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Modding details? Ask away!


Amineri

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Thank you very much! It was really helpful

However, whenever I try to import the .fbx to UnrealEd it shows up this message and crashes (It only does this with the modded file):

 

<snip>

 

Any thoughs on what could be wrong?

 

 

Importing assets into UnrealEd can be an art in itself. We had our own share of issues with trying to set up an FBX import pipeline from Blender.

 

The spam of error messages are indicating that it's some sort of native code crash when UnrealEd is trying to import. You might get some (slightly) more useful information from the Launch.log in the SDK folder. This is separate from the Launch.log in the My Games folder you get when running the game.

 

Look at /XCom 2 SDK/XComGame/Logs/ (in your steam folder) for the Launch.log. This may give some additional context about what the problem may be. I know that JC and I had to go through several iterations with him tweaking Blender settings in order to get the file to import.

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Hi again Amineri! Thanks for all the help, and sorry for being such bothersome.

 

But, I just can't crack the crit immunity. Is it sort of like panic immunity right? If I make a carbon copy of X2AbilityToHitCalc_PanicCheck.uc, and adapt the panic to eHit_Crit, would it work?

 

 

I must also mention XCOM 2 is the first game I ever modded. If editing configs can be called modding.

Edited by zephyrr66
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Hm, I found these values but it didn't seem do anything, so I changed it back and continued to search. Thank you, will test more.

 

Huh? Works for me...

http://puu.sh/n0cke/7a1db17ec5.jpg

 

Did you close XCOM 2?

Did you start a new campaign?

 

Those are the most common causes I am aware of, in case a simple .ini edit does not work.

 

 

 

Flanking bonus crit is now a character stat, so look for it in with the Soldier character stats (and aliens). This amount also varies based on difficulty.

 

 

I'm still having trouble in modding flank crit values:

 

I changed these lines

 

CharacterBaseStats[eStat_FlankingCritChance]=
on top of the file, as well as the same one per the difficulty that I'm playing. And started a new game. Crit chance still stays at 40%. While bonus aim on flanked targets, that I increased, works well.
If I want it to be 100% It must look like this in both lines, correct?
CharacterBaseStats[eStat_FlankingCritChance]=100
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I changed these lines

 

CharacterBaseStats[eStat_FlankingCritChance]=
on top of the file, as well as the same one per the difficulty that I'm playing. And started a new game. Crit chance still stays at 40%. While bonus aim on flanked targets, that I increased, works well.
If I want it to be 100% It must look like this in both lines, correct?
CharacterBaseStats[eStat_FlankingCritChance]=100

 

 

 

It might be the way you are setting up your mod config files. You likely need to mark to delete the old line, then add the new line.

 

Something like so:

 

[Soldier X2CharacterTemplate]
-CharacterBaseStats[eStat_FlankingCritChance]=50
+CharacterBaseStats[eStat_FlankingCritChance]=100

 

The first line prefix - tells the merger to remove the line, using both key and value. The second line prefix + tells the merger to add the line if it doesn't already exist.

 

Alternatives are the ! prefix, which removes based on key, ignoring value, and the . prefix, which unconditionally adds the line, even if that results in a duplicate.

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Importing assets into UnrealEd can be an art in itself. We had our own share of issues with trying to set up an FBX import pipeline from Blender.

 

The spam of error messages are indicating that it's some sort of native code crash when UnrealEd is trying to import. You might get some (slightly) more useful information from the Launch.log in the SDK folder. This is separate from the Launch.log in the My Games folder you get when running the game.

 

Look at /XCom 2 SDK/XComGame/Logs/ (in your steam folder) for the Launch.log. This may give some additional context about what the problem may be. I know that JC and I had to go through several iterations with him tweaking Blender settings in order to get the file to import.

 

 

Thanks again! Will try

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I need help developing a Red Fog mod

 

I was thinking of adding an effect so it would be like a debug effect like high cover is when you check the shot breakdown...

 

How do i achieve this?

 

I can see the effects have methods.. but i dont see how i would add these effects to start with? i need to hook up to something health related.. so everytime health is modified.. healed or damaged.. i wanna apply/remove this "injured" effect that effect your ability to hit stuff and move..

 

I was thinking something like

50-80% health = 0.8 aim and movement penalty

30-49% health = 0.6 aim and movement penalty

1-29% health = 0.4 aim and movement penalty

 

Ive been working from the defaultmod project and tried changing stuff in XComGameState_Unit .. but ive really not seen any results when trying do stuff with eStat_Offense <.<

 

ive never done unreal scripting before.. (i do code for a living tho)

 

Any help is much appreciated!

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Is there a way to add a grenade only slot to other classes? I am trying to create a custom class that has the Heavy Ordnance perk but have been unable to figure out how to actually get the grenade slot that grenadiers have. In the DefaultGameData_SoldierSkills.ini I found this:

[XComGame.X2Ability_GrenadierAbilitySet]

ORDNANCE_BONUS=1

FreeGrenadeForPocket="FragGrenade"
I tried replicating a custom ability set very simply that looked like: (Operator is the name of custom class)

[XComGame.X2Ability_OperatorAbilitySet]

ORDNANCE_BONUS=1

FreeGrenadeForPocket="FragGrenade"
FACEOFF_COOLDOWN=3
FANFIRE_COOLDOWN=3
However, this did not add a grenade slot to the custom class, or reduce the cooldown on those 2 abilites. I'm assuming it is because I can't add [XComGame.X2Ability_OperatorAbilitySet] here but am really unsure of how else to create this. Any advice on what I'm doing wrong would be greatly appreciated.
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Guys, thank you for the helping with flanking! Finally managed to get it to work.

Would be grateful if someone could answer a few questions:

 

Why do I need to start a new game for flanking changes to take effect? I played with aim bonus, weapon mod values and even character skills - no need for a new game. But here it will not take effect until new campaign.

 

Can I somehow mod a male-to-female ratio in rookie acquisition? I'm getting one dude out of five new recruits. I know I can change their sex, but it just feels so wrong.

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Hi again, can you share your experience: are there any ways to turn on "Intellisense" for *.uc scripts in the Mod Buddy or load it the Unreal Engine? I mean autocompletion and a list of available types and functions? Thanks for your attention!

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