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Amineri

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How on earth do you change objective template text and mission briefing text? I've done it in XComGame.ini but it hasn't been showing up in game at all. Is there another .ini file that I need to change to make the changes show in game?

If you want to change text, you're going to want to deal with the Localization folders.

 

What did you want to change?

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Well I've been changing the XComGame.ini in localization folder. I've changed some objectives to look like:

 

[NeutralizeTarget X2MissionTemplate]
DisplayName="Assassinate or capture Target"
Briefing="Assassinate or capture Target"
PostMissionType="Assassinate or capture Targets"
Instead of it having Neutralize target. But it's not showing in game.
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So... how does one overwrite a Mod with a Mod anyway? For compatibility sake. Namely I'd like to affect the Muton Centurion Pack and apart from seeing and finding out through testing that they always Critical Hit when flanking a solider on Rookie (not on other because there the standard template does not take effect), I saw that I can not overwrite easily, neither with a - nor a -+.

 

How on earth do you change objective template text and mission briefing text? I've done it in XComGame.ini but it hasn't been showing up in game at all. Is there another .ini file that I need to change to make the changes show in game?

You may have to take a look into the scripts and resources since from the assets are pulled from there and as mentioned those are localized. "Neutralize" is probably what refers to the localizations and not what is actually displayed.

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Is it possible to make the Tuturial mission playeble.

Like, timer, objetive go to the entracne of the facility, scout, engage, get reinforcment from explosive group,

Open door, find pod, escape.

And make a tight schedual like 5 or 6 turns, and more reinforcment from turn 4-6. So that you have to push to get away.?

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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 ?

 

yeah that was me, i took a look at it but for some reason the existing code dosnt trigger at all it has some weird option i couldnt find references to elsewhere, what i tried to do is override that code and see if it helps but it dosnt work. i dont know why but i think it's because it's calling them from XComGameState_Unit and not the custom XComGameState_Unit_NCE type and then it's trying to run the OG code, i might need to change that a bit but that's probably going to require much more work, i dont want the regular Low Aim High Aim that the OG NCE has because now we have hacking and dodge and Armor, i might try to take another jab at it later this week searching for all the instances of "unit.RandomizeStats()" and replace the unit with a unit_nce type so it'd work

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yeah that was me, i took a look at it but for some reason the existing code dosnt trigger at all it has some weird option i couldnt find references to elsewhere, what i tried to do is override that code and see if it helps but it dosnt work. i dont know why but i think it's because it's calling them from XComGameState_Unit and not the custom XComGameState_Unit_NCE type and then it's trying to run the OG code, i might need to change that a bit but that's probably going to require much more work, i dont want the regular Low Aim High Aim that the OG NCE has because now we have hacking and dodge and Armor, i might try to take another jab at it later this week searching for all the instances of "unit.RandomizeStats()" and replace the unit with a unit_nce type so it'd work

 

At least I know now that it was you. After I could no longer find the post I thought I had only dreamed it, cause I was getting real cranky already thanks to the problems with my Hidden Potential mod :laugh:

 

You appear to be much more well versed in this than I am, but I will keep an eye out and maybe I stumble over something by dumb luck.

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yeah that was me, i took a look at it but for some reason the existing code dosnt trigger at all it has some weird option i couldnt find references to elsewhere, what i tried to do is override that code and see if it helps but it dosnt work. i dont know why but i think it's because it's calling them from XComGameState_Unit and not the custom XComGameState_Unit_NCE type and then it's trying to run the OG code, i might need to change that a bit but that's probably going to require much more work, i dont want the regular Low Aim High Aim that the OG NCE has because now we have hacking and dodge and Armor, i might try to take another jab at it later this week searching for all the instances of "unit.RandomizeStats()" and replace the unit with a unit_nce type so it'd work

 

At least I know now that it was you. After I could no longer find the post I thought I had only dreamed it, cause I was getting real cranky already thanks to the problems with my Hidden Potential mod :laugh:

 

You appear to be much more well versed in this than I am, but I will keep an eye out and maybe I stumble over something by dumb luck.

 

do you know where i could the the " `GAMECORE" code from? is it in an ini? it seems to be the key to activating the stock NCE

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yeah that was me, i took a look at it but for some reason the existing code dosnt trigger at all it has some weird option i couldnt find references to elsewhere, what i tried to do is override that code and see if it helps but it dosnt work. i dont know why but i think it's because it's calling them from XComGameState_Unit and not the custom XComGameState_Unit_NCE type and then it's trying to run the OG code, i might need to change that a bit but that's probably going to require much more work, i dont want the regular Low Aim High Aim that the OG NCE has because now we have hacking and dodge and Armor, i might try to take another jab at it later this week searching for all the instances of "unit.RandomizeStats()" and replace the unit with a unit_nce type so it'd work

 

At least I know now that it was you. After I could no longer find the post I thought I had only dreamed it, cause I was getting real cranky already thanks to the problems with my Hidden Potential mod :laugh:

 

You appear to be much more well versed in this than I am, but I will keep an eye out and maybe I stumble over something by dumb luck.

 

do you know where i could the the " `GAMECORE" code from? is it in an ini? it seems to be the key to activating the stock NCE

 

Which of the .uc files had the High Aim, Low Aim again ? It's amazing that you even found that in 1900 files.

 

Well the original Xcom.ini was called DefaultGameCore.ini, I'm still trying to wrap my head around the basic file structure.

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yeah that was me, i took a look at it but for some reason the existing code dosnt trigger at all it has some weird option i couldnt find references to elsewhere, what i tried to do is override that code and see if it helps but it dosnt work. i dont know why but i think it's because it's calling them from XComGameState_Unit and not the custom XComGameState_Unit_NCE type and then it's trying to run the OG code, i might need to change that a bit but that's probably going to require much more work, i dont want the regular Low Aim High Aim that the OG NCE has because now we have hacking and dodge and Armor, i might try to take another jab at it later this week searching for all the instances of "unit.RandomizeStats()" and replace the unit with a unit_nce type so it'd work

 

At least I know now that it was you. After I could no longer find the post I thought I had only dreamed it, cause I was getting real cranky already thanks to the problems with my Hidden Potential mod :laugh:

 

You appear to be much more well versed in this than I am, but I will keep an eye out and maybe I stumble over something by dumb luck.

 

do you know where i could the the " `GAMECORE" code from? is it in an ini? it seems to be the key to activating the stock NCE

 

Which of the .uc files had the High Aim, Low Aim again ? It's amazing that you even found that in 1900 files.

 

Well the original Xcom.ini was called DefaultGameCore.ini, I'm still trying to wrap my head around the basic file structure.

 

you can just use the shift-ctrl-f for searching the entire solution, i searched on the XComGameState_Unit and found that on creation called the randomizeStats() function.

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