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Modding details? Ask away!


Amineri

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Hi,

 

Just wondering if you can provide some insight on creating a new class. I tinkered around with the DefaultClassData.ini and copied the ranger portion then renamed it but after testing I can the result in the attachment, my class name does not show up. I suspect I need to change it elsewhere or maybe using modbuddy but not sure how it can be done using that tool. Any advice?

 

http://forums.nexusmods.com/public/style_images/underground/attachicon.gifClassNameMissing.jpg

 

 

I'm running into the exact same problem, and even after following the instructions posted here I could not resolve the issue.

 

http://imgur.com/a/5NRRW

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Guess I spoke too soon, I feel more lost than ever. Could someone please hold my hand and point out where I made a mistake here?

My problem is that the RandStatAmount lines which should randomize the Aim gain with every soldier rank, do not trigger. The whole line only uses the default values from the original file and ignores the mod. When I test the basic functionality, by entering something silly into the GlobalStatProgression, like RandStatAmount=30, then it works and the soldiers get a ton of willpower when they level. The PsiOp uses the same RandStatAmount functionality for his PsiOffense, as the GlobalstatProgression does, so the format should be correct and it also works when I try it outside the Debugger by directly replacing the line in the DefaultClassData.ini or in a read-only XComClassData.ini

I don't understand why some changes are recognized and others are not.

http://i.imgur.com/sLk7p7m.jpg

Edited by Hammerstein2k11
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so the format should be correct and it also works when I try it outside the Debugger by directly replacing the line in the DefaultClassData.ini or in a read-only XComClassData.ini

 

I don't understand why some changes are recognized and others are not.

 

Well, I tried this format for the XComMissions.ini but never got anything working so I tried, as previously mentioned, to copy the original lines, place a - in front of them and place a + in front of the new lines like one can see below (incidentally I am modding the same .ini in a different way): http://puu.sh/n295o/109e540b65.png

 

This finally got my Mod working through the SDK/ModBuddy (mind you, that I did not test the RandStatAmount but if it works when you directly edit the .ini, then it should also work with this format)

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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.

 

I tested that, And at first it seemed like it worked cot two US, But now I got Asia again. Will try to restart and see what happens. I took it out bot default and gamedata.

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so the format should be correct and it also works when I try it outside the Debugger by directly replacing the line in the DefaultClassData.ini or in a read-only XComClassData.ini

 

I don't understand why some changes are recognized and others are not.

 

Well, I tried this format for the XComMissions.ini but never got anything working so I tried, as previously mentioned, to copy the original lines, place a - in front of them and place a + in front of the new lines like one can see below (incidentally I am modding the same .ini in a different way): http://puu.sh/n295o/109e540b65.png

 

This finally got my Mod working through the SDK/ModBuddy (mind you, that I did not test the RandStatAmount but if it works when you directly edit the .ini, then it should also work with this format)

Thank you sooo much for that screenie. I did the exact same thing as you did and now it works, I didn't "get" that I had to eliminate the original lines with a - first and then add them with a +, cause the Globalprogression had me all confused since it miraculously works without that.

 

Anyway, I'm happy. Thanks again :laugh:

Edited by Hammerstein2k11
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so the format should be correct and it also works when I try it outside the Debugger by directly replacing the line in the DefaultClassData.ini or in a read-only XComClassData.ini

 

I don't understand why some changes are recognized and others are not.

 

Well, I tried this format for the XComMissions.ini but never got anything working so I tried, as previously mentioned, to copy the original lines, place a - in front of them and place a + in front of the new lines like one can see below (incidentally I am modding the same .ini in a different way): http://puu.sh/n295o/109e540b65.png

 

This finally got my Mod working through the SDK/ModBuddy (mind you, that I did not test the RandStatAmount but if it works when you directly edit the .ini, then it should also work with this format)

Thank you sooo much for that screenie. I did the exact same thing as you did and now it works, I didn't "get" that I had to eliminate the original lines with a - first and then add them with a +, cause the Globalprogression had me all confused since it miraculously works without that.

 

Anyway, I'm happy. Thanks again :laugh:

 

This is because GlobalStatProgression can be repeated multiple times to do whatever you want with every stat.

It only takes one stat per line, though.

 

For example, if you wanted everybody to randomly get 0 to 4 aim every level, you could've just used this:

+GlobalStatProgression=(StatType=eStat_Offense,RandStatAmount=5)
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This is because GlobalStatProgression can be repeated multiple times to do whatever you want with every stat.

It only takes one stat per line, though.

 

For example, if you wanted everybody to randomly get 0 to 4 aim every level, you could've just used this:

+GlobalStatProgression=(StatType=eStat_Offense,RandStatAmount=5)

 

I was already thinking about doing that as a quick fix when I was stuck earlier today and growing desperate. Would have opened a whole can of worms with the different stat growth of the classes though.

Edited by Hammerstein2k11
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hello! for the last couple of days i've been trying like crazy to mod in a new "Not Equally Created" option, now i've found where the soldiers are initialized from but for some reason my override code dosnt fire: (all of those array stuff is hard coded right now, i'll move it to INI once i get the change going smoothly)

 

I'm afraid this might not be much help, but when I released my Hidden Potential mod on Steam, someone asked if I would also remake Not Created Equally and he posted a script snippet. I wanted to take a look at it later, but the post was deleted by then.

 

Anyway, from what I remember that snippet included Low Aim and High Aim, which were the modifiers for that Second Wave option and they could be set in the Xcom ini.

 

So if the SDK includes all the Xcom scripts, shouldn't the random number script which they used for Not Created Equally also be there somewhere ?

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