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Posted

That looks great. Really looking forward to playing Long War and patiently waiting in the meantime. If there's ever any way us newer modders can help, like with stuff you've decided to put on the backburner/deemed as low priority, just let us know. I know I for one would be willing to pitch in, especially with the AI since I've been knee deep in those functions lately anyway.

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Posted

Am posting up my latest revision of the Expanded Perk Tree mod, including various testing that's gone on in our internal Long War testing. I've also consolidated all of the actionscript/sprite changes into a single upk_mod file that's a bit easier to install.

 

Actionscript/Sprite change:

 

  Reveal hidden contents

 

 

Core unreal changes:

 

 

  Reveal hidden contents

 

 

To install the above changes UICollection_Strategy_SF.upk, XComGame.upk, and XComStrategyGame.upk must be decompressed.

 

 

The following changes patch up gamepad/keyboard functionality. If you're only using a mouse you can skip these:

 

 

  Reveal hidden contents

 

 

To make changes to the DGC.ini, you'll need to have installed the XComEW.exe-patch to force the game to load DefaultGameCore.ini from file instead of Resource Cache.

 

Perks are configured in the DGC.ini using the following template:

SoldierPerkTrees=(SoldierType=eSC_Sniper,		Squaddie=ePerk_SquadSight, 			Corporal1=ePerk_SquadSight, Corporal2=0, Sergeant1=ePerk_DamnGoodGround, Sergeant2=0, Lieutenant1=ePerk_BattleScanner,  Lieutenant2=0, Captain1=ePerk_Opportunist, Captain2=0, Major=0, 				Colonel1=ePerk_DoubleTap, 	Colonel2=0)
SoldierPerkTrees=(SoldierType=eSC_Sniper,		Squaddie=0, 						Corporal1=0, 				Corporal2=0, Sergeant1=0, 					 Sergeant2=0, Lieutenant1=0, 					Lieutenant2=0, Captain1=0, 				   Captain2=0, Major=ePerk_LowProfile, 	Colonel1=0, 				Colonel2=0)
SoldierPerkTrees=(SoldierType=eSC_Sniper,		Squaddie=ePerk_LightningReflexes, 	Corporal1=ePerk_SnapShot, 	Corporal2=0, Sergeant1=ePerk_Gunslinger, 	 Sergeant2=0, Lieutenant1=ePerk_DisablingShot,  Lieutenant2=0, Captain1=ePerk_Executioner, Captain2=0, Major=0, 				Colonel1=ePerk_InTheZone, 	Colonel2=0)

SoldierPerkTrees=(SoldierType=eSC_HeavyWeapons,	Squaddie=ePerk_FireRocket, 			Corporal1=ePerk_TracerBeams, Corporal2=0, Sergeant1=ePerk_FocusedSuppression, 	Sergeant2=0, Lieutenant1=ePerk_RapidReaction, 	Lieutenant2=0, Captain1=ePerk_DangerZone, Captain2=0, Major=0, 					 Colonel1=ePerk_Mayhem, 	Colonel2=0)
SoldierPerkTrees=(SoldierType=eSC_HeavyWeapons,	Squaddie=0,  						Corporal1=0, 				 Corporal2=0, Sergeant1=0, 							Sergeant2=0, Lieutenant1=0, 					Lieutenant2=0, Captain1=0, 				  Captain2=0, Major=ePerk_WillToSurvive, Colonel1=0, 				Colonel2=0)
SoldierPerkTrees=(SoldierType=eSC_HeavyWeapons,	Squaddie=ePerk_FocusedSuppression, 	Corporal1=ePerk_BulletSwarm, Corporal2=0, Sergeant1=ePerk_ShredderRocket, 		Sergeant2=0, Lieutenant1=ePerk_HEATAmmo, 		Lieutenant2=0, Captain1=ePerk_Grenadier,  Captain2=0, Major=0, 					 Colonel1=ePerk_Rocketeer, 	Colonel2=0)

