kloudzero Posted February 18, 2016 Share Posted February 18, 2016 Hi, I've been searching to no avail for the area that pertains to modding the bonuses from PCS's and the bonus to research you get from adding scientists to the lab. I found this: NUM_STARTING_SCIENTISTS=5LAB_MINIMUM=6LAB_MULTIPLE=5LAB_BONUS=1.2LAB_ADJACENCY_BONUS=1.1 but that seems to pertain only to the original game I think because any edits I make don't seem to adjust anything. Link to comment Share on other sites More sharing options...
davidlallen Posted February 18, 2016 Share Posted February 18, 2016 Please take a look at the first reference in my sticky modding resources thread (still not sticky). It gives a number of examples of ini file editing. There is some tricky syntax. http://forums.nexusmods.com/index.php?/topic/3801885-proposed-sticky-thread-modding-resources/ Link to comment Share on other sites More sharing options...
kloudzero Posted February 18, 2016 Author Share Posted February 18, 2016 Please take a look at the first reference in my sticky modding resources thread (still not sticky). It gives a number of examples of ini file editing. There is some tricky syntax. http://forums.nexusmods.com/index.php?/topic/3801885-proposed-sticky-thread-modding-resources/ Thanks David. That is indeed a good post and should be stickied. I have located and successfully changed other things but these two items elude me and I didn't see anything in your post that pertained to those two things. Link to comment Share on other sites More sharing options...
davidlallen Posted February 18, 2016 Share Posted February 18, 2016 It's fun to learn the code by searching for these things. After a little while, I found PCS modifiers in DefaultGameData.ini. Search for StatBoostTable. There are three power levels, and you can see the min and max boosts for each. Adjust to taste. I suppose "Offense" must be displayed as "Perception" and it affects aim. The other names are hopefully obvious. Link to comment Share on other sites More sharing options...
kloudzero Posted February 18, 2016 Author Share Posted February 18, 2016 It's fun to learn the code by searching for these things. After a little while, I found PCS modifiers in DefaultGameData.ini. Search for StatBoostTable. There are three power levels, and you can see the min and max boosts for each. Adjust to taste. I suppose "Offense" must be displayed as "Perception" and it affects aim. The other names are hopefully obvious. I saw those but they looked liked they correlate to the attachment upgrades and not the PCS. I think this is the case since I've seen the same PCS upgrades of the same rating give a different bonus and they don't seem to match. I'm wondering if maybe I have to download the developer files to find them and the lab bonuses... Link to comment Share on other sites More sharing options...
davidlallen Posted February 18, 2016 Share Posted February 18, 2016 I got this information from the developer files (the unrealscript files that are part of the sdk). I am pretty sure this is the right one. Each PCS can give a variable bonus between the min and max values. For a quick experiment, change all of the min/max values to 100, and then load a game where you have an unused PCS and apply it. I am pretty sure you will see the stat go up to 100. But I admit I did not try this. Link to comment Share on other sites More sharing options...
kloudzero Posted February 20, 2016 Author Share Posted February 20, 2016 (edited) I got this information from the developer files (the unrealscript files that are part of the sdk). I am pretty sure this is the right one. Each PCS can give a variable bonus between the min and max values. For a quick experiment, change all of the min/max values to 100, and then load a game where you have an unused PCS and apply it. I am pretty sure you will see the stat go up to 100. But I admit I did not try this. Yes you were right! Thanks so much! For the lab slot bonuses it appears that I have to download the sdk which I did. I then did the following: 1) Made new mod and added a new unreal script I named LabBonus 2) Copy and pasted contents of X2StrategyElement_DefaultStaffSlots into LabBonus and then made my edit to this line:// Need to return the percent increase in overall research speed provided by this unitPercentIncrease = (UnitSkill * 200.0) / SciScore;Contribution = string(Round(PercentIncrease)); (changed unitskill from 100 to 200) 3) Edited the XComengine.ini config with the following: [Engine.ScriptPackages]+NonNativePackages=MyXCOM2Mod2 [Engine.Engine]+ModClassOverrides=(BaseGameClass="X2StrategyElement_DefaultStaffSlots", ModClass="LabBonus") 4) Built Solution but got following error: Warning/Error Summary---------------------H:\SteamLibrary\steamapps\common\XCOM 2 SDK\binaries\..\Development\Src\XComGame\Classes\UnrealScript1.uc : Error, Bad class definition ''/''/27/27 And that's where I'm stuck unfortunately... Edited February 20, 2016 by kloudzero Link to comment Share on other sites More sharing options...
davidlallen Posted February 20, 2016 Share Posted February 20, 2016 Getting your first mod working is a little tricky. Did you try the example weapon mod first? Ensure that works for you; then compare each file against yours. Modbuddy is very fussy about the names. If you have a mod named LabBonus but you also have some files or strings like MyCOM2Mod2, then the whole thing may not work. It is early yet, so you may wish to start with a new project and make sure all the strings and filenames have the same value. Link to comment Share on other sites More sharing options...
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