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Posted (edited)

Hello everyone, I seem to be having a problem with stat progression on classes. No matter what I set the numbers to in my mod no changes are reflected even if I start a new game. I can change base stats all day but cannot for the life of me get changes dealing with classes to go through. Any help or ideas for me to try would be appreciated.

 

EX)

[sharpshooter X2SoldierClassTemplate]
bMultiplayerOnly=0
ClassPoints=5
IconImage=img:///UILibrary_Common.class_sharpshooter
NumInForcedDeck=1
NumInDeck=4
KillAssistsPerKill=5
SquaddieLoadout=SquaddieSharpshooter
AllowedWeapons=(SlotType=eInvSlot_PrimaryWeapon, WeaponType="sniper_rifle")
AllowedWeapons=(SlotType=eInvSlot_SecondaryWeapon, WeaponType="pistol")
SoldierRanks=( aAbilityTree=( (AbilityName="PistolStandardShot", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon), (AbilityName="Squadsight") ), aStatProgression=((StatType=eStat_Offense,StatAmount=100), (StatType=eStat_HP,StatAmount=5), (StatType=eStat_Strength,StatAmount=0), (StatType=eStat_Hacking,StatAmount=0), (StatType=eStat_CombatSims,StatAmount=1)), )
Edited by Guest
Posted

It should look something like this:

 

A piece of code in my XComClassData.ini in my Spectrum Mod

 

The line you want to remove starts with a ' - ' the line after it with the ' + ' replaces it.

 

 

 

[Sharpshooter X2SoldierClassTemplate]
-AllowedWeapons=(SlotType=eInvSlot_PrimaryWeapon, WeaponType="sniper_rifle")
+AllowedWeapons=(SlotType=eInvSlot_PrimaryWeapon, WeaponType="rifle")
+AllowedWeapons=(SlotType=eInvSlot_PrimaryWeapon, WeaponType="shotgun")
+AllowedWeapons=(SlotType=eInvSlot_PrimaryWeapon, WeaponType="new_cannon") 
+AllowedWeapons=(SlotType=eInvSlot_PrimaryWeapon, WeaponType="new_sniper_rifle")
-SoldierRanks=(  aAbilityTree=(	(AbilityName="PistolStandardShot",  ApplyToWeaponSlot=eInvSlot_SecondaryWeapon),             (AbilityName="Squadsight")             ),         aStatProgression=((StatType=eStat_Offense,StatAmount=10), (StatType=eStat_HP,StatAmount=1), (StatType=eStat_Strength,StatAmount=0), (StatType=eStat_Hacking,StatAmount=0), (StatType=eStat_CombatSims,StatAmount=1)),       )
+SoldierRanks=(  aAbilityTree=(	(AbilityName="PistolStandardShot",  ApplyToWeaponSlot=eInvSlot_SecondaryWeapon),             (AbilityName="EagleEye")             ),         aStatProgression=((StatType=eStat_Offense,StatAmount=4), (StatType=eStat_HP,StatAmount=1), (StatType=eStat_Strength,StatAmount=0), (StatType=eStat_Hacking,StatAmount=35), (StatType=eStat_CombatSims,StatAmount=1)),       ) 

 

 

Posted (edited)

Awesome! Thanks guys, I finally got it working this morning and the problem was just as you all had said. I didn't quite understand why it was important to use + & - for changes because it hadn't messed with anything before now but lesson learned. :laugh:

Edited by Guest
Posted

There is a thread here somewhere with the full details one what/why/how to use them.

 

Basically though:

a '-' in the ini will remove that line from the games ini on load(if you don't do this, your line will probably be ignored)

a '+' is the exact opposite, adding the line instead of removing.

 

These are mainly only needed when dealing with the games ini's, to avoid conflicts in existing data.

Posted

There is a thread here somewhere with the full details one what/why/how to use them.

 

Basically though:

a '-' in the ini will remove that line from the games ini on load(if you don't do this, your line will probably be ignored)

a '+' is the exact opposite, adding the line instead of removing.

 

These are mainly only needed when dealing with the games ini's, to avoid conflicts in existing data.

 

To elaborate a bit more, config defintions are always of the form <key> = <value>

 

- removes values that match key and value exactly

+ adds values that don't already have a match of both key and value

 

If you don't specify a prefix, then I think it adds only if the key is unique.

 

Other options are:

! removes value that match only based on key

. adds values unilaterally -- even if the key and value already exist -- potentially adding duplicates.

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