SoldierPerkTrees=(SoldierType=eSC_Support,		Squaddie=ePerk_FieldMedic, 	Corporal1=ePerk_CoveringFire, Corporal2=0, Sergeant1=ePerk_SmokeAndMirrors, Sergeant2=0, Lieutenant1=ePerk_FocusedSuppression,  Lieutenant2=0, Captain1=ePerk_CombatDrugs, 	Captain2=0, Major=0, 				 Colonel1=ePerk_Sentinel, 	Colonel2=0)
SoldierPerkTrees=(SoldierType=eSC_Support,		Squaddie=0, 				Corporal1=0,  Corporal2=0, Sergeant1=0, 					Sergeant2=0, Lieutenant1=0, 						Lieutenant2=0, Captain1=0, 					Captain2=0, Major=ePerk_DeepPockets, Colonel1=0, 				Colonel2=0)
SoldierPerkTrees=(SoldierType=eSC_Support,		Squaddie=ePerk_Grenadier, 	Corporal1=ePerk_Sprinter, 	  Corporal2=0, Sergeant1=ePerk_FieldMedic, 		Sergeant2=0, Lieutenant1=ePerk_Revive, 				Lieutenant2=0, Captain1=ePerk_DenseSmoke, 	Captain2=0, Major=0, 				 Colonel1=ePerk_Savior, 	Colonel2=0)

SoldierPerkTrees=(SoldierType=eSC_Assault,		Squaddie=ePerk_RunAndGun, 	Corporal1=ePerk_Aggression, 	Corporal2=0, Sergeant1=ePerk_CloseAndPersonal, 	Sergeant2=0, Lieutenant1=ePerk_RapidFire, 	Lieutenant2=0, Captain1=ePerk_BringEmOn, 			 Captain2=0, Major=0, 					    Colonel1=ePerk_KillerInstinct,  Colonel2=0)
SoldierPerkTrees=(SoldierType=eSC_Assault,		Squaddie=0, 				Corporal1=0, 					Corporal2=0, Sergeant1=0, 						Sergeant2=0, Lieutenant1=0, 				Lieutenant2=0, Captain1=0, 							 Captain2=0, Major=ePerk_ExtraConditioning, Colonel1=0, 					Colonel2=0)
SoldierPerkTrees=(SoldierType=eSC_Assault,		Squaddie=ePerk_BulletSwarm, Corporal1=ePerk_TacticalSense, 	Corporal2=0, Sergeant1=ePerk_LightningReflexes, Sergeant2=0, Lieutenant1=ePerk_Flush, 		Lieutenant2=0, Captain1=ePerk_CloseCombatSpecialist, Captain2=0, Major=0, 					    Colonel1=ePerk_Resilience,  	Colonel2=0)

SoldierPerkTrees=(SoldierType=eSC_Psi,			Squaddie=0, 			 Corporal1=ePerk_PsiPanic, 			Corporal2=0, Sergeant1=ePerk_MindControl, 	  	Sergeant2=0, Lieutenant1=0,	Lieutenant2=0, Captain1=0, 	Captain2=0, Major=0, Colonel1=0,	Colonel2=0)
SoldierPerkTrees=(SoldierType=eSC_Psi,			Squaddie=ePerk_MindFray, Corporal1=0, 						Corporal2=0, Sergeant1=0, 					 	Sergeant2=0, Lieutenant1=0, Lieutenant2=0, Captain1=0, 	Captain2=0, Major=0, Colonel1=0, 	Colonel2=0)
SoldierPerkTrees=(SoldierType=eSC_Psi,			Squaddie=0, 			 Corporal1=ePerk_PsiInspiration, 	Corporal2=0, Sergeant1=ePerk_TelekineticField, 	Sergeant2=0, Lieutenant1=0, Lieutenant2=0, Captain1=0, 	Captain2=0, Major=0, Colonel1=0, 	Colonel2=0)

Unfortunately this hasn't been converted into a more end-user-friendly method of installation such as Toolboks or UPK-Utils. I've managed to avoid resizing any functions so it should be able to be converted into either format.

  • 2 months later...
Posted

Hi i would like to try out a larger perk tree, but i am kind-of lost how to install those changes. Should i just copy those code sections to a text file, then use them with PatcherGUI? (i know it is probably explained somewhere in this thread), but could someone please explain in simple steps what to do to have those larger trait-trees? (i would like to use them with training roulette if that matters)

  • 1 month later...
Posted
  On 5/11/2014 at 12:03 PM, Mohreb said:

Hi i would like to try out a larger perk tree, but i am kind-of lost how to install those changes. Should i just copy those code sections to a text file, then use them with PatcherGUI? (i know it is probably explained somewhere in this thread), but could someone please explain in simple steps what to do to have those larger trait-trees? (i would like to use them with training roulette if that matters)

 

Very much this. I would like to give the Major Rank two choices, because more often than not, entire characters gets screwed up by the fact that Major only gives 1 choice. With Training Roulette, Major really should have two choices, just like any other Rank.

