Drakous79 Posted February 25, 2016 Share Posted February 25, 2016 XCOM 2 is doing fine, when we need to add new content, but altering vanilla is kind of complicated without direct approach. Zyx, if you choose to create new flash UI for 2), you won't be limited by predefined colors. Hopefully 4) will receive some attention too, at least I'd like to know, why not :) Link to comment Share on other sites More sharing options...
Zyxpsilon Posted February 26, 2016 Share Posted February 26, 2016 Direct approach (as in UI-Listeners & multiple custom function(s) in some weird dedicated scripting methods) is exactly what i would prefer to escape with a specific SDK "toolset" that would replace TexMod-style processing entirely. Call me lazy or unskilled enough to bother... but in my mind -- this sort of technicality should have been ironed out waaaayyyyy BEFORE release. It's best practice to supply everything possible. But who am i to judge what they did or were enforced to do.In the meantime, we're struggling and working in minimalized conditions. I'm no genius. Some are. Not everyone is. Link to comment Share on other sites More sharing options...
Kvalyr Posted February 27, 2016 Share Posted February 27, 2016 Many of the obstacles I've hit as a modder in this game have been addressed, but I would like to bring up one: Could there be futher documentation that covers things like `HISTORY , `XCOMGAME , `XCOMHISTORY , `XWORLD , `HQPRES , `TACTICALMISSIONMGR , `SHAPEMGR , `BATTLE , `XENGINE and some details about how they're expected to be used or hooked into? The comments are good, and the code is pretty reasonable, but when and how things are called and used are really helpful. Thank you for being accessible and responsive to our requests! :DAlready done:http://forums.nexusmods.com/index.php?/topic/3806305-psa-where-to-find-the-definitions-of-firaxis-unrealscript-macros/&do=findComment&comment=34608675 Those backticked-names are just UnrealScript macros. Shorthands for longwinded, verbose things you don't want to have to write often, which covers a lot of things in UnrealScript.. Link to comment Share on other sites More sharing options...
DarkAnsem Posted March 5, 2016 Share Posted March 5, 2016 Lord engineer, I'd like to make a suggestion. Since you and the team graciously included FX effects from EU/EW (please don't remove those, they look great), can we hope to eventually see the assets of those games? Specifically, those would be appreciated:- enemies + their animations and sounds, so they are ready to deploy in missions- world building assets I don't know how different the engine is, but the FX are there so it might be possible to directly inject them. Link to comment Share on other sites More sharing options...
MrMcDougle Posted March 14, 2016 Share Posted March 14, 2016 Hi Ryan!It's good to see you around. :) I've been trying to add new Heads to the game (I was talking about that with Chris Sulzbach, he told me he forwarded our chat to you). As of now I have not been able to find a way to add a new head SkeletalMesh (based on SM_Head, that I exported from the Editor) as a Morph Target. Chris told me that those Morph Targets are most likely saved with SM_Head and should show up in the timeline of a 3d Editor, but neither in Blender nor in Maya was I able to confirm that with the exported SM_Head. My experimental workaround is to overwrite eGender_Male's pawn and force my own pawn to use the custom Mesh as a new base. So my question is if it is possible (or can be made possible) to add new heads without overwriting the vanilla pawn in some way. Link to comment Share on other sites More sharing options...
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