DamarStiehl Posted December 11, 2012 Share Posted December 11, 2012 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? Link to comment Share on other sites More sharing options...
FlyingHigh10000000 Posted December 12, 2012 Share Posted December 12, 2012 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. Link to comment Share on other sites More sharing options...
DamarStiehl Posted December 14, 2012 Author Share Posted December 14, 2012 Wonder if anyone actually succeeded in figuring it out. Are animations really tied to individual armors? Link to comment Share on other sites More sharing options...
FlyingHigh10000000 Posted December 15, 2012 Share Posted December 15, 2012 Agh, sorry, I didn't look into it yet. Got sidetracked with applying mods to Skyrim. Kind of burned myself out on XCOM while working on my rebalance mod. x_x Link to comment Share on other sites More sharing options...
pdoan8 Posted December 31, 2012 Share Posted December 31, 2012 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. Link to comment Share on other sites More sharing options...
Akadai Posted January 4, 2013 Share Posted January 4, 2013 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. Link to comment Share on other sites More sharing options...
DamarStiehl Posted January 4, 2013 Author Share Posted January 4, 2013 Ghost already has grapple by default... Link to comment Share on other sites More sharing options...
Akadai Posted January 4, 2013 Share Posted January 4, 2013 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 Link to comment Share on other sites More sharing options...
Max1944 Posted April 7, 2014 Share Posted April 7, 2014 (edited) 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 April 7, 2014 by Max1944 Link to comment Share on other sites More sharing options...
dubiousintent Posted April 8, 2014 Share Posted April 8, 2014 (edited) 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 April 8, 2014 by dubiousintent Link to comment Share on other sites More sharing options...
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