Azworai Posted February 13, 2016 Share Posted February 13, 2016 Complete newbie to this modding tool, so forgive the silly questions. There's a template for class overrides, but not one for creating a new class on the whole... if I am wanting to create a new class, is it better to start with a generic template for the mod, or to use the class override? Is it possible to implement a means to remove the 'cap' on a soldier's growth? Not necessarily adding new perks, but increasing 'level' to allow them to gain additional stats? Additionally, would reviving the GeneMods and MEC's from Enemy Within be feasible? (I feel like GeneMods would be more feasible than MECs, given the need for additional models and animations if one uses MEC's.) Link to comment Share on other sites More sharing options...
davidlallen Posted February 14, 2016 Share Posted February 14, 2016 These are all good ideas. I have started a sticky thread (not sticky yet :-)) with some resources. One of them is a step by step discussion of setting up a new class, including new abilities. The rifleman mod on steam workshop is a good example to pick apart; search "rifleman" on the workshop. There is already a mod on steam workshop which adds a mec as a playable character. I hope the author takes it further; currently it works, but it is (IMHO) kind of a hack; it adds the mec into your armory soldier list as if it was a new weapon. This happens to work, but just barely. Search "playable" on workshop. The rifleman mod also has an example of adding a new entry in the GTS which affects a new class. I think you could use that as a starting point for gene mods, but you might want to go further and add a related tech and a new facility. That would be a larger project. GTS applies to all characters with a class, and the Psi Lab adds an existing skill to one character. I think what you want is sort of a cross between these two. Link to comment Share on other sites More sharing options...
Azworai Posted February 14, 2016 Author Share Posted February 14, 2016 I saw the MEC, but I want to turn soldiers into MECs, as per the previous Enemy Within... rather than fully automated robots. As for the genemodding, you're right. I will touch on that more once I get a better handle on the toolkit. Currently, my attempt at following a class creation guide has resulted in a build with no errors which doesn't function during debug(tactical presents the class as a option, but gives no options for primary or secondary weapons, which baffles me... Link to comment Share on other sites More sharing options...
davidlallen Posted February 14, 2016 Share Posted February 14, 2016 I agree that playable mecs with a skill tree will be awesome. If we can't figure out how to get a skill tree, then something like a SHIV from EU would be almost as good. I know we can make a skill tree for human characters which will buff the mec, like a combat hacker. Link to comment Share on other sites More sharing options...
Azworai Posted February 15, 2016 Author Share Posted February 15, 2016 Bah... currently my attempt at making a class builds the solution properly, but it does not seem to implement properly when debugging... and since I get no direct error save it not functioning, my newbie skills leave me unaware of how to troubleshoot such an issue. I'm hoping to learn enough about classes to get to working some more creative stuff, but if I cannot even implement a basic class, I'm not sure where to go from here. x.x Anyone able to walk me through troubleshooting this or a way to report what coding I'm using so we can possibly see why the mod is building with no error but not functioning when launched? Link to comment Share on other sites More sharing options...
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