rf900 Posted November 5, 2012 Author Share Posted November 5, 2012 Will try this afternoon to see what is going on, thanks for the tests. Link to comment Share on other sites More sharing options...
FlyingHigh10000000 Posted November 14, 2012 Share Posted November 14, 2012 (edited) This is really useful. Having to watch what I replace, of course, but the fact that this can even be done is amazing. Edit: The hex changes I got were: old: 04 2C 15 06 8604 2C 18 06 4A04 2C 11 06 4A04 2C 5D 04 2504 2C 20 06 4C04 2C 22 06 8604 2C 25 06 4A04 2C 27 06 FA04 2C 02 06 4A04 2C 03 06 4C04 2C 09 06 4A04 2C 0B 06 4A04 2C 2F 06 4C04 2C 5C 06 8604 2C 31 06 C004 2C 36 06 25 New: 04 2C 24 06 8604 2C 25 06 4A04 2C 5D 06 4A04 2C 11 04 2504 2C 25 06 4C04 2C 18 06 8604 2C 1F 06 4A04 2C 11 06 FA04 2C 03 06 4A04 2C 02 06 4C04 2C 1F 06 4A04 2C 25 06 4A04 2C 23 06 4C04 2C 09 06 8604 2C 5C 06 C004 2C 2B 06 25 I couldn't find the last line in the "old" list in the upk, despite having followed the instructions for unpacking it to the letter, and modding other stuff successfully. I know I did things right, so it seems like the problem may be in the perk editor. Edited November 14, 2012 by FlyingHigh10000000 Link to comment Share on other sites More sharing options...
rf900 Posted November 15, 2012 Author Share Posted November 15, 2012 You are right, I had two values mixed up, the correct one to find is 04 2C 36 06 4A I have fixed the online page. Link to comment Share on other sites More sharing options...
FlyingHigh10000000 Posted November 16, 2012 Share Posted November 16, 2012 You are right, I had two values mixed up, the correct one to find is 04 2C 36 06 4A I have fixed the online page. Thanks. :D I actually used a combination of your tool and Odie1974's XLS file to get the edits I wanted. I used Odie's to figure out how I wanted the trees to be structured, and to help remember what each ability does, then used yours to generate the hex values that I'd need to change, since the output is two columns, rather than the individual codes from the XLS file. I highly recommend both of those to anyone looking to edit ability trees. Link to comment Share on other sites More sharing options...
shiwan8 Posted November 16, 2012 Share Posted November 16, 2012 I don't understand anything about this. Is this a way to straight up edit the files and that's it or do I need to do something else also? Link to comment Share on other sites More sharing options...
rf900 Posted November 16, 2012 Author Share Posted November 16, 2012 You should be familiar with UPK decompressing and/or extraction and the use of XShape as they are needed parts of the process. What this does is ease up what needs to be changed in the files to have the new ability trees. There are two ways to do it: A1. Decompress XComGame.upk file2. Use the linked web page to generate the old and new values3. Use an Hex Editor to search and replace with those values4. Use XShape to allow the modded file to work B.1. Extract XComGame.upk file2. Use the full file modification of the linked web page, (the last 4 boxes that correspond to the different trees3. Replace existing extracted files with the ones modded (open and replace all with the content in each of corresponding web page boxes)4. Pack the XComGame.upk file again5. Use XShape to allow the modded file to work Link to comment Share on other sites More sharing options...
FlyingHigh10000000 Posted November 21, 2012 Share Posted November 21, 2012 (edited) Ran into another problem. old values: 04 2C 16 06 4A/04 2C 15 06 86/04 2C 5B 06 4A/04 2C 18 06 4A/04 2C 19 06 FA/04 2C 11 06 4A/04 2C 5D 04 25/04 2C 20 06 4C/04 2C 22 06 86/04 2C 25 06 4A/04 2C 27 06 FA/04 2C 2B 04 4A04 2C 29 06 2504 2C 02 06 4A04 2C 03 06 4C04 2C 0B 06 4A04 2C 0A 06 FA04 2C 05 06 4A04 2C 2F 06 4C04 2C 5C 06 8604 2C 31 06 C004 2C 34 06 4A04 2C 33 06 FA04 2C 36 06 25 new values: 04 2C 5B 06 4A/04 2C 16 06 86/04 2C 2F 06 4A/04 2C 25 06 4A/04 2C 11 06 FA/04 2C 5D 06 4A/04 2C 19 04 25/04 2C 18 06 4C/04 2C 25 06 86/04 2C 0B 06 4A/04 2C 1F 06 FA/04 2C 11 04 4A04 2C 2B 06 2504 2C 03 06 4A04 2C 02 06 4C04 2C 25 06 4A04 2C 13 06 FA04 2C 36 06 4A04 2C 5C 06 4C04 2C 25 06 8604 2C 33 06 C004 2C 23 06 4A04 2C 34 06 FA04 2C 11 06 25 The ones with slashes at the end, I was able to find and replace. Once I hit 04 2C 2B 04 4A, though, that old value wasn't able to be found in the upk. Fast-read values, in case anyone wants to verify this: 1,2,3,6,4,39,7,18,10,11,9,12,13,14,8,16,18,32,19,20,38,22,10,23,27,26,25,28,29,30,31,18,3,48,35,36,37,38,41,40,18,42,45,16,44,46,47,10 Edit: I also just noticed that the last "old" value is missing from the upk as well, and is one of the ones you referred to as having two values in the wrong spot. Edited November 21, 2012 by FlyingHigh10000000 Link to comment Share on other sites More sharing options...
