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Modding details? Ask away!


Amineri

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You may have heard of me ... I did a little bit of modding for XCOM EU/EW back in the day ... :wink:

 

So ask away, and I'll do my best to answer. :smile:

A... little bit, eh?

Anyway, my apologies for not knowing where to post a new thread-

I've modded TW a bit, my attempts a while back to mod XCom led me to find LongWar - and... suddenly pointless. <O Salute.

 

Anyway, I wasn't sure how you fellas felt about other modders modding your mods... huh.. mouthful, but I was seeking permission to use yours, credited, and of course, asking for pointers.

All I've published so far is the " Rookies use Resistance Armor" mod, barely a mod - and am currently looking at using the" utility" mods to create actual armors, an intermediate step before the plate armor - part of our attempt to widen the lower-tier game a bit, wonder who encouraged THAT.

 

Such intros out of the way, my interest in bothering you involves the characters- I'd like to use the Leader as a squad leader - giving the squad size bonus ( +2 and +3, abopve the slot he takes, to squad size 5, 6 ) - and slightly rework the skills so that it is a valid class rather than an add on.

So - is it even possible to make squad size modifier based not on a global template but on his presence in squad? ie, adding him to a mission pops open 1 or 2 more squad slots? Is there a way to run that check again once the squad leader is added?

( as an aside, I considered adding a third resource - battle expereince/ battle technology, something like that - which the new tactics "spend" rather than supplies) - knowledge is a resource! Experience as tech progression is a mechanic I am fond of, under-used IMO ).

 

Secondly, - a commando class using the smg ( which is modded a bit in my personal game ) as his primary weapon with similar skills to the pistol-marksman default sub-class. ( we're thinking rangers and specialists train only from facilities - another tangent)- since that would require using your smg mod, figure I better have permission.

( my next project is to fight it into taking 'grenade ' as a secondary weapon - smgs and grenades, the commando!

 

Ok, hope thta was realtively succint, reasonable, and all that. Thank you for posting a "ask me dumb questions" thread, sir.

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Hi guys.

Need little help with moding Xcom2

Have 2 questions:
Hi guys.

Need little help with moding Xcom2

Have 2 questions:

Maybe someone can help.

1 question:

Cant modify trigger on skill Deep Cover.

Trigger = new class'X2AbilityTrigger_EventListener';
Trigger.ListenerData.Deferral = ELD_OnStateSubmitted;
Trigger.ListenerData.EventID = 'PlayerTurnEnded';
Trigger.ListenerData.Filter = eFilter_Player;
Trigger.ListenerData.EventFn = class'XComGameState_Ability'.static.DeepCoverTurnEndListener;
Template.AbilityTriggers.AddItem(Trigger);

How to transfer to another file, in order to have the opportunity to edit the Triger.

Need to do so that the skill worked only after spending two action points.


2 question:

Where and how to set up a waste action points on the standard shots.
Or, how to increase the price shot up to two points.

 

I can do this on new weapon, but how do with old weapon? When i edit X2Item_DefaultWeapons - game crashing. If i take copy - too

P.s. Sorry for вad knowledge of language.

Maybe someone can help.

1 question:

Cant modify trigger on skill Deep Cover.

Trigger = new class'X2AbilityTrigger_EventListener';
Trigger.ListenerData.Deferral = ELD_OnStateSubmitted;
Trigger.ListenerData.EventID = 'PlayerTurnEnded';
Trigger.ListenerData.Filter = eFilter_Player;
Trigger.ListenerData.EventFn = class'XComGameState_Ability'.static.DeepCoverTurnEndListener;
Template.AbilityTriggers.AddItem(Trigger);

How to transfer to another file, in order to have the opportunity to edit the Triger.

Need to do so that the skill worked only after spending two action points.


2 question:

Where and how to set up a waste action points on the standard shots.
Or, how to increase the price shot up to two points.

 

I can do this on new weapon, but how do with old weapon? When i edit X2Item_DefaultWeapons - game crashing. If i take copy - too

P.s. Sorry for вad knowledge of language.

Edited by GinoGreyhun
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Hey Amineri,

 

I am trying to create a mod for XCOM 2 which adds a "bowl' hairstyle to the customisation options. However, when I try and change the referenced mesh on a hair archetype that I copied from the existing directory, it won't let me.

 

I apologise in advance if this seems a little basic, I am not a modder and this is my first time trying to do something like this.

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@ Foster, there are more people on this forum who can answer questions, not just Amineri. Please post future questions on a separate thread in this forum. Your description "it won't let me" is a little vague. Have you been able to compile and run the example weapon mod? Have you looked at the prop modding guide, linked in the pinned thread in this forum? What is the specific message you get, at what point?

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@ Foster, there are more people on this forum who can answer questions, not just Amineri. Please post future questions on a separate thread in this forum. Your description "it won't let me" is a little vague. Have you been able to compile and run the example weapon mod? Have you looked at the prop modding guide, linked in the pinned thread in this forum? What is the specific message you get, at what point?

 

Thanks for replying David, sorry if I offended you in any way, I just thought it would be a good idea as i saw other people do it as well. Specifically, I went into the Content Browser from the XCOM 2 Editor(accessed from XCOM 2 Modbuddy) and typed "hair" in to the "Packages" filter. I copied a hair archetype(ARC_Hair_Flattop_M) to a new upk file which I made(called BowlTexturePack) and renamed it to "ARC_Hair_Bowl". I then right-clicked on it and clicked on Properties. When I tried to change the Skeletal Mesh it referenced, I copied and pasted the name of the static mesh I made into the box, but whenever I clicked out or hit "Enter" or closed it, the text automatically snapped back to the originally-referenced mesh. I did not try and compile and run the example weapon mod, as I thought it wasn't really relevant to what I was doing, but I will do it now. I will also have a look at the prop modding guide you suggested. Does hair count as a prop? I do not get any error messages of any kind, it just snaps back to the original mesh like I never changed it.

 

EDIT: I had a look at the modding guide. On the step where he says to select the mesh and click on the green arrow, I did that too and nothing happened. Could this be because the mesh I made is a static mesh, whereas the original archetype referenced a skeletal mesh?

Edited by FosterKIA
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No problem, but if you look at the dates in this thread, all the new questions are coming in separate threads. It's possible people still look here. Unfortunately apart from pointing you to the guides, I can't help much with art questions. One technique that may help is to exactly duplicate what the guide does and make sure that works for you. Usually, when I follow the exact steps, somewhere it hits me what I missed.

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No problem, but if you look at the dates in this thread, all the new questions are coming in separate threads. It's possible people still look here. Unfortunately apart from pointing you to the guides, I can't help much with art questions. One technique that may help is to exactly duplicate what the guide does and make sure that works for you. Usually, when I follow the exact steps, somewhere it hits me what I missed.

 

Thanks for the help and your time David. I'll have a look at the guides.

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Are UIScreenListeners automatically hook up?

 

So whenever I create a UIScreenListener it is automatically added to the Event Queue of the type specified under defaultproperties -> ScreenClass?

 

I was working through the LW_Officer mod and couldn't find anything like 'XEVENTMGR.RegisterForEvent(....) call which I would kinof had expected.

Edited by Feelx234
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