1) Find mod file: Can be found here: SteamLibrary\steamapps\workshop\content\
2) Open file called XComClassData.ini
3) Add the line +AllowedArmors="soldier" AFTER +AllowedWeapons=(SlotType=eInvSlot_PrimaryWeapon, WeaponType="rifle") +AllowedWeapons=(SlotType=eInvSlot_SecondaryWeapon, WeaponType="sword")
ive been using this mod for quite a while, got one of the soldiers up to magor rank. and now suddenly i got a problem the thick skin perk dosnt seem to be adding any armour points anymore, and i know it did to start of with because i thought it was quite amusing to have a soilder with 5 points of armour. also when looking at the unit in roster their hp is listed as 4+8 but then they have more than 20 in game. i am using PCS: hp +4 and plated vest +2hp. i took the supiour conditiong perk as well. does this maybe brake some sort of hp limit? armour is listed as 2+3 which should be correct but dosnt registure in conbat
id like to see you come up with more alien genetic based perks. the supersoilder gets a bit boring near the end of the tree, and both the final skills are sword related and i dont use the sword,
what about sticking somthing like battle frenzy in the there to make use of the fact they are the only class that can servive getting hit and a reusable overdrive serum as the final perk on one side
Finally a bug report! Thank you for this. I think you're correct with the hp. I'll check to see what the problem is with thick skin. Thanks for the suggestions as well, I'll keep them in mind. Question, does the class feel OP?
The class dosnt feel OP because they are offensively quite weak, compared to the ranger they don’t have the +2 sword damage so their melee powers arnt as good. chain shot is statistically nowhere near as good as rapid fire so weaker there as well. Also they don’t have the shotgun which id say is the strongest overall weapon. If you build them to have 5 armour like I did then maybe they can be OP when you realise the enemies can only do a net 2 damage to you per shot and you have 20+ hp for them to chew threw, it takes them 10 moves to take you down. But a standard grenadier can be built to have 4 armour with 66% explosive resistance so its not really that different. And they can still fire 2, enhanced grenades each turn. Maybe a regeneration perk rather than a hp buff, so if you throw them out into a complete mess the enemies still have a chance to take them down but if they fail the unit recovers overtime. At the moment I take 4 hits, lose 8-9 hp and just use a med kit anyway, also regeneration feels very much like it could come from some sort of alien genetics. Might be statistically very OP but dosnt have any of that feeling as I think that is a feeling that comes from killing stuff not surviving being shot at, the standard ranger can be built to have 110% cirt chance rapid fire , one shoting gate keepers and sectopods, and can do that every turn. Also its not lost on me that the three perk ideas ive given [battle frenzy, overdrive, rengeration.] are all defensive and not what this class needs. But an alien adrenaline gland implant giving overdrive on a 5-6 turn cool down would be the coolest thing.
update: just picked up immunity perk, has an 'IMG!' error during missions. also reached colonel rank and retrained the unit to see if thick skin came back but it didnt
Witch program did u used to make this mod? Im trying to creat a new class for me by modifying your class.
Ok I found it. For another guys with the same question here is the like what shows u how to find the mod tools: http://forums.nexusmods.com/index.php?/topic/3798650-tutorial-how-to-get-xcom-2-sdk-up-and-running/
This is potentially a big ask, but would it be possible for you to make a tutorial on creating new skills? I've been wanting to potentially do something similar to what you've done here, but lack the knowledge of unrealscript to actually make a skill. Thanks for reading!
Here's an imgur album that explains how to add a shield ability(not mine): http://imgur.com/a/ia0EX
What I did with my skills after learning the basics, were to just look at how the original files did it. For example, here's how the light armor gives you HP, Mobility, and Dodge:
The variables that are 'default.______' are variables whose values are usually taken from the config files. They're instantiated like this:
var config int DODGE_BUFF;
and in the config file, it looks like this:
DODGE_BUFF=20
There's more to it than that, but if you read up on how the X2Ability_ files do things, you can try playing around with your own abilities and see what works.
Thanks! I tried looking at the scripting that the rogue class and trooper class did, but the scripting lost me. Maybe that album tutorial will succeed in teaching me.
I don't quite understand the mechanics of dodge, as I've never seen a single soldier of mine 'dodge' an ability or cause a shot on them to 'graze', even with a dodge PCS and a wraith suit.
Link was definitely helpful, though copying all that writing by hand was certainly tedious. Do you mind if I borrow some of your scripting for use in my own class? I don't plan on jacking things wholesale, but not having to hand-write all the code would make things dramatically simply for my poor brain.
