XCOM: Enemy Unknown

File information

Last updated

Original upload

Created by

grenademagnet

Uploaded by

grenademagnet

Virus scan

Safe to use

Tags for this mod

64 comments

  1. grenademagnet
    grenademagnet
    • member
    • 0 kudos
    Sticky
    Hi, I just wanted to update that I am ending my work and support on the Implassic mod, due to needing to spend time on other projects. I believe there is enough recent information in this thread and the game's readme files to further modify the game's INI files on your own. Even if the ModHelper program stops working you can still use the ResourceHacker program to update the embedded game's DefaultGameCore.ini file if you need to.

    Thanks for enjoying the mod.

    grenademagnet
  2. Feltsuit
    Feltsuit
    • supporter
    • 1 kudos
    Hi mate, I'm looking to get in on the Implassic action (want all the enemies I can get) but my install probably isn't taking this. Currently I'm using a sleeveless mod by way of Toolboks, several Toolboks modifications, and the nTex mod (that runs in a way you trick steam into launching it and then choosing the color package).

    So knowing that, I resource hacked the exe with your defaultgamecore and it's not working because Steam thinks my game is running already, using the modded .exe. Any insight you can offer?

    edit: I fixed that, I was actually modding the wrong part lol. It seems to be working now but I'm not sure what to look for to make sure it actually is what it is. If you can get back to me on that, that's all I need to know. Looking forward to it.
    1. grenademagnet
      grenademagnet
      • member
      • 0 kudos
      Sure, I'm glad you figured out the .exe modding issue, as doing so properly requires careful attention.

      To check that the .exe changes are working, you can try the same "acid test" I implemented to test out that all the various Implassic combinations were working. Here are the steps, which require use of a game controller plugged into the PC (I used an Xbox controller):

      1) In the game's DefaultInput.ini file, found in the EW config folder, and used by the game to store your keyboard and mouse settings, add a parameter to enable the command "SimCombat"" (thanks to user Drakous79 on here for the tip last year):

      [XComGame.XComTacticalInput]
      .Bindings=(Name="F12", Command="SimCombat" )

      2) Fire up a new game, and ensure you have the game controller plugged in. Ensure the new game is on Impossible difficulty.

      3) In the starting mission, press F12 (bound above), which will cause the game to automatically determine the mission outcome and end the mission.

      4) Go to your base's command center and press on the Globe Icon to enable the panic colors for each country.

      5) The connected game controller will allow you to rotate the globe, and to count the total panic levels in the various countries.

      The number of countries colored yellow and should total out to 8, which is the starting panic added to countries on Classic difficulty. I believe Impossible's default setting is 16 panic levels added, which should result in some red countries.

      I believe 2 or 3 levels of panic register with no color, while 4 is yellow, and 5 is red. So if you see the number of yellow countries is 7 or 8 then that means the DefaultGameCore.ini changes in the modified EXE are being recognized properly, which means that part of Implassic is installed properly.

      It's possible you could get a country colored Red, and if so, it got 2 of the 8 additional panic points, so the resulting yellow-colored countries should be 6.

      And don't forget the DefaultGameData.ini file also has to be replaced, but there is no EXE modding required for that, just overwrite the existing file in the EW config folder, then the mod is ready to go.
  3. Falconian
    Falconian
    • BANNED
    • 4 kudos
    "this mod only supports a default steam install"
    At the last step of the freaking instructions, right? Because it's totally not something you must know BEFORE you go through all the other steps.
    Use some freaking logic. Not everyone has your same exact installation, you must specify these things before, instead of making those cluttered readme's with 99% useless bullshit infos and 1% what actually needs to be done (in 7 steps instead of 3 necessary, leaving important information last).
    1. grenademagnet
      grenademagnet
      • member
      • 0 kudos
      I'm sorry your time was wasted on the install, as that wasn't my intent.

      Those of you without default Steam installations might still be able to get this mod working (and other mods) by using a utility called ResourceHacker, available from the author's site below:

      http://www.angusj.com/resourcehacker/

      Basically one has to use the ResourceHacker to edit the EW game's executable file and manually patch in the replacement DefaultGameCore.ini file found within the Implassic mod variation chosen. For whatever reason Firaxis decided to embed this INI file in the game EXE, so the only way to override those settings for mod purposes is to "hack" the executable.

      Using the ResourceHacker on the XComEW.exe file, the embedded DefaultGameCore.ini file is found under this resource node:

      RCData10201033

      From there just copy and paste in the replacement DefaultGameCore.ini file from my mod and save the EXE.

      The other ini file used, DefaultGameData.ini, can still be installed per the Implassic mod instructions, as this second INI file is _not_ embedded the game EXE file.

