Feltsuit Posted August 15, 2014 Share Posted August 15, 2014 I know this is in the UPK file under XGTechTree but I don't know how to change it. Can anyone offer some insight? The last post about this was a "nvm fixed it" occasion. Here's the line. function BuildGeneTechs() { BuildGeneModTech(1, 53, 240, 15, 50, 4); BuildGeneModTech(2, 47, 144, 10, 20, 20); BuildGeneModTech(3, 51, 240, 15, 20, 28); BuildGeneModTech(4, 44, 72, 8, 15, 155); BuildGeneModTech(5, 13, 72, 4, 10, 30); BuildGeneModTech(6, 13, 72, 4, 10, 38); BuildGeneModTech(7, 58, 168, 10, 25, 42); BuildGeneModTech(8, 50, 240, 10, 20, 148); BuildGeneModTech(9, 46, 168, 12, 20, 50); BuildGeneModTech(10, 48, 168, 15, 30, 45); //return; } Link to comment Share on other sites More sharing options...
Zybertryx Posted August 31, 2014 Share Posted August 31, 2014 I'm not actually sure (I haven't even touched XCOM for about 6 months or more) and only really progressed a little beyond 'dabbler' status even then but it looks to me that the third set of integers for each entry is the time it takes to go through the gene manipulation process in game hours. Example: BuildGeneModTech(4, 44, 72, 8, 15, 155); 72 hours = 3 days Should be pretty painless to change by finding the specific HEX string in UE Explorer' buffer view then doing an old school "Find/Replace" using HxD. Link to comment Share on other sites More sharing options...
dip0 Posted May 22, 2015 Share Posted May 22, 2015 I'm interested in modding this as well. I think that the third line though might not necessarily be the time variable as normally all mods equally take 3 days? Link to comment Share on other sites More sharing options...
Zyxpsilon Posted May 25, 2015 Share Posted May 25, 2015 (edited) Okay... it seems you are looking to change these values from the Enemy-Within fileset. 1) Visit the Wiki and consult the articles on modding UPK files... these will suggest minimal tools like UEExplorer & Gildor's decompress.exe to gain access to the source code found in the XComStrategyGame.UPK for genemods like this... function BuildGeneTechs() { BuildGeneModTech(1, 50, 72, 15, 75, 4); BuildGeneModTech(2, 47, 72, 10, 25, 20); BuildGeneModTech(3, 51, 72, 20, 35, 28); BuildGeneModTech(4, 6, 72, 10, 35, 29); BuildGeneModTech(5, 13, 72, 5, 15, 30); BuildGeneModTech(6, 13, 72, 5, 15, 38); BuildGeneModTech(7, 48, 72, 15, 35, 42); BuildGeneModTech(8, 58, 72, 65, 150, 95); BuildGeneModTech(9, 46, 72, 25, 60, 50); BuildGeneModTech(10, 13, 72, 15, 30, 45); //return; }2) As explained in the Wiki article, you should then be able to view, interpret and (indirectly, later on) edit some "Tokens" ( Ideally, disassembled by UEEx! ) while pointing to the correct hex-code(s) that defines any of the *72* (DECIMAL) values listed above. The correct value for this number is *48* when noted in HEX format by & with such tokens. For example the first GeneMod row and its list of tokens goes like that... 1B 1E 05 00 00 00 00 00 00 24 01 24 32 2C 48 2C 0F 2C 4B 24 04 16Do you see something directly obvious there??Note that... 24 or 2C are "separators" or "commas" in disassembled formatting language.1=01, 50=32, 72=48, 15=0F, 75=4B, 4=04...Eureka! It is preferable to provide the whole referencing token for processing by a Patch file. Thus... a rather simple Theory mod-code would go like this... [BEFORE_HEX] 1B 1E 05 00 00 00 00 00 00 24 01 24 32 2C 48 2C 0F 2C 4B 24 04 16 [AFTER_HEX] 1B 1E 05 00 00 00 00 00 00 24 01 24 32 2C 12 2C 0F 2C 4B 24 04 16 That first Genemod will from now on take 18 hours!! BUT-- i will also need to insist that you visit the Wiki to familiarize yourself with such Modding technicalities including how to create Patcher files. Edited May 25, 2015 by Zyxpsilon Link to comment Share on other sites More sharing options...
dip0 Posted May 27, 2015 Share Posted May 27, 2015 Thanks, managed to successfully edit it with your guidance, though I didn't manage to actually make a mod from it - got confused and used a hex editor instead! Link to comment Share on other sites More sharing options...
Recommended Posts