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Grapple for the Titan and Psi armor


DamarStiehl

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I want to give Grapple ability to Titan and Psi armor. I went to DefaultGameCore.ini and found the Skeleton armor entry:

 

Armors=(ABILITIES[0]=eAbility_NONE,ABILITIES[1]=eAbility_NONE,ABILITIES[2]=eAbility_NONE,ABILITIES[3]=eAbility_NONE,Properties[0]=eAP_Grapple,Properties[1]=eAP_None,Properties[2]=eAP_None,Properties[3]=eAP_None,iType=eItem_ArmorSkeleton,iHPBonus=4,iDefenseBonus=10,iFlightFuel=0,iWillBonus=0,iLargeItems=1,iSmallItems=1,iMobilityBonus=0)

 

I copied out the Grapple property to the Titan armor, and also changed the SmallItems property to 2:

 

Armors=(ABILITIES[0]=eAbility_NONE,ABILITIES[1]=eAbility_NONE,ABILITIES[2]=eAbility_NONE,ABILITIES[3]=eAbility_NONE,Properties[0]=eAP_DualWield,Properties[1]=eAP_PoisonImmunity,Properties[2]=eAP_Grapple,Properties[3]=eAP_None,iType=eItem_ArmorTitan,iHPBonus=10,iDefenseBonus=0,iFlightFuel=0,iWillBonus=0,iLargeItems=1,iSmallItems=2,iMobilityBonus=0)

 

But it did not work. I got another SmallItems slot after re-equipping the armor (as expected), but the Grapple ability did not show up.

 

Fine, I thought, maybe the game cannot interpret that many properties. So I replaced the eAP_DualWield ability (which doesn't seem to do anything) with eAP_Grapple ability:

 

Armors=(ABILITIES[0]=eAbility_NONE,ABILITIES[1]=eAbility_NONE,ABILITIES[2]=eAbility_NONE,ABILITIES[3]=eAbility_NONE,Properties[0]=eAP_Grapple,Properties[1]=eAP_PoisonImmunity,Properties[2]=eAP_None,Properties[3]=eAP_None,iType=eItem_ArmorTitan,iHPBonus=10,iDefenseBonus=0,iFlightFuel=0,iWillBonus=0,iLargeItems=1,iSmallItems=2,iMobilityBonus=3)

 

But it still didn't work. Needless to say, adding Grapple to the Psi armor was equally unsuccessful.

 

What's the matter here? Is this outright impossible or am I barking up the wrong tree and need to make these changes elsewhere?

 

EDIT: Funnily enough, if I added eAbility_Grapple to the abilities section of the Abilities section of the armor, the Grapple ability showed up... except when I tried using it, the soldier fired his primary weapon at where I told him to grapple, and then teleported to that spot. So TECHNICALLY it worked, it just looked ugly as hell. Any way to make it look less ugly?

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I want to give Grapple ability to Titan and Psi armor. I went to DefaultGameCore.ini and found the Skeleton armor entry:

 

Armors=(ABILITIES[0]=eAbility_NONE,ABILITIES[1]=eAbility_NONE,ABILITIES[2]=eAbility_NONE,ABILITIES[3]=eAbility_NONE,Properties[0]=eAP_Grapple,Properties[1]=eAP_None,Properties[2]=eAP_None,Properties[3]=eAP_None,iType=eItem_ArmorSkeleton,iHPBonus=4,iDefenseBonus=10,iFlightFuel=0,iWillBonus=0,iLargeItems=1,iSmallItems=1,iMobilityBonus=0)

 

I copied out the Grapple property to the Titan armor, and also changed the SmallItems property to 2:

 

Armors=(ABILITIES[0]=eAbility_NONE,ABILITIES[1]=eAbility_NONE,ABILITIES[2]=eAbility_NONE,ABILITIES[3]=eAbility_NONE,Properties[0]=eAP_DualWield,Properties[1]=eAP_PoisonImmunity,Properties[2]=eAP_Grapple,Properties[3]=eAP_None,iType=eItem_ArmorTitan,iHPBonus=10,iDefenseBonus=0,iFlightFuel=0,iWillBonus=0,iLargeItems=1,iSmallItems=2,iMobilityBonus=0)

 

But it did not work. I got another SmallItems slot after re-equipping the armor (as expected), but the Grapple ability did not show up.

 

Fine, I thought, maybe the game cannot interpret that many properties. So I replaced the eAP_DualWield ability (which doesn't seem to do anything) with eAP_Grapple ability:

 

Armors=(ABILITIES[0]=eAbility_NONE,ABILITIES[1]=eAbility_NONE,ABILITIES[2]=eAbility_NONE,ABILITIES[3]=eAbility_NONE,Properties[0]=eAP_Grapple,Properties[1]=eAP_PoisonImmunity,Properties[2]=eAP_None,Properties[3]=eAP_None,iType=eItem_ArmorTitan,iHPBonus=10,iDefenseBonus=0,iFlightFuel=0,iWillBonus=0,iLargeItems=1,iSmallItems=2,iMobilityBonus=3)

 

But it still didn't work. Needless to say, adding Grapple to the Psi armor was equally unsuccessful.

