xanieeee Posted February 14, 2016 Share Posted February 14, 2016 I wanted to give all armors +1 utility slots. Since my only experrience to modding is changing numbers on ini files I figure I'll just download Raeli's Armor Stat Customizer mod and change some numbers there. Unfortunately this is what I found out: ;WARNING THE FOLLOWING ARE ALL BOOLEANS. They must be set to true or false only. KEVLAR_UTILITY_BONUS=true ;Determines if the armor grants a utility slot or not. It seems that I can add an extra utility slot to light(Spider/Wraith) and heavy(EXO/WAR) armors but can't on a medium armor due to it already having UTILITY_BONUS=true. I tried going through the SoldierSkills.ini to check up on Grenadier's extra grenade slot bonus. Maybe I can just give every soldier class that kind of bonus? I found this FreeGrenadeForPocket=FragGrenade. Dunno if there's a possible fix there so it gives me an extra utility slot instead of a grenade slot. Any help would be appreciated. Link to comment Share on other sites More sharing options...
raeli87 Posted February 14, 2016 Share Posted February 14, 2016 I had a check around, and I got lost trying to follow the code to the actual part that adds an additional inventory slot. The variable you mention though, I believe is simply just stating WHAT item is placed in the extra grenadier slot by default - which is usually the normal Frag Grenade. At some point I do want to add this to that mod, but it's not a high priority, and I've only really spent a couple of minutes looking through stuff. The mod currently for the extra slots just uses a boolean that was already in the base game's code, and just sets it on all armor pieces as a variable linked to the configuration file, whereas normally it's only present and set as true on the items that normally grant the extra slot. So you're not really going to find anything in my mod that will help you unfortunately. Link to comment Share on other sites More sharing options...
xanieeee Posted February 14, 2016 Author Share Posted February 14, 2016 Right, that makes sense. Welp, I guess I'll wait for a real modder to do it. Thanks for replying. Link to comment Share on other sites More sharing options...
ArunnyE Posted February 15, 2016 Share Posted February 15, 2016 Huhm, I too would love an answer to this, not because I want to add more Utility slots to armour, but because I'd like to add a Utility slot to the Specialist, and an Ammo or Grenade slot to the Grenadier (depending on the choice of Perk). Link to comment Share on other sites More sharing options...
Lucubration Posted February 15, 2016 Share Posted February 15, 2016 (edited) Huhm, I too would love an answer to this, not because I want to add more Utility slots to armour, but because I'd like to add a Utility slot to the Specialist, and an Ammo or Grenade slot to the Grenadier (depending on the choice of Perk). I was poking around in this area over the weekend, and I have to say that it does not look trivial. The issue is that a lot of the stuff you need to modify that deals with specialized inventory slots ('pockets') and item types and is buried in the gamestate classes, and it's very rigid in its treatment of item types and equipping things. I read a post from Amineri saying that these classes couldn't be modified at all, but it looks like maybe they can be extended (but only by one mod at a time). I'm starting to think up some plans for making a generic, flexible override for some of the gamestate classes dealing with item types and inventory slots that could be used as a framework for any number of mods that want to make these sorts of changes. I imagine a lot of modders are going to want to tweak this stuff, so I'm a bit surprised by how little support there is for it in the default scripts. Edited February 15, 2016 by Lucubration Link to comment Share on other sites More sharing options...
xanieeee Posted February 15, 2016 Author Share Posted February 15, 2016 Totally agree. I was expecting to see something like armor_utility=1. I thought we'd be having ez mode modding according to what Firaxis were saying at interviews. Link to comment Share on other sites More sharing options...
ShadoWarrior Posted February 15, 2016 Share Posted February 15, 2016 I thought we'd be having ez mode modding according to what Firaxis were saying at interviews.Lesson to be learned: don't believe PR hype. Link to comment Share on other sites More sharing options...
xanieeee Posted February 16, 2016 Author Share Posted February 16, 2016 It didn't sound like PR type to me. It's just mods. Not a REVOLUTIONARY type of game with OPEN WORLD and CHOICES have CONSEQUENCES. Link to comment Share on other sites More sharing options...
davidlallen Posted February 16, 2016 Share Posted February 16, 2016 Turst me, this xcom2 modding is way easier than modding by way of hex code edits. We'll figure it out, this is only week 2. Link to comment Share on other sites More sharing options...
adelthorne Posted February 16, 2016 Share Posted February 16, 2016 I dont know if this helps you guys.I have a mod taken from the Workshop called Armors and utility spot.It does not help the kevlar, except ob those dlc armor that look like EU, EW.Dont ask me why, but at first glance they dont give the spot but if I change what they carry I get another spot, so I can both have one grenade and one something else then a grenade. So maybe if you guys can figure out why dlc armor works and not standard kevlar. Link to comment Share on other sites More sharing options...
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