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Posted (edited)

--- Apologies for the double post, but I'm new here and this forum seems to have more eyes than Mod Requests ---



For my own satisfaction and, I am attempting an EU+DLC playthrough by recreating the characters from the Tutorial mission as a revised kind of canon beginning, assuming medical care arrived just in time and they all got patched up! :tongue:



In the games log files [Documents\My Games\XCOM - Enemy Unknown\XComGame\Logs] I can find the Race, Head, Hair, and Voice that the game loads for each of the characters (names are random but their appearances are always the same).



But I cannot tell what skin colors and hair colors have been selected. I can make guesses, but there has to be a way to find for sure.



I cannot find the .upk file that dictates how the game forces all of the Tutorial character appearance characteristics.



As another option, from this site I have learned to decompress and DeserializeAll the Startup.upk file, where I have found the UnitPalettes detailing the skin and hair colors, thinking I could make changes to them to verify the settings are what I think they are, but I do not know how to edit them by developing a mod for PatcherGUI.


Edited by marender
Posted

I've found the appearance settings for the Tutorial soldiers. These will be my canon original four for EU now. :)

 

The function is in XStrategyGame.upk > XGFacility_Barracks

 

function TUTORIALLoadSoldiers(XGShip_Dropship kSkyranger)
{
local XGStrategySoldier kSoldier;
kSoldier = Spawn(Class'XGStrategySoldier');
kSoldier.m_kSoldier = m_kCharGen.CreateTSoldier(1, 0, 1);
kSoldier.m_kChar = TACTICAL().GetTCharacter(2);
kSoldier.m_kSoldier.kAppearance.iRace = 1;
kSoldier.m_kSoldier.kAppearance.iHead = 22;
kSoldier.m_kSoldier.kAppearance.iFacialHair = -1;
kSoldier.m_kSoldier.kAppearance.iHaircut = 0;
kSoldier.m_kSoldier.kAppearance.iHairColor = 11;
kSoldier.m_kSoldier.kAppearance.iSkinColor = 1;
kSoldier.m_kSoldier.kAppearance.iGender = 1;
kSoldier.m_kSoldier.kAppearance.iFlag = 0;
kSoldier.m_kSoldier.kAppearance.iVoice = 2;
STORAGE().AutoEquip(kSoldier);
kSkyranger.m_arrSoldiers.AddItem(kSoldier;
kSoldier.SetHQLocation(1, true);
AddNewSoldier(kSoldier);
kSoldier = Spawn(Class'XGStrategySoldier');
kSoldier.m_kSoldier = m_kCharGen.CreateTSoldier(1, 20, 3);
kSoldier.m_kChar = TACTICAL().GetTCharacter(2);
kSoldier.m_kSoldier.kAppearance.iRace = 3;
kSoldier.m_kSoldier.kAppearance.iHead = 36;
kSoldier.m_kSoldier.kAppearance.iFacialHair = 19;
kSoldier.m_kSoldier.kAppearance.iHaircut = 20;
kSoldier.m_kSoldier.kAppearance.iHairColor = 11;
kSoldier.m_kSoldier.kAppearance.iSkinColor = 4;
kSoldier.m_kSoldier.kAppearance.iGender = 1;
kSoldier.m_kSoldier.kAppearance.iFlag = 20;
kSoldier.m_kSoldier.kAppearance.iVoice = 1;
STORAGE().AutoEquip(kSoldier);
kSkyranger.m_arrSoldiers.AddItem(kSoldier;
kSoldier.SetHQLocation(1, true);
AddNewSoldier(kSoldier);
kSoldier = Spawn(Class'XGStrategySoldier');
kSoldier.m_kSoldier = m_kCharGen.CreateTSoldier(1, 1, 0);
kSoldier.m_kChar = TACTICAL().GetTCharacter(2);
kSoldier.m_kSoldier.kAppearance.iRace = 0;
kSoldier.m_kSoldier.kAppearance.iHead = 15;
kSoldier.m_kSoldier.kAppearance.iFacialHair = 7;
kSoldier.m_kSoldier.kAppearance.iHaircut = 18;
kSoldier.m_kSoldier.kAppearance.iHairColor = 1;
kSoldier.m_kSoldier.kAppearance.iSkinColor = 1;
kSoldier.m_kSoldier.kAppearance.iGender = 1;
kSoldier.m_kSoldier.kAppearance.iFlag = 1;
kSoldier.m_kSoldier.kAppearance.iVoice = 3;
STORAGE().AutoEquip(kSoldier);
kSkyranger.m_arrSoldiers.AddItem(kSoldier;
kSoldier.SetHQLocation(1, true);
AddNewSoldier(kSoldier);
kSoldier = Spawn(Class'XGStrategySoldier');
kSoldier.m_kSoldier = m_kCharGen.CreateTSoldier(2, 6, 2);
kSoldier.m_kChar = TACTICAL().GetTCharacter(2);
kSoldier.m_kSoldier.kAppearance.iRace = 2;
kSoldier.m_kSoldier.kAppearance.iHead = 60;
kSoldier.m_kSoldier.kAppearance.iFacialHair = -1;
kSoldier.m_kSoldier.kAppearance.iHaircut = 4;
kSoldier.m_kSoldier.kAppearance.iHairColor = 11;
kSoldier.m_kSoldier.kAppearance.iSkinColor = 3;
kSoldier.m_kSoldier.kAppearance.iGender = 2;
kSoldier.m_kSoldier.kAppearance.iFlag = 6;
kSoldier.m_kSoldier.kAppearance.iVoice = 12;
STORAGE().AutoEquip(kSoldier);
kSkyranger.m_arrSoldiers.AddItem(kSoldier;
kSoldier.SetHQLocation(1, true);
AddNewSoldier(kSoldier);
AddNewSoldiers(11);
//return;
}
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