I have tried a number of these mods with the Steam release in the last few days. Modnix loads them without error. The ones I have tried are:
Mitigate Shred Loot Everything Cap Deploy Boost Body Augmentations Tech Progression
I wanted to try Independent Gear too, but Modnix does not recognize that one.
In game, I can see Tech Progression has worked. I have not noticed Loot Everything ever work so far. Neither have I noticed Mitigate Shred do anything. I wonder if anyone else knows if these are still working on the current version of PP?
If you want independent gear you can replicate it's effects (somewhat) by pasting "NE_SniperRifle_WeaponDef": "PX_PhoenixProject_ResearchDef", "NE_Pistol_WeaponDef": "PX_PhoenixProject_ResearchDef", "NE_AssaultRifle_WeaponDef": "PX_PhoenixProject_ResearchDef",into tech progression config. That'll give you access to all the indie weapons instead of just the machine gun. However, generally speaking, the machine gun is the only one worth bothering with, as the rest of them are just plain weaker versions of your own gear (while the machine gun is a weaker version of faction gear). That said, they might have some situational use. If you happen to have more people than Phoenix guns you might have to resort to using those, and then you might want ammo for them, which you can't produce without having the guns themselves unlocked. They are also slightly cheaper (both guns and ammo), but I doubt anyone would want them just for that.
@Reianor1 Loot Everything seems to work for me. I couldn't figure out how to get a congig (some kind of error with a dependancy of modnix apparently) because I wanted armour to drop as well. I changed a wee bit in the dll to bypass the config and have armour dropped, and yep that worked too. So all armour and weapons are dropping fine for me. Some missions you need to pick up the items though, not sure if the mod will auto pick up everything in a mission where you need to pick up things to keep them. Maybe that is the problem (as in you are in a mission where you need to pick up the loot to keep it)? If I remember i will test this out later.
I'd really like to figure out how to config loot_everything to drop armor as mentioned here, perhaps a separate file for that. I'm a bit lost as how to go about it.
Also I quite like the ability to produce independent ammo for when I need to produce other stuff besides guns for recruits. But having that in the tech progression mod would be cool. Just not sure where tech progression config is located to paste in the bit for that.
Great mods though I noticed I am using other than pp raw recruits basically only mods created by you for this game. Really adding to the immersion being able to pickup spoils of war.
@Anthreas You are meant to be able to use Modnix to create a config file, but i always get an error message no matter which mod I'm trying to get a config for. I edited the loot everything dll. I used the dnspy program to open it. Search for: Drop_All_Armour youll find this: // Token: 0x04000010 RID: 16 public bool Drop_All_Armour; r-click on is and choose the edit class option. change the // Token: 0x04000010 RID: 16 public bool Drop_All_Armour; to: // Token: 0x04000010 RID: 16 public bool Drop_All_Armour = true; Compile it then save it. That seemed to get it to work for me. But only do that if you cannot get the modnix program to make a config.
It seems the right tools are what matter: I had been trying to get this to work with dotPeek and visual studio but visual would not compile due to errors. dnSpy really does the trick! Was able to get those changes in thanks so much for your time.
Yes modnix config tab throws some weird errors for me. Its funny with this fix enemies unrobe when they die. Possibly that may be something to look into fixing in the future. But for now my heart is happy.
@Anthreas Glad to be of help! This would probably work with other mods too that have config you can mess with. It would just be a matter of finding the right bit to edit. Merry Christmas and all that!
I found that Independent Gear wasn't working because of a naming error (same as Geoscape Tweaks). The folder Modnix creates is called "IndependentGear",while de .dll was something like "PhoenixPt_IndiGear". I just changed the latter to "PhoenixPt_IndependentGear", and it works like a charm.
CONFIG PROBLEMS: Yeh I was able to fix my config problems through another persons posting. I have put the fix into the modnix bug section if anyone is interested: https://www.nexusmods.com/phoenixpoint/mods/43?tab=bugs
TRY THIS FIRST THOUGH (if you havent already): In order to get Modnix's config feature to work you need to right-click on the Modnix.exe, select Properties and down at the bottom tick 'Unblock' ^copied from a posting by Darwithe.
This is brilliant! I was having the same issue and renaming it fixed it for Modnix.
Just an FYI, it looks like something was missing from the config. I manually added "NEU_Assault_Helmet_BodyPartDef" to complete the list.
[EDIT] Okay, it seems manually adding the helmet doesn't work, it just creates runtime errors. Is there a specific reason the helmet wasn't added in the mod?
[EDIT] It seems the armors start with IN as well as NEU. IN does have the complete set.
I'll note this here that I intend to release a mod that uses the Tech Progression mods code in it's entirety, I have made adjustments to it, but essentially it's still uses the exact code featured in your version Sheepy, you'll be credited as the coder, as I will as the editor. What it will do ? You'll find out soon enough.
Hi! Excellent mod, I have a question btw--is there any way can we change the deployment boost cap ourselves? I was wanting Veteran to have 2.0x, and Legend 3.0x at maximum, is this possible via a .json edit?
The author never answered, so I just edited the .dll file's BeforeCalculateDeployment_CapOn method with dnSpy, changing the num to 2.0f for Hard (case 2) and adding a case entry of num 3.0f for VeryHard difficulty. Feel free to message me if you need any help.
