PillagePuppies Posted February 10, 2016 Share Posted February 10, 2016 I'm still looking for a way to add both level up skills per level up (so a corporal specialist will get both Medical Protocol and Combat Protocol). So far, I haven't been able to find when the perk adding actually happens. Any help would be appreciated. Link to comment Share on other sites More sharing options...
Negativz Posted February 10, 2016 Share Posted February 10, 2016 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! Link to comment Share on other sites More sharing options...
werewolpertinger Posted February 11, 2016 Share Posted February 11, 2016 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. Link to comment Share on other sites More sharing options...
mayuzane Posted February 11, 2016 Share Posted February 11, 2016 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? Link to comment Share on other sites More sharing options...
Deleted32045420User Posted February 11, 2016 Share Posted February 11, 2016 By the looks of it it seems that the only way to override code is with latching onto an event trigger, the event will trigger for any sub class when it's triggered on the main one, I am so close to getting a not created equally mod to work(got the random stats on starting soldiers just recruits randomising left) Link to comment Share on other sites More sharing options...
werewolpertinger Posted February 11, 2016 Share Posted February 11, 2016 (edited) 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 February 11, 2016 by werewolpertinger Link to comment Share on other sites More sharing options...
Peewi Posted February 11, 2016 Share Posted February 11, 2016 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. ThanksThat 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. Link to comment Share on other sites More sharing options...
kemdog Posted February 11, 2016 Share Posted February 11, 2016 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 Link to comment Share on other sites More sharing options...
kloudzero Posted February 11, 2016 Share Posted February 11, 2016 I've searched but have been unable to find where to edit the various pcs upgrades. Are they unavailable for editing or are they just hidden somewhere? Link to comment Share on other sites More sharing options...
sang1990 Posted February 11, 2016 Share Posted February 11, 2016 I make voice pack mod. But i make only one voice bank. Is there no problem only using one voice bank? Link to comment Share on other sites More sharing options...
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