dirk45 Posted November 11, 2012 Share Posted November 11, 2012 I'm not one of those more experienced modders, but I see a lot of specific threads asking or telling others how to change specific aspects of the XCOM:Enemy Unknown experience. I figure having one thread for all the little questions will help when somebody centralizes all this information in a wiki or whatever. I think it would be helpful to try and classify your question/answer/tip, I/E weapons, armor, character generation/creation, economy balance, difficulty, textures, sound, et cetera. My first question is about character generation/creation: Does anyone know if you can or how to make it so any race can use any skin tone or any head? [i didn't see a thread like this(within the first 10pgs), but if one already exists I apologize and feel free to ignore this thread.] Link to comment Share on other sites More sharing options...
Drakous79 Posted November 11, 2012 Share Posted November 11, 2012 I figure having one thread for all the little questions will help when somebody centralizes all this information in a wiki or whatever. I think it would be helpful to try and classify your question/answer/tip, I/E weapons, armor, character generation/creation, economy balance, difficulty, textures, sound, et cetera.That would be sweet to have. My first question is about character generation/creation: Does anyone know if you can or how to make it so any race can use any skin tone or any head?Heads can be added using Config\DefaultContent.iniHeadPackageInfo=(Id=XX,......Character=eChar_Soldier,Race=eRace_African......)Adding new head lines with different ID to ini is possible. Some mods done that adding civilian heads to soldiers. But changing eRace from African to Caucasian does not help. The head can be chosen, but keeps its skin color. I'm not enough experienced modder to tell, where are color palettes for soldier customization stored, but my bet goes to head model/upk file. Link to comment Share on other sites More sharing options...
dirk45 Posted November 11, 2012 Author Share Posted November 11, 2012 Yeah, the additional heads trick is what gave me hope that there was a relatively easy way to do this. I don't even know how to modify the .upk files yet, but I looked at the head...upks with UE Explorer and it seems they only include model information and dependencies to Xcomgame.upk and such. (I'll confess that I have no idea what that means, Bethesda has spoiled me for modding) I was looking through the DefaultContent.ini and I saw the skin color pallets above the "Armor tints" section, ;ColorPalettes=(Palette=ePalette_CaucasianSkin, Colors[0]=(R=192,G=132,B=97),Colors[1]=(R=220,G=154,B=116),Colors[2]=(R=220,G=154,B=132),Colors[3]=(R=242,G=180,B=160),Colors[4]=(R=193,G=125,B=97),BaseOptions=5)so I tried merging all of the different race skintones into one line and it looked like this:;ColorPalettes=(Palette=ePalette_CaucasianSkin, Colors[0]=(R=192,G=132,B=97),Colors[1]=(R=220,G=154,B=116),Colors[2]=(R=220,G=154,B=132),Colors[3]=(R=242,G=180,B=160),Colors[4]=(R=193,G=125,B=97),Colors[5]=(R=138,G=114,B=86),Colors[6]=(R=110,G=90,B=67),Colors[7]=(R=89,G=75,B=60),Colors[8]=(R=77,G=72,B=74),Colors[9]=(R=77,G=64,B=61),Colors[10]=(R=238,G=195,B=137),Colors[11]=(R=212,G=172,B=117),Colors[12]=(R=198,G=158,B=103),Colors[13]=(R=208,G=161,B=126),Colors[14]=(R=214,G=169,B=121),Colors[15]=(R=242,G=225,B=175),Colors[16]=(R=229,G=212,B=161),Colors[17]=(R=205,G=187,B=141),Colors[18]=(R=248,G=224,B=163),Colors[19]=(R=255,G=238,B=201),BaseOptions=20)But alas, without changing something I'm missing - probably something in Xcomstrategygame.upk or Xcomgame.upk (that seems to be where everything not model/texture related lies) - those changes do nothing for better or worse. And after some digging around in those upks and DefaultContent.ini I found frequent reference to "UnitPalettes.[insert race]Skin", however I can't actually find "UnitPalettes.CaucasianSkin", "UnitPalettes.AfricanSkin", et cetera as a value that can be changed. Link to comment Share on other sites More sharing options...
Drakous79 Posted November 11, 2012 Share Posted November 11, 2012 (edited) Those RGB values are deprecated, commented with ; Nothing serious, but for fun and demonic horror skin, uncomment one of them and comment corresponding pallete.ColorPalettes=(Palette=ePalette_CaucasianSkin, Colors[0]=(R=192,G=132,B=97),......,BaseOptions=5) ;ColorPaletteInfo=(Palette=ePalette_CaucasianSkin,ArchetypeName="UnitPalettes.CaucasianSkin")No luck with UnitPalettes yet. I would expect a list of values somewhere. Edited November 11, 2012 by Drakous79 Link to comment Share on other sites More sharing options...
dirk45 Posted November 11, 2012 Author Share Posted November 11, 2012 That makes sense, since they don't harm or help anything. See, those are the kind of things I don't know. I would have gone through life without knowing those entries were nullified by ; Oh and I tried what you suggested and I got excited for a moment because when I was cycling through the (same) skin tone It went from 0-20 and then got stuck at 0. So the Unitpalette.skin must be similar to the colorpalette entries. Link to comment Share on other sites More sharing options...
Drakous79 Posted November 12, 2012 Share Posted November 12, 2012 Seems like you got different result. I also ended at skin color 0, but soldier's skin was dark black asphalt :) Link to comment Share on other sites More sharing options...
dirk45 Posted November 12, 2012 Author Share Posted November 12, 2012 No, the one skin tone was asphalt. :sad: I've looked through all the .upks and I haven't found anything more than a reference. I guess that's a moot point anyway because I'm just a dog chasing cars here, I wouldn't know what to do if I caught one. Link to comment Share on other sites More sharing options...
nobody4422 Posted November 13, 2012 Share Posted November 13, 2012 (edited) Ok, I would like to be able to equip my heavies with a pistol. This is because I've removed the Fire Rocket ability from the Squaddie level. I added eWP_Heavy to the pistol, but it still didn't show up in the inventory list. Anybody got any ideas? EDIT: I'm starting a new thread on this topic Edited November 13, 2012 by nobody4422 Link to comment Share on other sites More sharing options...
dirk45 Posted November 13, 2012 Author Share Posted November 13, 2012 Yeah, in my experience eWP_Heavy, for some reason, only seems to work on shotguns/LMGs since the last patch. What exactly changed would be good to know. Link to comment Share on other sites More sharing options...
Drakous79 Posted November 13, 2012 Share Posted November 13, 2012 The 2nd slot on heavy has some strange requirements. eAbility_RocketLauncher, eWP_Heavy, eWP_AnyClass, eItemSize_Large made it available at loadout screen. Bugged ingame swapping of weapons, heavy couldn't fire the pistol and others had rocket launcher icon. Link to comment Share on other sites More sharing options...
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