

Haven't tried it myself yet, though.

 

Aha. :pinch: [so many trees ... where is that forest?] Thanks. Corrected the wiki article to reflect "sometimes" and both are needed.

 

Can someone confirm if "Xcom" versions of "Default" INI files (the ones in the ''My Games'' tree) get automatically updated if the "Default" versions are, or do they need to be manually updated?

 

-Dubious-

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