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Mod Researching - Need help/directions.


Yzaxtol

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Hi

 

Modding XCOM 2 seems like a world of difference from modding the original XCOM, I can't believe I miss the good old days of HEX edits in my trusty notepad and UE Explorer.

 

OK, so my intention is to create an overhaul mod that provides an intense amount of variety and in that regard I have been unsuccessfully trying to locate the following pieces of code.

 

If you know where the following are located or could provide any helpful hints or tips it would be greatly appreciated. If not, I am well aware I will still need to keep looking and muddle through somehow

 

 

Where are the soldier classes and perk trees are located, also where are the promotions controlled?

 

Where is the item database located for abilities and class restrictions?

 

Where does it calculate if your soldier has become wounded?

 

Is trying to make a Class-less mod doomed to fail as to how it's coded?

 

 

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You are sorely misinformed if you think hex editing is easy.

It's not so bad now, but two weeks after EU released it wasn't an option.

Modding XCOM is easier 4 years aftter release, but I guarantee it won't be within a year, never mind 4.

 

Try modding the first game without using tools or having any knowledge of the hex to edit.

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Hello,

 

Some soldier class information can be found in XcomClassData.ini, that has the ability tree

 

If you want more detailed information on the abilities look in teh .uc files called X2[yourclass]Abilitiyset.uc , or something similar.

 

There are a couple of mods that modify wound timings out, they would have similar .ini mods to what you are expecitng.

 

If I was going to make a classless mod, I would make a new class, that has access to all the skills at each promotion level and force all rookies to be promoted into it. You would also need to mod the UI so that all your skill choices are shown on promotion

 

Hope that helps

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You are sorely misinformed if you think hex editing is easy.

 

I don't think I did too bad with my mod. It was actually slightly ahead of Long War for a brief moment before I abandoned modding until now, but I definitely agree I stood on the backs of giants that actually cracked the code for me.

 

And thank you hybridmerc even a starting point is immeasurably useful at this point :D

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I find the best way to get started is to go to workshop and find a mod that does something similar to what you want, install it, and pick it apart. The rifleman mod on workshop is pretty easy to understand and it refers to a good tutorial (linked in my "proposed sticky thread"). There are several wound mods on workshop as pointed out by hybridmerc. I'm not aware of any mods that actually make the skill tree wider. But, there is "extended perk tree" which has modded the UI dialog box to display this; you could probably contact that author and find out more.

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