Oxeter Posted November 3, 2012 Share Posted November 3, 2012 My wife and I played the original X-Com "together," and she's been antsy to see this one, but she's squeamish about blood. So I figured out how to remove the streams of blood that erupt on death. Here's where I found them, in case you want to mod them out: xcomgame.upkclass: XComDeathHandlerfunction: BeginDeath if(m_selectedDeath.bUseWoundAttachEffect && (m_selectedDeath.WoundAttachEffect != none)) { kNumAttachSockets = m_selectedDeath.WoundAttachSockets.Length; // End:0x337 Loop:False if(kNumAttachSockets > 0) { kUnitInventory = kUnit.GetInventory(); // End:0x333 foreach m_selectedDeath.WoundAttachSockets(kInvLocation) { kSocketName = kUnitInventory.m_SocketNames[kInvLocation]; kSocket = DyingPawn.Mesh.GetSocketByName(kSocketName); // End:0x332 Loop:False if(kSocket != none) { // End:0x28d Loop:False if(m_pawnHitSocket == none) { m_pawnHitSocket = kSocket; } kPSC = m_selectedDeath.WoundAttachEffect.PlayOnActor(DyingPawn, DyingPawn.Mesh, kSocket); kPSC.SetTickGroup(4); m_arrCreatedParticleSystemComponents.AddItem(kPSC); } } } // End:0x439 else { m_pawnHitSocket = DyingPawn.Mesh.GetNearestSocket(DyingPawn.TakeHitLocation); kPSC = m_selectedDeath.WoundAttachEffect.PlayOnActor(DyingPawn, DyingPawn.Mesh, m_pawnHitSocket); kPSC.SetTickGroup(4); m_arrCreatedParticleSystemComponents.AddItem(kPSC); } } The quick removal is to change the first != to a ==, so that wound effects only play if there is no associated wound effect. Here it is in hex 00 00 00 00 01 B0 4A 00 00 18 20 00 77 35 A7 4A 00 00 AB 4A 00 00 00 00 01 B0 4A 00 00 2A 16 16 0F 00 C0 4A 00 00 36 35 A6 4A 00 00 AB 4A 00 00 The != is the 77, change it to 72 and you're set. This doesn't affect stains on armor, the tiny clouds when hit, or the pools under corpses, but it got the wife seal of approval. Hope this helps anyone else with squeamish playmates. Link to comment Share on other sites More sharing options...
FlyingHigh10000000 Posted November 3, 2012 Share Posted November 3, 2012 Would this help in achieving the opposite effect, somehow? (More blood, that is. Not a big deal atm, but it could be useful if there's any way to make it so all shots don't hit the head.) Link to comment Share on other sites More sharing options...
Oxeter Posted November 3, 2012 Author Share Posted November 3, 2012 I assume all shots are programmed to be head shots. If we could type in any script we want, we could probably get the blood to spurt from a random location. However, I don't see how to get there with a hex editor. Interesting idea though. Link to comment Share on other sites More sharing options...
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