sang1990 Posted February 9, 2016 Share Posted February 9, 2016 I want to make korean voice mod. But i don't know how to use unreal engine 3. Must upk file use unreal engine 3? Link to comment Share on other sites More sharing options...
Kenshkrix Posted February 9, 2016 Share Posted February 9, 2016 I know you have not answered my first question, but another thought.Is it possible to mod start continent?If you go under GameData.ini, there's a series of lines that start with PossibleStartingRegions=According to somebody else I saw answer this question somewhere, you can just remove the ones that you don't want. Link to comment Share on other sites More sharing options...
Karnich Posted February 9, 2016 Share Posted February 9, 2016 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 like50-80% health = 0.8 aim and movement penalty30-49% health = 0.6 aim and movement penalty1-29% 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! Link to comment Share on other sites More sharing options...
oasis789 Posted February 9, 2016 Share Posted February 9, 2016 What is the difference between the XCom*.ini files in My Documents\My Games\XCOM2\XComGame\Config\ and Default*.ini files in Steam\steamapps\commonXCOM 2\XComGame\Config ? Link to comment Share on other sites More sharing options...
Joshuahoeth Posted February 9, 2016 Share Posted February 9, 2016 As far as I know the Default*.ini files are the ones actually read, and loaded by the game, no clue what purpose the ones in documents serve though Link to comment Share on other sites More sharing options...
SakuraKoi Posted February 9, 2016 Share Posted February 9, 2016 The Default'.ini are the ones which one should not overwrite nor delete. The XCom*.ini are the ones which the game actually uses and generates from the Default*.ini in case those are deleted. As an example for what happens if you delete a(ll) Default*.ini: ---------------------------Visual Studio Just-In-Time Debugger---------------------------An unhandled Microsoft .NET Framework exception occurred in ModLauncherWPF.exe [4868]. Just-In-Time debugging this exception failed with the following error: No installed debugger has Just-In-Time debugging enabled. In Visual Studio, Just-In-Time debugging can be enabled from Tools/Options/Debugging/Just-In-Time. Check the documentation index for 'Just-in-time debugging, errors' for more information.---------------------------OK --------------------------- (and one obviously can not launch XCOM 2 then) Link to comment Share on other sites More sharing options...
adelthorne Posted February 9, 2016 Share Posted February 9, 2016 I know you have not answered my first question, but another thought.Is it possible to mod start continent?If you go under GameData.ini, there's a series of lines that start with PossibleStartingRegions=According to somebody else I saw answer this question somewhere, you can just remove the ones that you don't want. Thx, No Russia or Europe, But nice now I can start in US;) Link to comment Share on other sites More sharing options...
adelthorne Posted February 9, 2016 Share Posted February 9, 2016 Is there away to to see or display how much xp the soldiers have earned? Link to comment Share on other sites More sharing options...
theroomwiththemoose Posted February 9, 2016 Share Posted February 9, 2016 I have had issues getting my custom assets working in-game, could you point me in the right direction regarding the necessary gamedata & .ini entries required for the game to properly load assets. I tried by adding prop entries into defaultcontent.ini referencing the gamedata files, but clearly I've missed something as the kit doesn't show up on the characters. Do I have to create a custom mod to have the stuff working? Link to comment Share on other sites More sharing options...
theroomwiththemoose Posted February 9, 2016 Share Posted February 9, 2016 I managed to fix my hurps and durps. I found a mod on steamworkshop that does exactly what I need and studied its execution method as reference. Link to comment Share on other sites More sharing options...
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