 

But I have no idea how to use the information in this thread, and it's 18 pages to plow through, and most of those pages are very old, maybe not even applicable to Enemy Within.

 

Help, anyone? D:

Posted

I did my best to modularize the Expanded Perk Tree (when I updated it for EW), but there did end up being some intersection points with other Long War specific code.

 

In particular :

- The LongWar subclasses required some significant alterations

- The Psionics rework required changes to how some functions allow psionic powers to be trained

 

I haven't tested the basic Expanded Perk Tree by itself with vanilla in quite a while, so I can't guarantee that it will be compatible, but here's a link to the 13 upk_mod files in the module for Long War :

 

https://drive.google.com/folderview?id=0Bxrv8QdeQ-cybnQxUUlMVkFfT2M&usp=sharing

 

It also changes how the config data is read, as previously mentioned in the thread.

Posted (edited)
  On 6/21/2014 at 12:36 AM, Amineri said:

I did my best to modularize the Expanded Perk Tree (when I updated it for EW), but there did end up being some intersection points with other Long War specific code.

 

In particular :

- The LongWar subclasses required some significant alterations

- The Psionics rework required changes to how some functions allow psionic powers to be trained

 

I haven't tested the basic Expanded Perk Tree by itself with vanilla in quite a while, so I can't guarantee that it will be compatible, but here's a link to the 13 upk_mod files in the module for Long War :

 

https://drive.google.com/folderview?id=0Bxrv8QdeQ-cybnQxUUlMVkFfT2M&usp=sharing

 

It also changes how the config data is read, as previously mentioned in the thread.

 

I really appreciate you taking the time, and I feel like a total idiot for asking, but all mods I've dealt with so far either uses the Patcher, ol' ToolBoks (I think that's the name), or editing of the .ini-files. Looking at the .upk_mod-files in Notepad+ that you just linked, they seem to contain the same (exact same?) information as you posted earlier.

 

Now.. *cough* what.. what do I actually do with them? Do I place them somewhere? Do I run them through some kind of patcher to edit the .upk-files? I'm.. at a bit of a loss.

 

Edit: Alright, so, after searching vigorously for a while, I've found the UPKModder v0.82, but I can't work out the instructions. It doesn't seem to be working, but that's likely because I have no idea how I'm supposed to configure the upk_config.ini. What information goes where? It lists files I can't even find in my folders, such as XComGame_EU_Patch4.upk and such. Also, I doubt that anyone ever had such files dumped straight in C:/Games, especially considering that the .upk-files are usually way down in the XCOM installation folders (in my case, D:\Games\Steam\SteamApps\common\XCom-Enemy-Unknown\XEW\XComGame\CookedPCConsole).

 

Any pointers on that? And I'm not even sure what the GUID lines are.

 

I've managed to create a Project and I dumped the .upk_mod-files in the modsrc-folder of the project. So if I can work out the UPKModder configurations, I think it should just be punch and go.. right? I think.

Edited by SwedenRebel
Posted

Well, you have a few different options.

 

1) Try and work out how to configure UPKmodder -- UPKmodder isn't designed as a mod installer, although it does have some limited installation capabilities. So it won't patch the executable to load the DGC.ini, and it won't decompress the upks in the CookedPCConsole folder for you. You also have to link to the upks being modded (using the button in the lower left when a upk_mod file is open)

 

2) Convert the upk_mod files into PatchGUI format -- they are fairly similar, and none of the Expanded Perk Tree changes resize, so this should be fairly straightforward

 

3) Manually install using a hex editor -- since none of the modfiles do a resize operation, manual installation is possible

Posted
  On 6/21/2014 at 6:42 PM, Amineri said:

Well, you have a few different options.

