Jump to content

UI Mod - Bigger Perk Tree


Amineri

Recommended Posts

I'm thinking about making a new version of the obsolete perk tree mod generator.

 

The benefit compared to using the native perk editor in toolboks would be:

* Overview of all classes to make planing a bit easier

* Possibility to import (and modify) perk trees created by other users

 

bokauk

Do you have any short term plans which will make those features redundant?

 

Amineri

Do you have any short term plans to increase the number of supported levels or perks per level beyond the current 7x3? I know that you initially planned for 11*4...

Link to comment
Share on other sites

  • Replies 193
  • Created
  • Last Reply

Top Posters In This Topic

Bertilsson has created an excellent tool to easily create a ToolBoks Custom Mod to configure perk changes for the Expanded Perk Tree mod.

 

The link is here : http://hem.bredband.net/bertrich/XCOM/ExtendedPerkGen.htm

 

Currently the tool allows configuration of four perks per rank, and up to 11 ranks. The v0.91 of the Perk Tree only allows for display of THREE perks per rank, and 7 ranks. The Psi tree only allows for three perks per rank and 3 ranks.

 

Anything configured in the other positions will not have an effect on gameplay.

 

I've verified that the XComGame.upk file offsets are correct for all five trees (Assault, Heavy, Sniper, Support and Psi). However, more testing is needed before it is considered completely 'safe' to use.

 

Any errors caused by the tool are fixable by re-installing the perk tree Custom Mod included with the release (which overwrites the entire GetPerkInTree function).

 

---------------------------------------

 

On a side note, I've been working on an expansion of the perk tree -- subclasses.

 

Essentially each of the four classes splits into two subclasses after the first perk is selected.

 

Subclass one gets access to perks 0, 1, and 2

 

Subclass two gets access to perks 1, 2, and 3

 

This allows the use of all four definable perks. Perk 0 is a perk specific to subclass one, and perk 3 is a perk specific to subclass two, while perks 1 and 2 are common to both subclasses.

 

There are some issues to still be addressed, but it's coming along pretty nicely.

Link to comment
Share on other sites

Thanks to both you and Bertilsson for the link and tool. (Just in time to save me having to hunt down those offsets for myself, as well as simplifying the setup.)

 

*I* at least can live without the 4th perk for now.

 

-Dubious-

Link to comment
Share on other sites

One feature worth highlighting is that the tool autogenerates a link with the current seed for any changes so that it can be shared with others or "saved" for future editing.

 

An example where Merciless v1.2 setup has been recreated:

http://hem.bredband.net/bertrich/XCOM/ExtendedPerkGen.htm?seed=00,03,00,00,1f,08,0b,00,09,0f,2f,00,02,23,0a,00,5b,35,27,00,05,10,11,00,0d,00,36,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,12,00,00,2f,21,18,00,20,0f,0b,00,1a,13,16,00,5b,35,19,00,0e,11,27,00,5e,00,5d,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,06,00,00,20,18,21,00,22,0b,25,00,27,1f,23,00,29,35,28,00,2b,5b,05,00,24,00,0e,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,2c,00,00,08,2f,30,00,13,02,25,00,5c,0a,38,00,34,35,33,00,2b,36,11,00,24,00,37,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,45,00,00,00,47,46,00,00,49,48,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,00,

(hopefully Yzaxtol doesn't mind, please let me know otherwise!)

 

Also keep in mind that it still requires Amineris perk tree mod to be installed before installing any mod which is the result of the tool.

And you still need toolboks to implement the resulting mods.

Link to comment
Share on other sites

Thank you, I have now added an inspirational menu where you can select the following perk trees:

Standard XCom by Firaxis

Merciless mod v1.2 by Yzaxtol

 

If anyone wants to add more trees to that menu, let's say for example something leaner and meaner then before;) just let me know the link to it.

Link to comment
Share on other sites

I've finally got around to testing out this mod and it seems like Amineri and I have used slightly different code for the Perk Trees. This results in the offsets of the packed perks being slightly different and so the correct perk IDs cannot be identified in ToolBoks.

You should be able install the Enhanced Perk Tree mod and configure the Perk Trees in ToolBoks using the following layouts:

Assault: 2, 3, 3, 3, 2, 1, 2
Heavy: 2, 3, 3, 3, 2, 2, 2
Sniper: 2, 3, 2, 3, 2, 1, 2
Support: 2, 3, 3, 3, 2, 1, 2
(Amineri, correct me if the layouts are incorrect) :smile:

After applying the settings, ToolBoks will write the changes in the format it expects and so should then detect the perks correctly :smile:

Link to comment
Share on other sites

@ bokauk

 

The layouts possible are all a 3x7 array of perks for all four classes.

 

Technically an entire 4x11 block of perk is defined and can be set, but currently only perk 0-2, and ranks 1-7 have any in-game effect. Bertilsson's tool above provides correct offsets for all of the perk bytes that have to be changed.

 

--------------------------------

 

Eventual plans (in later version of the Perk Tree mod) are:

  • Perk 3 will be used for subclass selections : Depending on perk choice at rank 1 (squaddie), later ranks will be able to select from either perks 0-2 or perks 1-3
  • Ranks 8-11 will be used for additional perk choices at designated ranks (e.g. at Corporal 2 perks could be selected). These perks will be selectable from the bottom 4 columns of the perk tree. My hope is to make the option of 'pseudo-perks' that apply stat adjustments available (e.g. a Heavy could select between additional Aim, HP, or Willpower).
Link to comment
Share on other sites

I have calculated the offsets for the Enhanced Perk Tree mod using below formula:

for (var i = 1; i <= highestLevel; i++) { 
  for (var j = 0; j <= highestPerk; j++) {
    baseOffset + 48 + (22*i) + 11 + j);
  }
}

Sniper baseOffset: 7169316 //highestLevel=11, highestPerk=3
Heavy baseOffset: 7169770 //highestLevel=11, highestPerk=3
Assault baseOffset: 7170224 //highestLevel=11, highestPerk=3
Support baseOffset: 7170678 //highestLevel=11, highestPerk=3
PSI baseOffset: 7169000 //highestLevel=4, highestPerk=3 

Important: Not respecting highestLevel=4 for PSI-class makes XComGame.upk very sad.

Link to comment
Share on other sites

I've just realised the layouts are already customisable! I thought they were fixed with whatever layout you designed, but they can be UP TO 3 perks, not fixed with your default layout. That's great, it saves me a lot of work I thought I'd needed to do, although up to 4 perks was what I was going to aim for, but 3 will do :smile:

It seems like this should mean that the perk trees are already customisable in the current version of ToolBoks with this mod installed then.

 

This mod in its current form is even better than I originally thought! :thumbsup:

Finding the offsets isn't the problem; it's the extra time it would take to recode it. I've created a workaround to detect your alternative offsets, which is far quicker and easier than recoding ToolBoks to read and generate the different offsets.

I thought you were going to base the code for the perk trees off of the ToolBoks generated code to make them both compatible, but I guess not lol :pinch:

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.

×
×
  • Create New...