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Modding details? Ask away!


Amineri

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Hey, sorry again, but looking at the weapon example, theres a lot of stuff that needs to be done if the player loads a save file with the mod newly installed. Would a mod adding options for customisation (like, more countries, for example) need to do anything like that?

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Thanks for pointing me to localization to add my new class. It showed up as expected in the character pool but I want to test out/modify the skills so I need to test it on a soldier in game. Since I cannot choose which class each soldier promotes into I just use the console command "levelupbarracks 7" which will level all soldiers up but I cannot see my new class assigned to any of the soldiers. Any idea where to look next?

 

Also I found the following variables in the DefaultClassData.ini but not sure what they do...

 

ClassPoints=4

NumInForcedDeck=1 (the same for all 4 main classes)
NumInDeck=4 (the same for all 4 main classes)
KillAssistsPerKill=4
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I'm pretty sure it is, but not not all in the same place. Each of the three would have to be handled separately. Research and building times I know are handled in config, but I'm not 100% sure about scanning times -- those might be in code, since they seem to be randomized.

 

Thanks for your answer. Do you happen to know which config i would need to edit?

Edited by sonama870
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Hi

 

How would one go about adding the Advent trooper armors to soldier customization?

 

Would it be easier to replace the current armors?

 

It's probably doable, but the ADVENT armors aren't broken apart with separate legs/torso/arms, so it would have to be set up like the special armors that don't allow that type of Customization.

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Hey, sorry again, but looking at the weapon example, theres a lot of stuff that needs to be done if the player loads a save file with the mod newly installed. Would a mod adding options for customisation (like, more countries, for example) need to do anything like that?

 

Generally the difference is whether there are normally gamestates set up when the campaign launches. Stuff that draws from the templates doesn't need any special such configuration. In the SMG mod case, I had to handle adding the conventional SMG when the mod is activated for an ongoing campaign, or it just wouldn't show up.

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Thanks for pointing me to localization to add my new class. It showed up as expected in the character pool but I want to test out/modify the skills so I need to test it on a soldier in game. Since I cannot choose which class each soldier promotes into I just use the console command "levelupbarracks 7" which will level all soldiers up but I cannot see my new class assigned to any of the soldiers. Any idea where to look next?

 

Also I found the following variables in the DefaultClassData.ini but not sure what they do...

 

ClassPoints=4

NumInForcedDeck=1 (the same for all 4 main classes)
NumInDeck=4 (the same for all 4 main classes)
KillAssistsPerKill=4

 

 

If you are adding a new class and want it to show up randomly, you need to set the NumInForcedDeck=1 parameter, IIRC.

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How does one increase the Lifetime of a Particle effect, I tried making the Shells emitted from the Grenadier's Cannon stay forever as a test but no matter what I do they still disappear

 

Particle effects are defined for the most part in UnrealEd. The shells spawned aren't actually separate meshes, but "mesh particles", and the particle effect typical has a limit to the number of particles it can spawn, so making them last forever could have some performance side-effects... :)

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Hey guys! I'm asking a quick question as it's nagging me to no end. I see that in the SDK quick start guide, it says that XCOM 2 comes with it's own 64bit version of UnrealEd. But for the life of me I can't find it anywhere! Could someone please be so kind as to point me into the direction of it so I can start modding? :)

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