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  1. wghost81
    wghost81
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    Locked
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    I'm not monitoring XCOM section of my Nexus mods anymore, but I can still be reached via PM.
  2. pepoluan
    pepoluan
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    • 23 kudos
    Sticky
    I have to report that PatcherGUI's "Disable Phoning Home" tool no longer works properly.

    It seems that the tool simply replaces "prod.xcom-ew.firaxis.com" to "prod.xcom-ew.yiraxis.com". It used to work, but someone had registered the "yiraxis.com" domain and intercepted all HTTPS request to that domain and its subdomains.

    This is solvable by editing the "hosts" file and adding a line "127.0.0.1 prod.xcom-ew.yiraxis.com"

    For future development of the tool, it might be better to replace "firaxis.com" with "firaxis.nop"; .nop is not listed in ICANN's list of TLDs, and in programming, NOP means No Operation, which is exactly what we want to do here :-)
    1. JamesPanda
      JamesPanda
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      Mate you actually saved my life, thanks
    2. Satrhan
      Satrhan
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      This should be stickied, good find and the solution works, thanks!
    3. wghost81
      wghost81
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      Clever Firaxis guys, hah :)

      I'm no longer modding XCOM, so I won't be updating the tool. The good-old solution with hosts file still works, though, thanks for reminding.

      Also, I remind everyone that this exists: http://wiki.tesnexus.com/index.php/Basic_Guide_to_installing_mods Whatever Firaxis decides to break in the future, XCOM modding wiki will always remain a useful source of reliable manual solutions ;)

      PS Was kinda fun to receive 'a letter from the past' from Nexus tracker :)
    4. Kenshinzen
      Kenshinzen
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      How?
      Where is the "hosts" file that I'm supposed to edit?
    5. wghost81
      wghost81
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      http://wiki.tesnexus.com/index.php/Basic_Guide_to_installing_mods#Phoning_Home
    6. TheMediCat
      TheMediCat
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      what do if forum no longer exists lol
    7. BillHoff1248
      BillHoff1248
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      I'm using the steam version of the game, and none of the mods seem to work with it. Is it even possible to mod a steam game?
    8. sulu9
      sulu9
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      yes, but you need to do manually what the upk was doing by design 
      https://wiki.nexusmods.com/index.php/How_to_DIY_common_mod_solutions_-_XCOM:EU_2012
  3. MrFastZombie
    MrFastZombie
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    Had this working with proton on steam deck last night. Tried it again today and it just gives me a failed to create backup error every time.

    EDIT: I decided to bite the bullet and set up my steam deck for compiling. SteamOS 3.5 apparently added a Nix folder that allows Nix packages to survive updates so I'm using that. I've compiled the main program and besides some seemingly benign errors and the text boxes that show the paths being tiny, it appears fine. I still need to compile the two helper programs before I can test if it actually works.
  4. videofxuniverse
    videofxuniverse
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    I literally can not get anything to work with this. No matter what file i try to patch I get "error Patching UPK"
  5. surg23
    surg23
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    • 7 kudos
    Anyone know how to mod the UPK that defines the number of strings available for Longwar's built-in Map descriptions?

    Modifying the entries in the .INT and maps file won't parse beyond the default limit of 12 distinct strings. 
  6. BillHoff1248
    BillHoff1248
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    I'd love to use this, but I can't. It is looking for a folder called XEW, and my steam installation doesn't have one.
    Can someone tell me what I'm doing wrong?
    1. JarnoMikkola
      JarnoMikkola
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      If your game folder doesn't have the XEW folder, then it is likely the original XCOM - Enemy Unknown version of the game, not the "complete edition" one, which has Enemy Within in it. Which is what the XEW is for, as it's a game within a game. For reasons I don't understand.
  7. JarnoMikkola
    JarnoMikkola
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    I would like to ask would it be possible to just patch the game to give access to the developer console and not the developer's shell, as the common google link here does both: https://wiki.nexusmods.com/index.php/Developer_Console_-_XCOM:EU_2012
    But I need to always skip(by selecting the "final shell" ) the thing and I hate that step.
  8. surg23
    surg23
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    I cannot for the life of me figure out how to use the UPKUtils. I know how to use the UI patcher, but the UPKUtils don't do anything. Opening them, dropping UPK on any of them does nothing. Sometimes a console will appear for a brief second but nothing happens. 

    I'm just trying to unpack certain parts of a UPK so that I can Hex edit some values. Tried opening XcomStrategyGame.upk with a Hex editor but apparently you need to unpack it first to find the entries. 

    Anyway, the Patcher works brilliantly. A big thank you for that! 
  9. 99stars
    99stars
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    I am looking for good modding documentation for XCom EW. I am looking do to some light modding of some Long War content, but I realized after looking at a mod that enables "Lock 'n' Load" on items that I have absolutely no clue how to decompile and recompile the varous files, much less how to patch them.

    Specifically, I am currently looking for a way to reinstate the secondary weapon slot for the Gunner class. Most of the work required in order to enable the "fire rocket" ability can be done in DGC.INI, but without the appropriate weapon slot it simply doesn't work.

    This requires:

    - Knowing where the classes are implemented
    - Decompiling that file
    - Understanding the decompiled file
    - Editing the file (or creating a patch)
    - Recompiling the file (or applying the patch)

    Each of those steps requires some documentation, since I am sarting with zero clues.

    There is some very generic documentation on the site, but it's extremely loose, and often relies on previous knowledge that is never actually mentioned.

    When I looked into the aforementioned"lock 'n' load on items" patch I found that I probably understood the general concept of what it was doing, but I had no clue what it was amnipulating, when the code was invoked, and generally what the code *meant*.

    Can anybody please advise on either or both the specifics and the generalities of what I need, and perhaps provide some literal pointers (i.e., URLs) for some kind of structured modding tutorial?
  10. Maxzeus
    Maxzeus
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    How do I get the program to open? i downloaded it 3 times and all i get an error message saying that it isn't connected to any app. The file is is just a 7z file that I can open on notepad, but I can't do anything else with.
    1. TheUnchosen
      TheUnchosen
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      You'll likely need to download 7zip or something that'll let you extract the files. It's a free program.
  11. JohnTheDragon
    JohnTheDragon
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    Hi all! Please someone can help me! i try to install Wghost mods but patchergui drop these upk error things:
    Deleting size files
    xcomgame.upk.uncompressed_size deleted
    Files deleted successfully

    Executing external PatchUPK program:
    "D:\unzipped Second\X Com\Modok\PatcherGUI/binaries/PatchUPK.exe" "D:\unzipped Second\X Com\Modok\PatcherGUI\Mods\CorpsesDestroyTimeEW.txt" "D:\More Games\steamapps\common\XCom-Enemy-Unknown\XEW/xcomgame/cookedpcconsole"

    PatchUPK
    Can't open D:\unzipped Second\X Com\Modok\PatcherGUI\Mods\CorpsesDestroyTimeEW.txt (file does not exist, or bad, or not ASCII)!
    Restoring from backup: D:\unzipped Second\X Com\Modok\PatcherGUI/backup/3441160837/1589299438
    xcomgame.upk restored from backup
    xcomgame.upk.uncompressed_size restored from backup
    Restoring from backup completed successfully
    someone can help me?
  12. D0ctorZ
    D0ctorZ
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    Is there a way to make PatcherGUI remember my installation path so I don't have to browse to it literally every f*cking time I want to apply a mod?