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fallout3plyr222

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EDIT: well, after actually browsing the forum in which i posted this in, all i can say is my heart is broken :( there has to be something we can do to break open the u3 engine for modding.

 

so i just bought this game from steam, and i can't believe what i had been missing out on. it's freaking beautiful, i love everything about it. it takes me back to my childhood when i used to play the fire emblem series all day.

needless to say, i beat this game in approximately 23 hours, no cheats/hacks/mods of any sort. i basically binged on it in one continuous session.

 

should i feel ashamed? hell yes i should, but me personally i don't really care. it was 23 hours well spent.

have i ever done that before with any other video game? no. which leads me to this next paragraph.

 

i want to learn to mod the s*** out of this game. this is most likely in the wrong section, i'm sort of in a rush here, as i need to go to sleep. i work at 5 in the morning. so if you're a moderator, i sincerely apologize, and feel free to move this to another section.

i attempted to get into modding other games like oblivion and fallout, the nexus was a huge inspiration for that, but i never really got anywhere, i really think it was because i had been subjected to so many complicated and intense mods, that i was simply in over my head.

 

so, i've done a lot of googling around, and what i've come to find is that the unreal engine that xcom runs on is very modder friendly, or is at least very moddable.

does this mean we could introduce new weapons, and armors? maybe new items? some ideas for this would be like railguns, tesla weaponry, regenerative shields that would be placed in item slots,

could you theoretically increase the space you have to build in your base, like adding new excavation sites, new types of facilities?

what about new classes, skills, psionic abilities, space exploration, and the like?

some more crazy ideas i could throw out there: a starcraft overhaul, new alien types, vehicle types, aircraft you can call in on missions, etc.

a specific request i could make is a fix to the ghost armor, instead of having invisibility for one turn, would it be possible to make it infinite? or for balance issues, extend the amount of turns you can have it turned on? maybe remove the decloaking when weapons fire?

google has not helped me in the search for those answers, and neither has the nexus, as all i've seen are gameplay tweaks and texture replacers.

 

so does this engine have it's modding limits? are we at those limits? who is going to push the envolope if we are not?

i would absolutely love to, however i know very, very little of modding. i would be very interested in learning however, if anybody would take it upon themselves to mentor me :)

of course these things take time, and we've only just been introduced to this awesome game, so i'm sure i'm not the first to ask these types of questions, but we should really work on something that would make this awesome game even better! it's like firaxis wanted us to mod it!

Edited by fallout3plyr222
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So far this is what we use:

 

1. Modify ini settings hidden in the EXE file:

http://forums.nexusmods.com/index.php?/topic/804882-modpatcher/

 

 

2. HEX edit UPK files:

http://forums.nexusmods.com/index.php?/topic/820867-here-are-upk-modding-tools/

 

 

It's quite easy to use the modpatcher. There are now also more modding tools popping up that allow you to modify the ini settings.

 

The UPK files are more tricky. If you want to try that out, you can go to the link I listed, download the tools, then follow the instructions/tutorial in the ReadMe.

Edited by BlackAlpha
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Knights of the Old Republic was mod friendly :) with Override directory, a lot of decompiled scripts, Lucasforum and mods hosted at Lucasfiles.
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