 

1) Try and work out how to configure UPKmodder -- UPKmodder isn't designed as a mod installer, although it does have some limited installation capabilities. So it won't patch the executable to load the DGC.ini, and it won't decompress the upks in the CookedPCConsole folder for you. You also have to link to the upks being modded (using the button in the lower left when a upk_mod file is open)

 

2) Convert the upk_mod files into PatchGUI format -- they are fairly similar, and none of the Expanded Perk Tree changes resize, so this should be fairly straightforward

 

3) Manually install using a hex editor -- since none of the modfiles do a resize operation, manual installation is possible

1) I've tried to figure it out, but I'm just not sure what it's asking for. The executable is patched to load the DGC.ini and the relevant .upk-files in the CookedPCConsole should be decompressed now, but I still have no idea how to configure the config file for UPKmodder. Like I said, what information goes where? And I'm not even sure what the GUID lines are. I'd love to configure it, but I just have no idea what it's asking, like I said earlier, some of the files it seems to make references to doesn't even exist in my CookedPCConsole folder (such as the aforementioned XComGame_EU_Patch4.upk).

 

Linking to the .upk:s can't be done before UPKmodder has been configured, it seems; the instructions speak of colours, but all I get is grey, and the folder in the lower left can't be pressed. Either way, that's practically a non-issue until I know how to configure the config file.

 

2) You're an amazing person with some amazing experience with these things. What is straightforward to you is certainly not straightforward for others. I'm not even sure how to get started on doing that, based on the information I have (the .upk_mod-files).

 

3) I actually tried to work that out when reading the your earlier post, but either I'm not looking at the right files or I don't have them, or something else went wrong, because I quite quickly ran into strings I couldn't find when searching. Which, obviously, means that I can't really alter them. I'll take another swing at them and see what I can work out, although I doubt I'll get far.

Posted

To set up UPKmodder to apply files to particular upks, do the following :

 

1) Launch UPKmodder

2) Open upk_mod file by double clicking in project pane

3) At lower left it will say "no UPK file selected"

4) Click on the small folder icon next to that text

5) Navigate to the upk file that this modfile should be applied to (could be in your CookedPCConsole, but also allows applying to a back-up copy of desired)

6) Once selected, UPKmodder remembers the association between the file in the header (e.g. "UPKFILE=XComGame.upk") and will link all files with the same header entry to the same file until it is changed

7) Because of (6), steps 4-5 only have to be done once for each different UPK being modified -- for this mod, XComGame.upk, XComStrategyGame.upk, and UICollection_Strategy_SF.upk are modded.

 

Hopefully this helps

Posted (edited)
  On 6/22/2014 at 6:33 PM, Amineri said:

To set up UPKmodder to apply files to particular upks, do the following :

 

1) Launch UPKmodder

2) Open upk_mod file by double clicking in project pane

3) At lower left it will say "no UPK file selected"

4) Click on the small folder icon next to that text

5) Navigate to the upk file that this modfile should be applied to (could be in your CookedPCConsole, but also allows applying to a back-up copy of desired)

6) Once selected, UPKmodder remembers the association between the file in the header (e.g. "UPKFILE=XComGame.upk") and will link all files with the same header entry to the same file until it is changed

7) Because of (6), steps 4-5 only have to be done once for each different UPK being modified -- for this mod, XComGame.upk, XComStrategyGame.upk, and UICollection_Strategy_SF.upk are modded.

 

Hopefully this helps

 

I think I can see where it went wrong before. I created projects that I put the .upk_mod-files in, and the "no UPK file selected" never showed up, nor could I press the folder. When completely disregard the whole "project" thing and just open up a .upk_mod-file straight away, it finally shows the "no UPK file selected" and the folder is pressable! Woo!

 

This is counter to what it says on the page I got the UPKmodder from, though.

 

I'll give it a swirl and see how far I get. Much love, cheers. I'll be back when things inevitably don't work out (they never do). :smile:

 

Edit: Aaaaaaaaaaaaaaaah, I can load the project, and then open up the individual files inside of the UPKmodder, and then it shows up as it should. I had no difficulties configuring it, although the __S_UiSoldierPromotion_UpdateAbilityData.upk_mod shows up in red when testing it's status. I'll see if I can hit that with a wrench and see what happens...

 

Edit 2: Is there a way to determine what the error was?

Edited by SwedenRebel
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