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Custom class no longer showing up in game.


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I was fiddling around with the tool set and made a class mod about a month after the game came out. I mostly just looked at an existing class and tried to copy it with help from a couple of tutorials on the subject. Anyhow, I was floored and very happy when it worked.

 

Now it does not. I'm not sure why. I didn't change anything - it just stopped appearing in game.

 

This is what I built it from:

 

 

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XCOMCLASSDATA.INI

;A configuration File
[XComGame.X2SoldierClass_DefaultClasses]
+SoldierClasses=AncientAssassin
[AncientAssassin X2SoldierClassTemplate]
+bMultiplayerOnly=0
+ClassPoints=5
+IconImage="img:///UILibrary_Common.class_ranger"
+NumInForcedDeck=1
+NumInDeck=1
+KillAssistsPerKill=4
+SquaddieLoadout="SquaddieAncientAssassin"
+AllowedWeapons=(SlotType=eInvSlot_PrimaryWeapon, WeaponType="sniper_rifle")
+AllowedWeapons=(SlotType=eInvSlot_SecondaryWeapon, WeaponType="sword")
; squaddie
+SoldierRanks=( aAbilityTree=( (AbilityName="SwordSlice", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon), (AbilityName="Squadsight")), aStatProgression=((StatType=eStat_Offense,StatAmount=5), (StatType=eStat_HP,StatAmount=1), (StatType=eStat_Strength,StatAmount=0), (StatType=eStat_Hacking,StatAmount=5), (StatType=eStat_CombatSims,StatAmount=1)),)
; corporal
+SoldierRanks=( aAbilityTree=( (AbilityName="Phantom"), (AbilityName="Deadeye", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon)), aStatProgression=((StatType=eStat_Offense,StatAmount=4), (StatType=eStat_HP,StatAmount=1), (StatType=eStat_Dodge,StatAmount=5), (StatType=eStat_Strength,StatAmount=0), (StatType=eStat_Hacking,StatAmount=0), (StatType=eStat_CombatSims,StatAmount=0)),)
; sergeant
+SoldierRanks=( aAbilityTree=( (AbilityName="Shadowstep", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon), (AbilityName="Longwatch", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon)), aStatProgression=((StatType=eStat_Offense,StatAmount=3), (StatType=eStat_HP,StatAmount=0), (StatType=eStat_Strength,StatAmount=0), (StatType=eStat_Hacking,StatAmount=0), (StatType=eStat_CombatSims,StatAmount=0)),)
; lieutenant
+SoldierRanks=( aAbilityTree=( (AbilityName="Blademaster", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon), (AbilityName="Stealth",)), aStatProgression=((StatType=eStat_Offense,StatAmount=3), (StatType=eStat_HP,StatAmount=1), (StatType=eStat_Dodge,StatAmount=5), (StatType=eStat_Strength,StatAmount=0), (StatType=eStat_Hacking,StatAmount=5), (StatType=eStat_CombatSims,StatAmount=0)),)
; captain
+SoldierRanks=( aAbilityTree=( (AbilityName="Bladestorm", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon), (AbilityName="KillZone", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon)), aStatProgression=((StatType=eStat_Offense,StatAmount=3), (StatType=eStat_HP,StatAmount=1), (StatType=eStat_Strength,StatAmount=1), (StatType=eStat_Hacking,StatAmount=0), (StatType=eStat_CombatSims,StatAmount=0)), )
; major
+SoldierRanks=( aAbilityTree=( (AbilityName="Untouchable"), (AbilityName="InTheZone", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon)), aStatProgression=((StatType=eStat_Offense,StatAmount=2), (StatType=eStat_HP,StatAmount=0), (StatType=eStat_Dodge,StatAmount=5), (StatType=eStat_Strength,StatAmount=0), (StatType=eStat_Hacking,StatAmount=0), (StatType=eStat_CombatSims,StatAmount=0)), )
; colonel
+SoldierRanks=( aAbilityTree=( (AbilityName="Reaper", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon), (AbilityName="RapidFire", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon)), aStatProgression=((StatType=eStat_Offense,StatAmount=1), (StatType=eStat_HP,StatAmount=1), (StatType=eStat_Strength,StatAmount=0), (StatType=eStat_Hacking,StatAmount=5), (StatType=eStat_CombatSims,StatAmount=0)), )
XCOMEDITOR.INI
[ModPackages]
+ModPackages=AncientAssassin
XCOMENGINE.INI
[Engine.ScriptPackages]
+NonNativePackages=AncientAssassin
XCOMGAME.INI
[AncientAssassinClass.X2DownloadableContentInfo_AncientAssassinClass]
DLCIdentifier="AncientAssassin"
XCOMGAMEDATA.INI
[XComGame.X2ItemTemplateManager]
+Loadouts=(LoadoutName="SquaddieAncientAssassin", Items[0]=(Item="SniperRifle_CV"), Items[1]=(Item="Sword_CV"))
XCOMGAME.INT
+DisplayName="Ancient Assassin"
+ClassSummary="As deadly up close as they are at range, the Ancient Assassin specializes in surprising and removing tactical targets from the battlefield."
+LeftAbilityTreeTitle="Far"
+RightAbilityTreeTitle="Near"
_________________________
If anybody has any input I'd appreciate it.
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While I'm on the subject, this is the 2nd class - this one has never worked for me.

