Delta7 Posted February 6, 2016 Share Posted February 6, 2016 (edited) The continent bonus values are in DefaultGameData.ini. However the only continent bonuses in this ini are the ones that relate to resource number bonuses and cost reductions.That ones that eliminate build times for the the proving grounds or grant extra mod slots( Arsenal I think) or removable mods( Lock and Load) are no where to be found. I would like to mod my game to remove some of the rubbish continent bonuses like ToServeMankind ( reduced cost rookies) or HiddenReserves( +5 power as a continent bonus? wtf) And make it more likely or guaranteed that certain bonuses ( Arsenal +1 weapon attachment), (Lock and Load: reusable weapon attachments) show up in my game. Does anybody know how to do this. Failing that, is there some way to mod the weapons to have more mod slots by default and have them be removable and reusable that is not overly complicated. Thanks. Edited February 6, 2016 by Delta7 Link to comment Share on other sites More sharing options...
Zyxpsilon Posted February 8, 2016 Share Posted February 8, 2016 (edited) As long as you'd keep a minimum of SIX... the proverbial remark (( ; semi-colon )) trick should (haven't been tested) work for INI instances of such call instructions. DGD has a list of nine blocks(difficulty levels). The remaining (in fact.. all of them) are also being dispatched by this core (u_script) function [ContinentBonus_SpyRing X2GameplayMutatorTemplate] (picked from the INT localization file) where built-in parameters should define which does what & how, IIRC. But good luck digging for such "small parts" cuz, they all are invoqued by XComGame.u (40mbs) starting near line #190874!! Yet -- now that this has been specified... take a deep breath ang go all the way down to #301896 --- that's mostly where the real fun begin or complex search procedures. Except that that (uc) script can't really be touched without extensive verifications and other tricky connections with supplemental files. Call it a risky labyrinth. Edited February 8, 2016 by Zyxpsilon Link to comment Share on other sites More sharing options...
zx64 Posted February 8, 2016 Share Posted February 8, 2016 Btw, if you have the SDK installed, the source to XComGame.u is unpacked into XCOM 2 SDK\Development\SrcOrig\XComGame\Classes. Link to comment Share on other sites More sharing options...
Delta7 Posted February 9, 2016 Author Share Posted February 9, 2016 Well messing with this is way beyond my talents. I'll just take my que from Homer Simpson and wait for someone else to do it. But Seriously this s#*! should be in config files. Link to comment Share on other sites More sharing options...
killzi Posted February 9, 2016 Share Posted February 9, 2016 Word.It's really weird that this one thing is so complicated (And possibly even hardcoded in such a way to make it very hard to edit?) when most other stuff of it's kind is so easy to do. Link to comment Share on other sites More sharing options...
BulletSix Posted February 9, 2016 Share Posted February 9, 2016 is there any way to tie such a bonus to a project off the guerilla tactics school (or better make anew prject there with that effect) Link to comment Share on other sites More sharing options...
Zyxpsilon Posted February 9, 2016 Share Posted February 9, 2016 (edited) Btw, if you have the SDK installed, the source to XComGame.u is unpacked into XCOM 2 SDK\Development\SrcOrig\XComGame\Classes. Although the pseudo-templates are all but nearly driven by this chunk -- X2StrategyElement_DefaultContinentBonuses.uc !! ;) Edited February 9, 2016 by Zyxpsilon Link to comment Share on other sites More sharing options...
MaverickSY19 Posted February 14, 2016 Share Posted February 14, 2016 (edited) So if I wanted to make sure I get a specific set of bunuses I would just need to make a mod to remove the ones that I dont want? I found what you are saying just not sure what to mod. For instance I see some already seemed to me commented out with // would I just need to put // in front of the ones I don't want? Sorry kind of a newb on modding this game. I have done some on other games but never on a unreal engine game. Delta7 there is a good mod for adding more weapon upgrade slots. Its called WeaponAttachments here on Steam http://steamcommunity.com/sharedfiles/filedetails/?id=619382254 . You can download the mod for manual install from here. https://www.dropbox.com/s/wes6cl71hoblqux/WeaponsAttachements.zip?dl=0 , even if you have Steam I would use the manual install for this one as you can then edit the ini file he has in there to have 1-4 slots. If you do 4 and you also get the continent bonus though it makes the UI a bit messy though it still works. I would put 3 myself just to be safe so if you do get the continent bonus then it has 4 solid slots that fit in the UI nicely. If you have an existing game where you don't have that continent bonus available you can always set it to 4 for that game. //--------------------------------------------------------------------------------------- static function array<X2DataTemplate> CreateTemplates() { local array<X2DataTemplate> Bonuses; Bonuses.AddItem(CreateAllInTemplate()); Bonuses.AddItem(CreateSpyRingTemplate()); //Bonuses.AddItem(CreateSignalFlareTemplate()); Bonuses.AddItem(CreateFutureCombatTemplate()); //Bonuses.AddItem(CreateXenobiologyTemplate()); Bonuses.AddItem(CreatePursuitOfKnowledgeTemplate()); Bonuses.AddItem(CreateToServeMankindTemplate()); Bonuses.AddItem(CreateHiddenReservesTemplate()); Bonuses.AddItem(CreateQuidProQuoTemplate()); Bonuses.AddItem(CreateUnderTheTableTemplate()); //Bonuses.AddItem(CreateHelpingHandTemplate()); Bonuses.AddItem(CreateSparePartsTemplate()); Bonuses.AddItem(CreateSuitUpTemplate()); Bonuses.AddItem(CreateFireWhenReadyTemplate()); Bonuses.AddItem(CreateLockAndLoadTemplate()); Bonuses.AddItem(CreateArmedToTheTeethTemplate()); return Bonuses; } Edited February 14, 2016 by MaverickSY19 Link to comment Share on other sites More sharing options...
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