      The XCOMModHelper program included with the Implassic mod only had support for default Steam installations, which is why this mod only supported default Steam installs.

      I initially used ResourceHacker to mod my original XCom prior to other modders producing game EXE patchers. It's not the most convenient solution to use ResourceHacker, but it should work.
  4. dubiousintent
    dubiousintent
    • premium
    • 78 kudos


    "this mod only supports a default steam install"
    At the last step of the freaking instructions, right? Because it's totally not something you must know BEFORE you go through all the other steps.
    Use some freaking logic. Not everyone has your same exact installation, you must specify these things before, instead of making those cluttered readme's with 99% useless bulls*** infos and 1% what actually needs to be done (in 7 steps instead of 3 necessary, leaving important information last).


    Because reading the entire set of instructions first before attempting is not logical, or simply too much trouble?  Like jumping off a diving board before checking the depth of the water?  Agreed, it would be better to have a caution at the beginning of the instructions.  But frankly, EVERY mod assumes it is being applied to a vanilla 'default' steam install.  Otherwise it is your responsibility to know about the possibility of potential conflicts between mods; not the author's.  Which is why reading the accompanying documentation fully is a must.
     
    -Dubious-
  5. CoronerZg
    CoronerZg
    • member
    • 0 kudos
    Hi grenademagnet, this mod sounds great! I was wondering, on Clampossible, will enemies just use better Ai tactics, or will they have higher stats too? And can I combine Clormal and Clampossible? Thanks!
    1. grenademagnet
      grenademagnet
      • member
      • 0 kudos
      I'll answer this later. I found out Firaxis just released a patch to the game EXE so I need to run damage control to see if anything is broken...
    2. grenademagnet
      grenademagnet
      • member
      • 0 kudos
      Hi, to answer your questions:

      1) Enemies and AI: In Clampossible the enemies are using Impossible settings and AI by default. All Clampossible does is set the Geoscape to Classic settings.

      2) Combining mods: you can manually combine Clormal and Clampossible. Basically you get an Impossible game with the Normal Geoscape.
      To do this you should take all the changes I made in Clormal INI files and place them in the Clampossible INI files. I have comments next to all changes in Clormal and Clampossible to make the task trivial.

      So start with the DefaultGameCore.ini files, rename them if you need to tell them apart.Then check for all places I have commented for Clormal and place the same settings in the Clampossible file.Then do the same comparison and copy work for the DefaultGameData.ini file.
      Once done, save your files to a new folder where you unpacked the Implassic mod (call it Normpossible, perhaps). Rename your new INI files to the ones the game uses and copy them into your EW game's config folder, overwriting my mod's INI files.

      Once you look over the files you should see it's simple to do, just takes a little time. It's basically the same comparison process I used to make all the other Implassic variations.

      Normal is not much different than Classic on the panic settings, so if you want even more reduced panic, use my ClormalPlus files as your base.

    3. CoronerZg
      CoronerZg
      • member
      • 0 kudos
      Normpossible, lolz, sounds about right. Thanks for the answer! And btw, is there really any difference in the AI between Impossible and Classic?
      Cause I actually like enemy stats on Classic (impossible Ironman is a bit overkill, and Ironman is a must for me), so I think Implassic will be my choice, but I'd like to play against best AI i can.
    4. grenademagnet
      grenademagnet
      • member
      • 0 kudos
      To answer your question on AI differences between Classic and Impossible, I have no idea. I believe the AI is the same for all difficulties, it's just on Normal and Easy the combat is made easier for the XCom troops. The game kind of cheats in the combat AI to benefit the player at Normal and Easy. Then on Classic and above the game removes that cheat.

      I have seen some odd AI behavior after the latest patch, like the enemies moving and staying at a corner of the map, so it's difficult to tell from playing if there are any specific AI differences. I'm not sure what else in the tactical AI was learned by people reviewing the code in the UPK files.
    5. CoronerZg
      CoronerZg
      • member
      • 0 kudos
      Yea, I've been starting a lot of new games lately while tweaking the ini files and from what I've seen AI does act differently, but mostly it's based on aim stats and number of aliens, so if aliens has greater numbers, they will use better flanking tactics and be very coordinated. If they have high aim stat, they will be more aggressive, while with lower aim, they will favor Overwatch and ambush tactics. And if Xcom has much greater number of soldiers, aliens will try to retreat and hide and then surprise you after you engage other aliens on the map.

      But that's mostly on Impossible (or Impossible/Classic combination), so I can't really say
      how does AI act on easy/normal, cause I've never played anything below Classic.

