KMA Posted October 15, 2012 Share Posted October 15, 2012 I've made changes to the relevant portion executable and they work just fine. So we have to hack the exe? Will that not invalidate Steam installs? Link to comment Share on other sites More sharing options...
PaxEmpyrean Posted October 15, 2012 Share Posted October 15, 2012 Yes, you're going to have to hack the executable, or use the Modpatcher which will do it for you. I'm not sure how it interacts with Steam. I assume up front that when I mod a game, multiplayer is off the table in most cases. I've been able to launch the modded game without Steam checking the file and overwriting what I've done, so at least that much works. Link to comment Share on other sites More sharing options...
KMA Posted October 15, 2012 Share Posted October 15, 2012 Well that is good, but if there are any patches then you will have to make sure to re-install your mod. I guess that means they cannot be monitoring the exe very closely, or else it would require a game restart. I guess I will have to give it a try. Thanks for the info! Link to comment Share on other sites More sharing options...
versengeteriks Posted October 15, 2012 Author Share Posted October 15, 2012 Hiya, I've tried modding the soldiers offence from 65 to 100 but in the game it does not change, this is with both a savegame and a fresh game, even tried recruiting new solders in both new and save games, they are still at the default 65, any ideas? I'm using the mod patcher btw. theres another set of values that might be causing you greif, its much further down the list from the character section. ; Soldier Values NUM_STARTING_SOLDIERS=12 BARRACKS_CAPACITY=99 LOW_AIM=50 HIGH_AIM=80 LOW_MOBILITY=12 HIGH_MOBILITY=14 LOW_WILL=20 HIGH_WILL=60 ROOKIE_AIM=65 ROOKIE_MOBILITY=12 ROOKIE_STARTING_WILL=40 PSI_GIFT_CHANCE=4 PSI_TEST_LIMIT=5 PSI_TRAINING_HOURS=240 PSI_NUM_TRAINING_SLOTS=3 BASE_DAYS_INJURED = 2 RAND_DAYS_INJURED = 10 SOLDIER_COST=10 SOLDIER_COST_HARD=15 SOLDIER_COST_CLASSIC=15 as you can see if you are setting the soldier stats to 100 this set of code may nerf that. i would try to adjust these values instead and change low aim and high aim to 100. I suspect it would only work on new recruits and new games though - havent tested so let me know how it goes. Link to comment Share on other sites More sharing options...
Anbar Posted October 16, 2012 Share Posted October 16, 2012 hope this helps. my info is as good as i can get it (not used to writing mods or reports!!), feedback would be great. A picture says a thousand words.... http://farm9.staticflickr.com/8196/8092104273_0ac3728779_o.jpg Link to comment Share on other sites More sharing options...
versengeteriks Posted October 16, 2012 Author Share Posted October 16, 2012 hope this helps. my info is as good as i can get it (not used to writing mods or reports!!), feedback would be great. A picture says a thousand words.... http://farm9.staticflickr.com/8196/8092104273_0ac3728779_o.jpg Classic....... And dont it feel good!!!! Link to comment Share on other sites More sharing options...
Andayle Posted October 16, 2012 Share Posted October 16, 2012 Ahh thank you versengeteriks, After changing the soldier starting values it works. I never even see those values when I scrolled through the settings the first time, Although it was around midnight when I was looking lol. Thanks for the help, I can happily go and play around with the numbers now I know it works. Link to comment Share on other sites More sharing options...
BulletSix Posted October 16, 2012 Share Posted October 16, 2012 very useful info here, thanks for this :) ... and some questions:Where are the soldier abilities stored?(for instance to give the assault additional mobility if he selects [insert correct skill name] bonus)And where are the properties of items in the "small items slot" (scope, nano-fiber-west etc.) And where are the effects of foundry-researches stored (e.g. changing around pistol- or scope-upggrades) Aaand: are the according files patchable with the modpatcher-utility? Link to comment Share on other sites More sharing options...
versengeteriks Posted October 16, 2012 Author Share Posted October 16, 2012 very useful info here, thanks for this :) ... and some questions:Where are the soldier abilities stored?(for instance to give the assault additional mobility if he selects [insert correct skill name] bonus)And where are the properties of items in the "small items slot" (scope, nano-fiber-west etc.) And where are the effects of foundry-researches stored (e.g. changing around pistol- or scope-upggrades) Aaand: are the according files patchable with the modpatcher-utility? soldier abilities are in several places: defaultgamecore - which is the file moddable with the patcher. and c :\Program Files (x86)\Steam\steamapps\common\XCom-Enemy-Unknown\XComGame\Localization\INT - xcomgames items are listed as. m_strPassiveTitle[ePerk_DisablingShot]=Disabling Shot m_strBonusTitle[ePerk_DisablingShot]=Disabling Shot m_strPenaltyTitle[ePerk_DisablingShot]=Disabling Shot m_strPassiveTxt[ePerk_DisablingShot]=Allows the Sniper to fire a shot that causes the target's main weapon to malfunction. The target may use Reload to fix the weapon. The shot cannot inflict a critical hit. <XGAbility:DisablingShotCooldown/> turn cooldown. m_strBonusTxt[ePerk_DisablingShot]=Disabling Shot ERROR m_strPenaltyTxt[ePerk_DisablingShot]=Disabling Shot ERROR Although ive not had much success tweaking this file. let me know how you get on. "And where are the properties of items in the "small items slot" (scope, nano-fiber-west etc.) " Defaultgamecore, lists as weapons. Weapons=(iType=eItem_ReinforcedArmor,ABILITIES[0]=eAbility_NONE,ABILITIES[1]=eAbility_NONE,ABILITIES[2]=eAbility_NONE,ABILITIES[3]=eAbility_NONE,ABILITIES[4]=eAbility_NONE,ABILITIES[5]=eAbility_NONE,Properties[0]=eWP_Backpack,Properties[1]=eWP_Pistol,Properties[2]=eWP_None,Properties[3]=eWP_None,Properties[4]=eWP_None,Properties[5]=eWP_None,iDamage=0,iEnvironmentDamage=0,iRange=0,iReactionRange=-1,iReactionAngle=200,iRadius=0,iCritical=0,iOffenseBonus=0,iSuppression=0,iSize=eItemSize_Small,iHPBonus=2,iWillBonus=0) - BTW nano vest is listed as Reinforced armour. "And where are the effects of foundry-researches stored (e.g. changing around pistol- or scope-upggrades" will have to get back to you on that one. hope this helps Link to comment Share on other sites More sharing options...
BulletSix Posted October 16, 2012 Share Posted October 16, 2012 yep, this helps ... the scope is called "Targetting computer" as for the abilities ... i found this list in the "DefaultEngine.ini" ; XCOM +Suppress=GameCore +Suppress=XCom_AimProfile +Suppress=XCom_Anim +Suppress=XCom_Checkpoint ;+Suppress=XCom_Content +Suppress=XCom_GlamCam +Suppress=XCom_Net +Suppress=XCom_Net_LoadHang +Suppress=XCom_Online +Suppress=XCom_Perks +Suppress=XCom_Squad +Suppress=XCom_XP +Suppress=XComWorldData +Suppress=WatchVariableMgr +Suppress=DevDestruction +Suppress=XComCameraMgr ;+Suppress=XComNarrative +Suppress=XCom_JetpackPath +Suppress=XCom_ClientPath imo that hints to a file called "DeafultPerk.something" but a search was fruitless(?). wasn`t there a listing of the files that are embedded into the exe and (possibly) are patchable with the modpatcher? Link to comment Share on other sites More sharing options...
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