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PatcherGUI style mods for XCOM 2?


SpazmoJones

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I've been trying to recreate some of my LW mods (e.g. enhanced soldier customisation) for XCOM 2 but I'm not having much luck using the 'standard' methods. The classes I'm trying to override either crash the app or don't seem to have any effect at all so I'm getting a little frustrated with it. It looks like certain classes simply aren't meant to be modified via class overrides (e.g. XComHumanPawn).

 

I actually preferred the old PatcherGUI method of directly modifying or replacing a function. :) What would be involved in making PatcherGUI style patch mods available to XCOM 2?

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wGhost81 could very well be examining this possibility as we speak, AFAIC.

 

Otherwise (and TBH) and i'm really quite surprised you'd want to return to old pseudo-hacking methods, we'll mostly all have to rely on uc (fiddling) & that huge source code along with many structural details of key assets deployed under kismet or mix-match ScaleForm+gfx resources.

 

Although, i understand why you'd prefer finding the optimal "PatcherGUI" magic; a few months of familiar principles (for EW+LW) are sometimes better than say -- having the re-build the wheel all over again. I'll even suggest a first solid project if you're interested with cool ideas; http://forums.nexusmods.com/index.php?/topic/3799935-parsing-feature-for-the-character-pool-sub-menus/

 

Go make us all such a wild QoL gameplay feature... as you always did!

 

Personnally, i definitely enjoy figuring out the stupendous power tools we've been given full blown access to. The essential reasoning here is quite obvious; open creativity to the masses.

 

Good plan (by 2K+Firaxis)... the future is very bright. Let the stars still shine forever guided by wizards like you Mod-Buddy. :wink:

Edited by Zyxpsilon
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There are pros and cons to both ways, old and new. For example patching single integer - direct patch and be done vs override entire class, make it configurable, but lock it for others. I'm still trying to comprehend the new.

Edited by Drakous79
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Yes... of course -- small alterations or quicky fixes are a bit tricky without a good PatcherGUI style device. But, between the newest Classes flaw that (also) involves tough risks of competing runtime assets (leading to failure, conflicts and what else highly unpredictable) & our needs to actually do what we want or must freely -- there's still a wildly complex decision to take; how to make everything fully compatible in solid persistent way(s).

 

I guess we'll soon find out *IF* anything currently on the Workshop or Nexus will introduce terrifying side-effects to an otherwise stable Launcher process. Once people start flooding everybody's Mod discussion areas to complain their games continually crash!!

 

Oh - well... Firaxis needed to take such a weird decision for themselves. In the meantime, we have to cope with such an early compromise -- play the game without flaws while using bullet-proof codes by Modders (of vastly uncontrollable quality online, btw).

 

Cross-fingers, boys.

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Zyxpsilon, your verbal skills are godlike :smile:

 

Maybe we could explore an option to add mods into DLC folder.

Edited by Drakous79
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