      So if anyone wants to start a new game, I'd say Impossible with a bit lower aim/crit/hp stats for aliens
      is the most enjoyable combination, cause AI ends up being very smart and strategic.
  6. Nutrollio
    Nutrollio
    • member
    • 0 kudos
    Will this mod work with Us marine Corp Rank Insignia mod & Exalt Missions Reoworked mod? TY

    http://www.nexusmods.com/xcom/mods/365/?tab=4&=http%3A%2F%2Fwww.nexusmods.com%2Fxcom%2Fajax%2Fcomments%2F%3Fmod_id%3D365%26page%3D1%26sort%3DDESC%26pid%3D0%26thread_id%3D1022238&pUp=1

    http://www.nexusmods.com/xcom/mods/428/?
    1. grenademagnet
      grenademagnet
      • member
      • 0 kudos
      I looked at the downloads for both mods you mentioned, and I assume Implassic would be compatible, as the mods don't modify the same files, except for the game's EXE by the Toolboks mod.

      I would install those two mods first then try to install Implassic. If the log from the batch shows an OK result then just copy over the two Implassic INI files per the instructions and you should be good to go.

      If the log file shows an error, then try to restore the latest EW game EXE from the patch, and install Implassic, then try to install the Toolbok mod for the Exalt mission removal afterwards.

      The USMC mod should work OK, as Implassic doesn't touch anything that mod installs.
  7. LigHtBlaDeSouL
    LigHtBlaDeSouL
    • member
    • 0 kudos
    When I try to patch my EW installation through the patcher, it finds the steam folder but then gives me an unable to access error, is there any way to manually change all the parts of the .exe that need to be?
    1. grenademagnet
      grenademagnet
      • member
      • 0 kudos
      Hmm. A few things you can try. Be sure first to delete the log.txt file in the directory you run the batch file from, in order to analyze with a clean log.

      1) Right-click on the batch file and select option "Run as administrator", if that option appears. That may give you permissions to modify the file. I can see that option on a right-click on my batch file copy.
      or

      2) Add your Windows account to the Administrators group. On my Windows I'm in the local admin group, and I also protect my account with a password. See if adding your account to the group will let you perform option 1) above.

      If the Steam programs are installed under a protected directory then that could be a source of permission issues.

      If Option 1) fails then post the log.txt file here so we can see if there are any other clues.
  8. cam5d
    cam5d
    • supporter
    • 1 kudos
    Hi,

    Great concept, is there an option for impossible Geoscape with Classic tactical?

    (My thoughts are that the classic Geoscape almost always let's you get ALL continent bonuses if you play your cards right, and sacrifice countries just from your home base, so impossible is more interesting, since many times, you have to decide what to lose. On the other hand, the impossible tactical, after the first 2-3 missions, just forces you to go slower than classic, which may be interesting for some, but a bit, well, boring for other tastes.)

    Thanks
    1. grenademagnet
      grenademagnet
      • member
      • 0 kudos
      In the current mod package that option is not available. I don't have time to add more variations as I'm a one-man modder and adding the existing features took more time than I expected.

      However, I have added comments to both INI files to show the mod changes, so from that you should be able to figure out how to adjust the mod to your liking.

      Just take the INI files in the Implassic folder, make a copy of the folder (name it your version, cam5d), and look for all changes I made in the DefaultGameCore.ini file to Geoscape settings (like panic and funding levels), and revert them back to the Impossible settings. Leave alone any settings I made changes to for units (usually the tactical settings are in one big section).

      In the DefaultGameData.ini file you can probably just use the game's original unmodded one, as that is already set for Impossible Geoscape. So copy the original game's DefaultGameData.ini file into your cam5d version folder.

      Then copy both files into the EW \config folder, run the supplied ModHelper utility to force the EXE to read your modified INI files,
      start a new game, and should be good to go.

      A poster below requested Normal Geoscape and Tactical with Impossible aliens, and I recommended the poster make the changes themselves in the two INI files, and it appears he/she was successful.
    2. cam5d
      cam5d
      • supporter
      • 1 kudos
      Great suggestions, I will go ahead with this and report in a couple of days.

      Thanks a lot
    3. cam5d
      cam5d
      • supporter
      • 1 kudos
      Tried your suggestions, worked like a charm, endorsed and thanks a lot
  9. MastaBlastar
    MastaBlastar
    • member
    • 0 kudos
    Ok, that's cool about the item slots, I just figured I would ask. Also, when I launch the modhelper it just pops up a window and immediately closes. I can see the image of the start screen for the modhelper, but it just closes. I have no idea what the deal is. I did a full reinstall overnight, and still the same issue. I was able to get a different mod working before, but not anymore.
    1. grenademagnet
      grenademagnet
      • member
      • 0 kudos
      Based on your earlier log, it's possible you are running the old version of ModHelper? The updated ModHelper should detect if the patch is already applied. The latest ModHelper is version 0.31.