rf900 Posted November 21, 2012 Author Share Posted November 21, 2012 Sorry, similar error as the previous one, search for: 04 2C 2B 04 25 I have fixed the tool also. Link to comment Share on other sites More sharing options...
khomotso Posted November 24, 2012 Share Posted November 24, 2012 (edited) You should be familiar with UPK decompressing and/or extraction and the use of XShape as they are needed parts of the process. What this does is ease up what needs to be changed in the files to have the new ability trees. There are two ways to do it: A1. Decompress XComGame.upk file2. Use the linked web page to generate the old and new values3. Use an Hex Editor to search and replace with those values4. Use XShape to allow the modded file to work B.1. Extract XComGame.upk file2. Use the full file modification of the linked web page, (the last 4 boxes that correspond to the different trees3. Replace existing extracted files with the ones modded (open and replace all with the content in each of corresponding web page boxes)4. Pack the XComGame.upk file again5. Use XShape to allow the modded file to work Just to make sure I understand this right, if I'm starting from a *vanilla* XComGame.upk file, then (A) should work for me. But if I'm starting from, say, a Warspace XComGame.upk file as my baseline, I should be going for (B), since I'm not certain if that mod made any other changes to the file outside of altering the skill trees. Then a dumb question: how does one extract XComGame.upk? I get the impression that this is supposed to be more obvious than decompressing, but although I've done the decompressing stuff just fine, I don't seem to have an extraction tool that knows how to handle XComGame.upk. *EDIT:* NM on that last point, found the unpacker. Edited November 24, 2012 by khomotso Link to comment Share on other sites More sharing options...
khomotso Posted November 24, 2012 Share Posted November 24, 2012 (edited) Just so that I'm contributing, and not just leeching off this thread, here's a step-by-step of the process I followed for the 'Unpack' (as opposed to decompress) method of altering XComGame.upk, modeled after Mike79's rundown on the first page: Downloads: UPK Unpack/Repack can be found here:http://sites.google.com/site/0dd14lab2/upkpacker If you have not already run it, you will also need XSHAPE, which is available here:http://forums.nexusmods.com/index.php?/topic/810950-xshape/ Hex Editor:http://download.cnet.com/HxD-Hex-Editor/3000-2352_4-10891068.html Steps:1. Clean setup (not strictly necessary, but it can help to stay organized):- Create new folder in the main XCom-Enemy-Unknown directory, which is where you'll compartmentalize the damage you'll do. I called my folder 'Skill Tree Modding'- Into this folder place all the upkpacker files (or at least the .dll and both .exes)- For convenience (assuming you'll end up doing multiple unpackings, edits, repackings) you might want to create some simple .bat files with notepad:-- unpack.bat which can contain the single line: UPKunpack XComGame.upk-- repack.bat which can contain the single line: UPKrepack XComGame XComGame.upk 2. Retrieve your baseline XComGame.upk- Navigate to XCom-Enemy-Unknown\XComGame\CookedPCConsole- Back up the file XComGame.upk (create a renamed copy)- Delete or rename the file XComGame.upk.uncompressed_size- Move the XComGame.upk file into your prepared directory from Step 1 (above) 3. Unpack the XComGame.upk file- e.g. by double-clicking on the unpack.bat file from Step 1 (above)- this will run for a dozen or more seconds, and when done, you will see an 'XComGame' folder 4. Generate the new function files- Use the web tool at http://personales.ya.com/anyone/xcom/perks.htm- fill out your preferred skill tree values, then click the 'Generate Mod' button- note the contents of the 4 *.function text areas at the bottom. You'll have to scroll down to find them, but these four blocks of values are the ones you want 5. Use the Hex editor to alter the function files in the unpacked XComGame - Using the hex editor, open each of the 4 function files named in the web tool (see Step 4 above), and overwrite their contents with the values supplied, then save- These functions are all found in the XComPerkManager folder. Assuming Step 1 (above) this location is: XCom-Enemy-Unknown\Skill Tree Modding\XComGame\XComPerkManager 6. Repack your modified XComGame folder- eg by double-clicking on the repack.bat in Step 1 (above)- this will again run for a dozen or more seconds, and when completed it will leave you with a new XComGame.upk file 7. Move your modified XComGame.upk back into the proper game folder- which is located at XCom-Enemy-Uknown\XComGame\CookedPCConsole 8. Run XSHAPE to change hash values appropriately- details left to other XSHAPE discussions, eg: http://forums.nexusmods.com/index.php?/topic/810950-xshape/page__hl__xshape Would welcome corrections if I got any of this wrong. EDIT: For the record, I can't get this to work if I'm trying to tweak the Warspace mod (the function changes always lead to a crashed launch). Is that not going to be possible? Edited November 24, 2012 by khomotso Link to comment Share on other sites More sharing options...
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