 

 

____________________

 

 

 

XCOMCLASSDATA.INI
;A configuration File
[XComGame.X2SoldierClass_DefaultClasses]
+StabbySurgeon="Stabby Surgeon"
[stabbySurgeon X2SoldierClassTemplate]
+bMultiplayerOnly=0
+ClassPoints=4
+IconImage="img:///UILibrary_Common.class_rookie"
+NumInForcedDeck=1
+NumInDeck=1
+KillAssistsPerKill=4
+SquaddieLoadout=SquaddieStabbySurgeon
+AllowedWeapons=(SlotType=eInvSlot_PrimaryWeapon, WeaponType="rifle")
+AllowedWeapons=(SlotType=eInvSlot_SecondaryWeapon, WeaponType="sword")
; squaddie
+SoldierRanks=( aAbilityTree=( (AbilityName="FieldMedic", ApplyToWeaponSlot=eInvSlot_Unknown), (AbilityName="SwordSlice", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon) ),\\ aStatProgression=((StatType=eStat_Offense,StatAmount=3), (StatType=eStat_HP,StatAmount=1), (StatType=eStat_Strength,StatAmount=0), (StatType=eStat_Hacking,StatAmount=25), (StatType=eStat_CombatSims,StatAmount=1)),)
; corporal
+SoldierRanks=( aAbilityTree=( (AbilityName="DeepCover"), (AbilityName="EverVigilant", ApplyToWeaponSlot=eInvSlot_Unknown) ),\\ aStatProgression=((StatType=eStat_Offense,StatAmount=3), (StatType=eStat_HP,StatAmount=1), (StatType=eStat_Strength,StatAmount=0), (StatType=eStat_Hacking,StatAmount=5), (StatType=eStat_CombatSims,StatAmount=0)),)
;sergeant
+SoldierRanks=( aAbilityTree=( (AbilityName="HoloTargeting", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon), (AbilityName="Sentinel", ApplyToWeaponSlot=eInvSlot_Unknown) ),\\ aStatProgression=((StatType=eStat_Offense,StatAmount=3), (StatType=eStat_HP,StatAmount=1), (StatType=eStat_Strength,StatAmount=0), (StatType=eStat_Hacking,StatAmount=5), (StatType=eStat_CombatSims,StatAmount=0)),)
;lieutenant
+SoldierRanks=( aAbilityTree=( (AbilityName="BlastPadding"), (AbilityName="CoveringFire", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon) ),\\ aStatProgression=((StatType=eStat_Offense,StatAmount=2), (StatType=eStat_HP,StatAmount=1), (StatType=eStat_Strength,StatAmount=1), (StatType=eStat_Hacking,StatAmount=5), (StatType=eStat_CombatSims,StatAmount=0)),)
;captain
+SoldierRanks=( aAbilityTree=( (AbilityName="HailOfBullets", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon), (AbilityName="Blademaster", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon) ),\\ aStatProgression=((StatType=eStat_Offense,StatAmount=2), (StatType=eStat_HP,StatAmount=1), (StatType=eStat_Strength,StatAmount=0), (StatType=eStat_Hacking,StatAmount=5), (StatType=eStat_CombatSims,StatAmount=0)),)
;major
+SoldierRanks=( aAbilityTree=( (AbilityName="SaturationFire", ApplytoWeaponSlot=eInvSlot_PrimaryWeapon), (AbilityName="Untouchable") ),\\ aStatProgression=((StatType=eStat_Offense,StatAmount=1), (StatType=eStat_HP,StatAmount=0), (StatType=eStat_Strength,StatAmount=0), (StatType=eStat_Hacking,StatAmount=5), (StatType=eStat_CombatSims,StatAmount=0)),)
; colonel
+SoldierRanks=( aAbilityTree=( (AbilityName="BulletShred", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon), (AbilityName="Reaper", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon) ),\\ aStatProgression=((StatType=eStat_Offense,StatAmount=1), (StatType=eStat_HP,StatAmount=1), (StatType=eStat_Strength,StatAmount=1), (StatType=eStat_Hacking,StatAmount=5), (StatType=eStat_CombatSims,StatAmount=0)),)
XCOMEDITOR.INI
[ModPackages]
+ModPackages=StabbySurgeon
XCOMENGINE.INI
[Engine.ScriptPackages]
+NonNativePackages=StabbySurgeon
XCOMGAME.INI
[stabbySurgeon.X2DownloadableContentInfo_StabbySurgeon]
DLCIdentifier="Stabby Surgeon"
XCOMGAMEDATA.INI
;A configuration File
[XComGame.X2ItemTemplateManager]
+Loadouts=(LoadoutName="SquaddieStabbySurgeon", Items[0]=(Item="AssaultRifle_CV"), Items[1]=(Item="Sword_CV"))
XCOMGAME.INT
;Place localized text in this file
[stabbySurgeon X2SoldierClassTemplate]
+DisplayName="Stabby Surgeon"
+ClassSummary="A field medic with a predilection for edged melee weapons."
+LeftAbilityTreeTitle="Combat Medic"
+RightAbilityTreeTitle="Blades and Defenses"
____________________
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I've uploaded the first file to the workshop (hidden) and downloaded it from there. Ancient Assassin class doesn't show up by name, but appears as a blank nameless class box. If I try to assign it in character pool, the right weapons are assigned.

 

The second class doesn't show up in any capacity when the same steps were followed.

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Just going to keep on posting here.

 

Now the class shows up in game while I'm in debugging mode, but the name of the class does not appear in the CP menu when I try to assign a class. I can select it (It's a blank class box with no words in it), and the characters outfit the correct weapons - just no reference to the class name.

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