Krazyguy75 Posted November 12, 2013 Share Posted November 12, 2013 So, was thinking that, given how annoyed people are at gene mod armors, we could pretty quickly do something like this to add them in. Any ideas? Link to comment Share on other sites More sharing options...
PsyckoSama Posted November 13, 2013 Share Posted November 13, 2013 (edited) Any way to use it so you can use the standard armor apperences instead of that silly ass genmod armor? Well, I got ninjaed. What I get for not looking at the post above mine :p Edited November 13, 2013 by PsyckoSama Link to comment Share on other sites More sharing options...
Krazyguy75 Posted November 13, 2013 Share Posted November 13, 2013 Unfortunately, gene mod armors appear to be based on the character, and the pieces added by decos don't cover the arms for the most part. Also, it appears the deco limit is 12, any way of expanding this number? Link to comment Share on other sites More sharing options...
PsyckoSama Posted November 13, 2013 Share Posted November 13, 2013 Then would it be possible to replace the higher level armors... say, the top tier like Archangel, Ghost, Titan, and Psi armor with thier normal counterparts rather than the Genmod suits? That way your badasses in power armor actually look like they're in power armor... Link to comment Share on other sites More sharing options...
Rizaun Posted November 15, 2013 Share Posted November 15, 2013 Now that EW is out, does anyone know how to unlock all the armor deco? Link to comment Share on other sites More sharing options...
Krazyguy75 Posted November 15, 2013 Share Posted November 15, 2013 It's not that simple, alas. The gene mod is the character model, not the armor, so you just get plating sticking wierdly out of their skin. Link to comment Share on other sites More sharing options...
Amineri Posted November 15, 2013 Share Posted November 15, 2013 I found the function that maps character type to pawn, at least for soldiers, and in EW it is implemented in upk instead of native code. The function is XGBattleDesc.MapSoldierToPawn: static function int MapSoldierToPawn(int iArmor, int iGender, bool bGeneMod) It's basically a big switch/case statement over iArmor, with conditionals for iGender and bGeneMod. For example: case 59: if(iGender == 1) { return ((bGeneMod) ? 80 : 16); } else { return ((bGeneMod) ? 73 : 5); } break; Simply changing both numbers for the ternary conditional with bGeneMod to the second case will result in soldiers always using the non-genemod armor pawn. E.g. return ((bGeneMod) ? 16 : 16); So far my current game (end of June) I still don't have any genemods (went MEC route instead), and I don't really mind the genemod armor looks, so I'm not planning on working it all out, but if someone else does by all means go for it :) Link to comment Share on other sites More sharing options...
polgas25 Posted November 15, 2013 Share Posted November 15, 2013 I found the function that maps character type to pawn, at least for soldiers, and in EW it is implemented in upk instead of native code. The function is XGBattleDesc.MapSoldierToPawn: static function int MapSoldierToPawn(int iArmor, int iGender, bool bGeneMod) It's basically a big switch/case statement over iArmor, with conditionals for iGender and bGeneMod. For example: case 59: if(iGender == 1) { return ((bGeneMod) ? 80 : 16); } else { return ((bGeneMod) ? 73 : 5); } break; Simply changing both numbers for the ternary conditional with bGeneMod to the second case will result in soldiers always using the non-genemod armor pawn. E.g. return ((bGeneMod) ? 16 : 16); So far my current game (end of June) I still don't have any genemods (went MEC route instead), and I don't really mind the genemod armor looks, so I'm not planning on working it all out, but if someone else does by all means go for it :smile: I'm new to this whole xcom modding, so pardon my ignorance, but would you mind doing a step by step walkthrough of this? I'm tired of the gene-armor. I think it's fuggly. Link to comment Share on other sites More sharing options...
Decilete Posted November 17, 2013 Share Posted November 17, 2013 (edited) So, regarding the whole gene-mod armour situation, I thought I'd drop my finding in. PLEASE NOTE THIS HAS NOT BEEN EXTENSIVELY TESTED After digging about within XComGame.upk I came across a common theme with regard to genemod soldiers. Most of the checks regarding whether to use genemod skins or just normal skins was being determined by HasAnyGeneMod. After finding this tidbit I went in search and was rewarded with XComPerkManager.HasAnyGeneMod, which basically states if any of the genemod perk values are greater than zero, then the solider has a genemod. This obviously leads to the various skins and decos being used etc. Now I'ma bit useless at the whole tutorial malark but I can give it a bash at any rate. Fire up UE Explorer, open up a copy of XComGame.upk and navigate to XComPerkManager. Expand the funtions section and open HasAnyGeneMod. Right click that and select view buffer, this should give you the hex table for the code your viewing along with tooltips for all the tokens. Now we get to the more complicated bit. Get a hex editor like HxD and open your copy of XComGame.upk Now, what you want to do is search with HxD using a hex string from HasAnyGeneMod; you can see these in the buffer window of UE Explorer. You'll need to search for a long enough string of characters that you only get one search result, that means you're in the right place. Now you want to find in UE Explorer all the tokens in HasAnyGeneMod that have the tag intzero. They should appear as 25 in hex code. Using HxD, you want to change the 25 to a 26, which will change the tag after you've saved the file to intone instead. Now, since you can't have multiples of the same mod, you'll never have a value higher than 1. This will result in your gene mod soldiers looking exactly like your regular soldiers, deco and weapon kits et al. The only down side I've noticed so far is that your genemod soldiers lose the yellow symbol around their class symbol, but I think we can live with that :tongue: Gonna go back to testing a bit but let me know if this is useful to you. Edited November 17, 2013 by Decilete Link to comment Share on other sites More sharing options...
Krazyguy75 Posted November 17, 2013 Share Posted November 17, 2013 Amineri already figured the solution out in another thread, think it might have been the discovery thread, and I believe she managed to keep the yellow symbol by just replacing the reference to the gene mod soldier getting a different model. Link to comment Share on other sites More sharing options...
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