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Modding xcom enemy within
Modding xcom enemy within










modding xcom enemy within modding xcom enemy within modding xcom enemy within

These can be added pretty easily without broaching the existing code.Īdding some new weapons wouldn't be too much more difficult for Firaxis (as opposed to us modders). Slingshot at least didn't hurt too much, IIRC, so it all depends on how much they gut existing code, rather than just add on to it.įrom what I've seen of how the intrinsic code is structured, their previous DLC plans were only going to be the structured council mission campaigns and cosmetic add-ons (hair/helmet, face and deco armors). While I'm looking forward to see more content and more maps, and am hopeful (faintly) for a bit more support for modding built in, the amount of work needed to get previous mods working makes my head hurt just thinking about it. Not as much as creating the mod in the first place (for mods changing functions whose functionality is essentially unchanged) - I'd guess around 10 to 15% of the time originally creating the mod to update it for new variable / function hex references. This will mean re-working every mod created to be compatible with the new hex references, which means quite a lot of work. However, since we currently have to access functions and variables at the hex level, simply adding new variables and functions can cause the hex references to existing variables and functions to change. My intuition is that they will leave a lot of code untouched (why change code unless you have to, since changing code costs $$$). Firaxis' other title continues to have good modding support, but I'm really unsure whether or not they would have been able to re-structure the code enough (under a year since initial release) to add any modding support. Oddly enough, the only thing changed (that I've noticed), are classes (changed class perks per rank).I suspect that the upk hash checking and phone home features are there to try and reduce the incidence of Multiplayer cheating, and only interfered with our modding efforts as a side effect. The UPKUtils "PatcherGUI" file format is how you implement those changes. The wiki has a number of articles regarding the UPK files and how to mod them. Once we learned how to enable the use of the separate loose INI files (documented in the " Basic Guide to installing mods"), and with the advent of the UPKUtils tool set, RH hasn't been needed. Last I knew it had never been updated for EW. If I am interpreting you correctly, you are attempting to use the Resource Hacker tool for modding? That is very "old school", and was pretty much abandoned after the third or so update of the base EU game because of the changing addresses with each version. That should still be true for the GOG version as well. So you are breaking new ground.Įven so, please see the " Basic Guide to installing mods", the "Environment" section in particular. I think you are the first person to mention hacking the GOG version of XCom, much less EW.












Modding xcom enemy within