Hey, how do I do this? I downloaded dnSpy and tried to edit the values myself, but dnSpy is trying to make me compile the code before it can save? I don't have Harmony or PhoenixPoint dependencies so it can't compile.
Anyone ever come up with a fix for this? Edit Seems that the NEU armor drops but not the IN armor. No idea how to edit that, Anyone who does let me know?
By the way, the Independent Gear mod does not offer the Swamp Cat Armor featured in the 5th picture shown in the images, it's a different one, as in there is two sets, as there are two sets of assault armors, and I think of the heavy armors. One can still get the other suit via random recruits. But it would be nice to be able to build both suits.
This might be a bit late (like 8 months late), but I've found this is fairly easy to achieve. It seems the 'real' independent gear all starts with 'IN', not 'NEU'. NEU also seems to be missing a helmet and has less 'official' images.
If you want them both you can just add them in the config file (copy-paste the existing ones, replacing NEU with IN, don't forget to "IN_Assault_Helmet_BodyPartDef").
Is it possible to make a mod to add in material and tech production? This is something I wanted to do and I saw someone else in steam mention something similar. I was thinking the Fabrication building to make materials and the research (and/or cybernetic) for making tech. Maybe with an if your not producing items or researching you produce more materials/tech?
Eh... although I don't mind if this fixed (I just use decoy sparingly now) or not, it may be that the loot all mod works with decoys. You use decoy and get it's gear...
55 comments
Mitigate Shred
Loot Everything
Cap Deploy Boost
Body Augmentations
Tech Progression
I wanted to try Independent Gear too, but Modnix does not recognize that one.
In game, I can see Tech Progression has worked. I have not noticed Loot Everything ever work so far. Neither have I noticed Mitigate Shred do anything. I wonder if anyone else knows if these are still working on the current version of PP?
"NE_SniperRifle_WeaponDef": "PX_PhoenixProject_ResearchDef",
into tech progression config."NE_Pistol_WeaponDef": "PX_PhoenixProject_ResearchDef",
"NE_AssaultRifle_WeaponDef": "PX_PhoenixProject_ResearchDef",
That'll give you access to all the indie weapons instead of just the machine gun.
However, generally speaking, the machine gun is the only one worth bothering with, as the rest of them are just plain weaker versions of your own gear (while the machine gun is a weaker version of faction gear). That said, they might have some situational use. If you happen to have more people than Phoenix guns you might have to resort to using those, and then you might want ammo for them, which you can't produce without having the guns themselves unlocked.
They are also slightly cheaper (both guns and ammo), but I doubt anyone would want them just for that.
Some missions you need to pick up the items though, not sure if the mod will auto pick up everything in a mission where you need to pick up things to keep them. Maybe that is the problem (as in you are in a mission where you need to pick up the loot to keep it)? If I remember i will test this out later.
I'm a bit lost as how to go about it.
Also I quite like the ability to produce independent ammo for when I need to produce other stuff besides guns for recruits.
But having that in the tech progression mod would be cool.
Just not sure where tech progression config is located to paste in the bit for that.
Great mods though I noticed I am using other than pp raw recruits basically only mods created by you for this game.
Really adding to the immersion being able to pickup spoils of war.
Search for:
Drop_All_Armour
youll find this:
// Token: 0x04000010 RID: 16
public bool Drop_All_Armour;
r-click on is and choose the
edit class option.
change the
// Token: 0x04000010 RID: 16
public bool Drop_All_Armour;
to:
// Token: 0x04000010 RID: 16
public bool Drop_All_Armour = true;
Compile it then save it.
That seemed to get it to work for me.
But only do that if you cannot get the modnix program to make a config.
It seems the right tools are what matter:
I had been trying to get this to work with dotPeek and visual studio but visual would not compile due to errors.
dnSpy really does the trick!
Was able to get those changes in thanks so much for your time.
Yes modnix config tab throws some weird errors for me.
Its funny with this fix enemies unrobe when they die.
Possibly that may be something to look into fixing in the future.
But for now my heart is happy.
Merry Christmas and all that!
CONFIG PROBLEMS:
Yeh I was able to fix my config problems through another persons posting. I have put the fix into the modnix bug section if anyone is interested:
https://www.nexusmods.com/phoenixpoint/mods/43?tab=bugs
TRY THIS FIRST THOUGH (if you havent already):
In order to get Modnix's config feature to work you need to right-click on the Modnix.exe, select Properties and down at the bottom tick 'Unblock'
^copied from a posting by Darwithe.
Just an FYI, it looks like something was missing from the config. I manually added "NEU_Assault_Helmet_BodyPartDef" to complete the list.
[EDIT] Okay, it seems manually adding the helmet doesn't work, it just creates runtime errors. Is there a specific reason the helmet wasn't added in the mod?
[EDIT] It seems the armors start with IN as well as NEU. IN does have the complete set.
Cap Deploy Boost and More Enemies reinforce each other?
Feel free to message me if you need any help.
Edit
Seems that the NEU armor drops but not the IN armor.
No idea how to edit that, Anyone who does let me know?
If you want them both you can just add them in the config file (copy-paste the existing ones, replacing NEU with IN, don't forget to "IN_Assault_Helmet_BodyPartDef").
I was thinking the Fabrication building to make materials and the research (and/or cybernetic) for making tech. Maybe with an if your not producing items or researching you produce more materials/tech?