 

What's the matter here? Is this outright impossible or am I barking up the wrong tree and need to make these changes elsewhere?

 

EDIT: Funnily enough, if I added eAbility_Grapple to the abilities section of the Abilities section of the armor, the Grapple ability showed up... except when I tried using it, the soldier fired his primary weapon at where I told him to grapple, and then teleported to that spot. So TECHNICALLY it worked, it just looked ugly as hell. Any way to make it look less ugly?

 

 

It might be that the Grapple ability is coded to only work with the armor types it originally comes with. I can try to look in the upk files for that, but I give no guarantees, as this is my first time looking into it.

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  • 3 weeks later...

I would love to know if there is any solution for the grapple animation glitch. Similarly, when I switch the arc thrower to pistol property, the soldier appear to throw the primary weapon when throwing grenade. Also, I notice that the action icons are not uniform across class ability (ie 3rd icon is not always overwatch,...). That might be tied to action animation which got bugged if another action is added.

 

I think "eAP_DualWield" means fire resistance property of the Titan armor.

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Funny I just tried this, and decided to search to see if anyone else had this same issue, or if I was doing something wrong. I haven't tried adding grapple to the Titan armor, however I've just recently tried to add it to the Psi armor with the same results as above. I tried adding in the eAbility_Grapple when the normal method failed, but then I started to shoot to grapple, which also resulted in my soldier getting stuck in mid air

 

I have however been able to add the Ghost ability to Psi armor without issues

 

And I've been able to add the Grapple skill to the Ghost armor properly

 

So I'm unsure why the Psi armor won't accept it, and apparently the Titan armor wont either, however the Ghost armor works perfectly fine with it.

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I could have sworn I added that in my self, but after checking my original ini (and wiki) you are right

 

I don't recall it having it by default, sorry for the mistake :pinch:

 

I'm guessing that the armor ID makes a call to a line of code someplace else in the xcom files, and that's probably where it needs to be modified, which I don't think is currently possible(?). What does seem possible is adding "eAbility_Name" to armors, which doesn't always have the desired effect

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  • 1 year later...

I have done this, but it only works with Xcom Enemy Within. I used the ResourceHacker to edit the .exe

 

The grapple ability works with every suit and the model is displayed properly on the (left) forearm.

 

Xcom: Enemy Within = XComEW.exe

 

When the .exe is opend it is under : RCDATA/1020/1030

 

Properties[0]=eAP_Grapple, Properties[1]=eAP_None, Properties[2]=eAP_None, Properties[3]=eAP_None, strName="", iType=eItem_ArmorKevlar,

Properties[0]=eAP_Grapple, Properties[1]=eAP_None, Properties[2]=eAP_None, Properties[3]=eAP_None, strName="", iType=eItem_ArmorCarapace,

Properties[0]=eAP_Grapple, Properties[1]=eAP_None, Properties[2]=eAP_None, Properties[3]=eAP_None, strName="", iType=eItem_ArmorSkeleton,

Properties[0]=eAP_Grapple, Properties[1]=eAP_PoisonImmunity, Properties[2]=eAP_FireImmunity, Properties[3]=eAP_None, strName="", iType=eItem_ArmorTitan,

Properties[0]=eAP_Grapple, Properties[1]=eAP_PoisonImmunity, Properties[2]=eAP_FireImmunity, Properties[3]=eAP_AirEvade, strName="", iType=eItem_ArmorArchangel,

Properties[0]=eAP_Grapple, Properties[1]=eAP_PoisonImmunity, Properties[2]=eAP_FireImmunity, Properties[3]=eAP_None, strName="", iType=eItem_ArmorGhost,

Properties[0]=eAP_Grapple, Properties[1]=eAP_Psi, Properties[2]=eAP_None, Properties[3]=eAP_None, strName="", iType=eItem_ArmorPsi,

 

Search for the suit and stay in this horizontal line. There are Properties[0], [1], [2] and [3] which represent the abilities from the suit. eAP_None meens it is free and you can exchange it to eAP_Grapple,

 

Make a backup of the original file before you edit it (in case something goes wrong).

Edited by Max1944
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Anything you were doing with ResourceHacker can now be done in the appropriate loose INI file in either game, once you enable INI loading. (Instructions 'here'.)

 

And "XComEW.exe" is the executable for EW, not EU (which is "XComGame.exe").

 

But I'm not seeing how this RH edit is materially different from what the OP did (except to put the grapple as the first property: which might be significant), so can someone confirm that this works with editing the INI? If so, I'll add it to the "How to DIY" wiki article.

 

-Dubious-

Edited by dubiousintent
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