Mythrell Posted April 14, 2016 Share Posted April 14, 2016 (edited) Hi all, sorry if this is in the wrong forum ( Mod Talk). I've been working on my Ammo and Vest Slots Highlander mod for some time (more info on 2K forum post) and I'm just pondering some options. Now I know that Highlander mod is not a good way to do anything, but I'm new to the unrealscript so I decided to save some grey hair and a lot of time by going the easy way of just editing the source. After it's done, I will probably try and figure out if it could be done without such drastic measures, but right now I'm challenged enough by just the basic script editing. Back to the topic of pondering things. So I've pretty much finished the features I thought to add initially. Now I'm just thinking that there probably should be a some kind of cheap yet beneficial ammo to build from engineering to fill the new empty slots until player can actually produce good Ammo. For armor, there already is nanoscale vest, and as I've put it as a requirement to build more advanced vests, it makes finally some sense to build them. It also should add some balance because it might get very expensive to build vests early on. From balance point of view I'm aiming this mod to balance out Legend / Ironman with something like Increased Enemy Squad Size (or maybe IESS+ is closer) mod installed. So, obvious options for "high quality ammo" (cost maybe 10 or 20 supplies) in my books are: + 1 Damageor+ 5% accuracy. Other options could be +1 Critical Damageor+5% Critical chance What I was originally thinking would be cool was adding 0 - 1 damage ammo but at quick glance this requires a bit more coding than I'm ready to do for an ammo which is not going to be that important part of the game. Maybe variable damage ammo could be cool idea for a separate mod. In anycase, what I'm really asking is some input, what do you think? Is there something else I should add? Edited April 14, 2016 by Mythrell Link to comment Share on other sites More sharing options...
HabDand Posted April 21, 2016 Share Posted April 21, 2016 How are the slots implemented? I am guessing that it will break the grimy loot mod as this opens slots on armour already? IF you can add them as an exclusive additional slot without treading over existing slot mods then l would definitely use this mod, highlander or not. Link to comment Share on other sites More sharing options...
Mythrell Posted April 22, 2016 Author Share Posted April 22, 2016 This is one of the reasons it's a highlander mod, I simply add new inventory slot type for vests and enable ammo pocket which is already in code (but always returns false due to deprecated ability WholeNineYards). Basicly it adds slots directly to soldier, not armor and so should work. Right now I added "High Quality Ammo" as +5% accuracy bonus item, as that makes most sense in real world. "Match grade" ammo is generally more accurate. I've been trying to figure out a way to do this as a non highlander mod and/or make it work better with other ammo / vest mods but there are plenty of things I still don't understand. I'll see if I can put out some kind of beta version for those who are curious, I don't want to release anything in Steam Workshops if it doesn't work properly. Link to comment Share on other sites More sharing options...
Mythrell Posted April 22, 2016 Author Share Posted April 22, 2016 (edited) I've released the separate High Quality Ammo mod which should be less intrusive. It only adds new ammo item and build requirements, as I wanted to take baby steps with my first nexus mod release. It will be recommended for the AMmo and Vest slots mod. http://www.nexusmods.com/xcom2/mods/555/? Let me know what you think :smile: Edited April 22, 2016 by Mythrell Link to comment Share on other sites More sharing options...
Mythrell Posted April 24, 2016 Author Share Posted April 24, 2016 (edited) Ok I officially have now given up on non highlander mod. It's either HasAmmoPocket() or CanAddItemToInventory() from gamestates I need to override, and neither is possible. There's probably way to circumvent one of these, probably by replacing CanAddItemToInventory / AdditemToInventory with an outside script so that you can cheat the system, but it's well above my paygrade. Since HasAmmoPocket() always returns false, using it without a proper cheat is not possible in either of these functions. Without modding the enum eInvSlot you can use eInvSlot_Unknown for one item, but then you'd need to mimic the dual utility slot behavior of normal utlity slots. In short, I'll make the highlander version, if someone wants to fix it be free to do it, I'm done.. for now. :smile: P.S., Yes, it's an official rage quit on this. :smile: Edited April 24, 2016 by Mythrell Link to comment Share on other sites More sharing options...
bountygiver Posted April 24, 2016 Share Posted April 24, 2016 it is actually possible to add additional slots without highlander, it just requires using gamestatecomponent to store the extra equipped items, and move them into their respectifve slot before tactical init (no item count limit validation there). Basically the only thing you will be overwriting will be the squad select screen because the utility slots UI is hard coded there. Link to comment Share on other sites More sharing options...
Mythrell Posted April 24, 2016 Author Share Posted April 24, 2016 (edited) Oh, it's possible I know, but I also know that it's not possible by me right now. I still have a lot to learn when it comes to fiddling with gamestates and as simple as it sounds, it's really not that simple to me. :smile: In the meantime, I finally put out the highlander mod. http://www.nexusmods.com/xcom2/mods/557/? Edited April 24, 2016 by Mythrell Link to comment Share on other sites More sharing options...
HabDand Posted April 24, 2016 Share Posted April 24, 2016 Normally it's the reverse but... can you upload this to Steam workshop please? Will mod added ammo and vests use these slots seamlessly or would they have to be declared in your mod beforehand? Link to comment Share on other sites More sharing options...
Mythrell Posted April 25, 2016 Author Share Posted April 25, 2016 New mod added ammo and vests should go into new slots easily, but the issue is that they will also go at the utility item slots. If you fill utility slots first and then add ammo to ammo pocket it should be fine. It can get pretty weird at times, it's definitely something I should improve at some point. I will most likely eventually put it into Steam Workshop, but I think I can improve it first. I do think that the separate ammo mod is pretty much ready to go in there with few minor fixes. Link to comment Share on other sites More sharing options...
HabDand Posted April 25, 2016 Share Posted April 25, 2016 Also you are going to need some way of stopping people having two ammo's or two vests right? i.e. one in the new slot and one of the same in the original util slot? Link to comment Share on other sites More sharing options...
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