      Are you using the version 8 download of Implassic? Version 06 of Implassic had the old ModHelper version .30, which would give the log file you listed below.

      Try these steps:
      1) Check for version of Implassic, version 8. If you do not have it then re-download, remove old version. Uncompress the download into it's own folder.
      2) Restore the XComEW.exe file. Just see if you can remove it and have Steam re-install. Should not need to re-install the entire game again.
      3) Run the ImplassicEW_patch_v08.bat file. It will pop up a window and then go away quickly, but a log file will be left behind.
      4) Check the log.txt file and see if ModPatcher gave a good result. The log file should be in the same folder as the batch file you ran in Step 3).
      End of steps.
  10. MastaBlastar
    MastaBlastar
    • member
    • 0 kudos
    [INFO]> ==========XCOMModHelper========
    [INFO]> Attempting to Locate XCOM Install Directory
    [INFO]> Using XCOM Installation Directory of [ c:\program files (x86)\steam\SteamApps\common\XCom-Enemy-Unknown ]
    [INFO]> Loading Configuration File [ EWConfig.xml ]
    [INFO]> Backing up [ c:\program files (x86)\steam\SteamApps\common\XCom-Enemy-Unknown\XEW\Binaries\Win32\XComEW.exe ] to [ c:\program files (x86)\steam\SteamApps\common\XCom-Enemy-Unknown\XEW\Binaries\Win32\bXComEW.exe ]
    [INFO]> Applying Patches to [ c:\program files (x86)\steam\SteamApps\common\XCom-Enemy-Unknown\XEW\Binaries\Win32\XComEW.exe ]
    [ERROR]> An Error occured during processing:

    [ERROR]> System.InvalidOperationException: The Sequence [ 25 00 64 00 00 00 00 00 49 00 6E 00 69 00 56 00 65 00 72 00 73 00 69 00 6F 00 6E 00 00 00 00 00 2E 00 2E 00 5C 00 2E 00 2E 00 5C 00 58 00 43 00 ] was not found
    at XCOMModHelper.ExecutablePatcher.ApplyPatch(Byte[] pattern, Byte[] patchData) in d:\Workspace\xcom-mod-helper\XCOMModHelper\ExecutablePatcher.cs:line 54
    at XCOMModHelper.XCOMModHelper.ApplyPatches() in d:\Workspace\xcom-mod-helper\XCOMModHelper\XCOMModHelper.cs:line 66
    at XCOMModHelper.XCOMModHelper.Execute() in d:\Workspace\xcom-mod-helper\XCOMModHelper\XCOMModHelper.cs:line 42
    at XCOMModHelper.Program.Main(String[] args) in d:\Workspace\xcom-mod-helper\XCOMModHelper\Program.cs:line 62
    [ERROR]>
    The Patching Process was Aborted
    I have this happen when I try to install. I had a mod that made panic not affect continents, only single countries, but I verified all my steam files and I think it replaced the files that were modded. Think I should do a whole clean install? Also, is there any way to add more item slots in? I think one item slot is dumb. That using a scope prevents you from carrying a grenade. I know, its a balance thing, but 2 item slots would be keeeew.
    1. grenademagnet
      grenademagnet
      • member
      • 0 kudos
      Based on the log it appears the ModHelper program did not find the sequence it expected in the EXE file. So you should try replacing the game's EXE file (XComEW.exe) with a backup. If that back-up fails then you should remove the XComEW.exe and then have Steam attempt to reinstall only the EXE file for you (to avoid a full re-install).

      For adding more slots, I am not sure if that's an INI file change or requires modding the UPK files. Perhaps check the modding forums here and post the question if it's a simple change. Or check some of the more sophisticated mods (like Long War) and ask how they added more item slots.

      This mod is just focused on the difficulty changes. But if people can add the item slots in INI files then people can add that themselves. If it's an UPK file change then hopefully someone can provide a mod for that in a UPK file, or EXE patch. If so then either should be compatible with this mod.
  11. grenademagnet
    grenademagnet
    • member
    • 0 kudos
    Build order requests:

    I'm finding starting out the first few months with Implassic on Enemy Within is tougher than playing on the old Enemy Unknown. The game's suggestion to get MEC's going first may not be optimal. I'm thinking in my next playthrough I will go with OTS as my priority.

    If anyone has any good build orders to suggest feel free to post them, for any variation of Implassic (Implassic, Clormal, etc.). The ones I think sound good I'll include in the FAQ (and give you kudos) in any future updates, and I will also update the FAQ in the first page to include your build order.

    In my EU strategy I would rush satellites, but I think that strategy is now a losing one. Perhaps it's better to rush scientists and labs so to get beam weapons quicker?