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Modding details? Ask away!


Amineri

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Hello again Amineri.

 

I've encountered an issue where skeletal meshes, such as the magazine and the trigger, connected to my weapon mod are in places they shouldn't be when in-game. When I load the skeletal mesh in the AnimSet Editor and put on Extra Meshs onto the Base of the weapon they are placed in their correct spots. I'm not entirely sure what may be causing this issue and I was wondering if you knew anything that could cause this problem. If you need me to provide pictures of what I'm talking about please let me know.

 

Thanks!

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Does anyone have a working example for overriding X2AbilityToHitCalc_StandardAim or a similar class? I've been trying, following the example template, and none of my subclass's functions are being called (no effect, no log output). There was one other poster in the thread who had the same problem with X2AbilityToHitCalc_Hacking, and at least a few others with problems getting their class overrides to do anything.

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What are the obstacles involved in creating a mod that would allow an Alien squadmate in singleplayer? Would model replacements/substitutions be required? Is having an alien character at the 'Preparation screen' before going on a mission even possible? If not, could a workaround be done so the squad has an already-Dominated Alien at the start of a mission?

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I'm missing something about how crit chance is handled in this game.

 

In X2AbilityToHitCalc_StandardAim.GetHitChance, all of the hit, crit, and graze modifiers are tallied (ex: 70% hit, 90% crit, 50% graze), and then X2AbilityToHitCalc.FinalizeHitChance to turn those numbers into a 0-100 "table" for hit, crit, graze, and miss.

 

The core of FinalizeHitChance is:

m_ShotBreakdown.FinalHitChance = m_ShotBreakdown.ResultTable[eHit_Success];
//  if crit goes negative, hit would get a boost, so restrict it to 0
if (m_ShotBreakdown.ResultTable[eHit_Crit] < 0)
	m_ShotBreakdown.ResultTable[eHit_Crit] = 0;
//  Crit is folded into the chance to hit, so lower accordingly
m_ShotBreakdown.ResultTable[eHit_Success] -= m_ShotBreakdown.ResultTable[eHit_Crit];
//  Graze is scaled against Success
if (m_ShotBreakdown.ResultTable[eHit_Graze] > 0)
{
	GrazeScale = float(m_ShotBreakdown.ResultTable[eHit_Graze]) / 100.0f;
	GrazeScale *= float(m_ShotBreakdown.FinalHitChance);
	FinalGraze = Round(GrazeScale);
	m_ShotBreakdown.ResultTable[eHit_Success] -= FinalGraze;
	m_ShotBreakdown.ResultTable[eHit_Graze] = FinalGraze;
}

The problem is that I can't seem to find the step in between where m_ShotBreakdown.ResultTable[eHit_Crit] is changed from a sum of crit mods (90%) into a final chance scaled to hit chance (0.7 * 90% = 63%). Without this step it makes no sense to directly subtract it from m_ShotBreakdown.ResultTable[eHit_Success]. Graze is scaled with hit chance before being subtracted, but I can't find a similar step for scaling crit.

Edited by werewolpertinger
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I'm currently working on an alternative health display and this is what I've got right now.

 

http://i.imgur.com/1GAL7jR.jpg

 

I'm using UIIcon and UIText to display it.

 

I'm having some problems getting the text to behave quite how I'd like it to. I can use UIText.SetTitle to get large text or I can use UIText.SetCenteredText to center the text, but I haven't found a way to do both at once.

 

Is there some way to freely style UIText or some other text related class I should be using instead?

 

Hello,

 

I'm trying to add a slew of countries for my Game of Thrones Character pool. I have followed the youtube video that has a pretty good step by step instruction of how-to. However, when I go to save my upk file, I get an error:

 

The following packages have references to external packages:

(upk_name) [24 times]

External packages won't be found when in a game and all references will be broken.

Proceed?

 

so I saved anyway, built the remainder of the items in ModBuddy, but then after compiling, with no errors. I would go to the character pool, and would get an error when trying to select that country (Can't load flag texture), and the flag would not show up.

 

Any help would be greatly appreciated. Also, I want to combine the character pool within the mod, I'm sure that's super easy, but I can't seem to find how that's done.

 

Thanks

That warning is not a problem. The pattern has to reference the texture, which of course is external to the game packages, but since they're in the same package users will never have one and not the other. Your issue is something else, assuming that all the patterns are pointing to the right textures.

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I have a pretty basic question. My problem is what some of these people (http://forums.nexusmods.com/index.php?/topic/1070295-looking-for-help-with-an-fps-issue/) were complaining about. As you can see there is a fix by just renaming the mesh file. I'm supposed to change meshes/clutter/imperial/impchandelliercandle01.nif to meshes/clutter/imperial/impchandelliercandle01.nif.mohidden I would like to know how to do this? Just realized this is in the XCOM sub..im sorry. Still would like any help

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