Well, this is awesome. Hopefully someone is going to build upon that and maybe we're going to see some kind of "operative training center" combined for psi ops and mod-classes like these.
just one thing though. I noticed that the class description address the soldier, which doesn't fit because you're impersonating the commander. you might want to change "your attacks" to "the soldiers attacks" etc. if you are similarly nitpicky as I am.
18 comments
ARMOR ISSUE SOLUTION:
1) Find mod file:
Can be found here: SteamLibrary\steamapps\workshop\content\
2) Open file called XComClassData.ini
3) Add the line +AllowedArmors="soldier" AFTER
+AllowedWeapons=(SlotType=eInvSlot_PrimaryWeapon, WeaponType="rifle")
+AllowedWeapons=(SlotType=eInvSlot_SecondaryWeapon, WeaponType="sword")
4) Save and exit - and have fun :)
armour is listed as 2+3 which should be correct but dosnt registure in conbat
id like to see you come up with more alien genetic based perks. the supersoilder gets a bit boring near the end of the tree, and both the final skills are sword related and i dont use the sword,
what about sticking somthing like battle frenzy in the there to make use of the fact they are the only class that can servive getting hit
and a reusable overdrive serum as the final perk on one side
If you build them to have 5 armour like I did then maybe they can be OP when you realise the enemies can only do a net 2 damage to you per shot and you have 20+ hp for them to chew threw, it takes them 10 moves to take you down. But a standard grenadier can be built to have 4 armour with 66% explosive resistance so its not really that different. And they can still fire 2, enhanced grenades each turn.
Maybe a regeneration perk rather than a hp buff, so if you throw them out into a complete mess the enemies still have a chance to take them down but if they fail the unit recovers overtime. At the moment I take 4 hits, lose 8-9 hp and just use a med kit anyway, also regeneration feels very much like it could come from some sort of alien genetics.
Might be statistically very OP but dosnt have any of that feeling as I think that is a feeling that comes from killing stuff not surviving being shot at, the standard ranger can be built to have 110% cirt chance rapid fire , one shoting gate keepers and sectopods, and can do that every turn.
Also its not lost on me that the three perk ideas ive given [battle frenzy, overdrive, rengeration.] are all defensive and not what this class needs. But an alien adrenaline gland implant giving overdrive on a 5-6 turn cool down would be the coolest thing.
update: just picked up immunity perk, has an 'IMG!' error during missions. also reached colonel rank and retrained the unit to see if thick skin came back but it didnt
Ok I found it. For another guys with the same question here is the like what shows u how to find the mod tools: http://forums.nexusmods.com/index.php?/topic/3798650-tutorial-how-to-get-xcom-2-sdk-up-and-running/
What I did with my skills after learning the basics, were to just look at how the original files did it.
For example, here's how the light armor gives you HP, Mobility, and Dodge:
PersistentStatChangeEffect = new class'X2Effect_PersistentStatChange';
PersistentStatChangeEffect.BuildPersistentEffect(1, true, false, false);
PersistentStatChangeEffect.AddPersistentStatChange(eStat_HP, default.LIGHT_PLATED_HEALTH_BONUS);
PersistentStatChangeEffect.AddPersistentStatChange(eStat_Mobility, default.LIGHT_PLATED_MOBILITY_BONUS);
PersistentStatChangeEffect.AddPersistentStatChange(eStat_Dodge, default.LIGHT_PLATED_DODGE_BONUS);
Template.AddTargetEffect(PersistentStatChangeEffect);
and here's how BlastPadding reflects its armor changes in the UI(I think):
Template.SetUIStatMarkup(class'XLocalizedData'.default.ArmorLabel, eStat_ArmorMitigation, PaddingEffect.ARMOR_MITIGATION);
Combining those two, here's how I made evasive give 20 Dodge:
PersistentStatChangeEffect = new class'X2Effect_PersistentStatChange';
PersistentStatChangeEffect.BuildPersistentEffect(1, true, false, false);
PersistentStatChangeEffect.AddPersistentStatChange(eStat_Dodge, default.DODGE_BUFF);
Template.AddTargetEffect(PersistentStatChangeEffect);
Template.SetUIStatMarkup(class'XLocalizedData'.default.DodgeLabel, eStat_Dodge, default.DODGE_BUFF);
The variables that are 'default.______' are variables whose values are usually taken from the config files. They're instantiated like this:
var config int DODGE_BUFF;
and in the config file, it looks like this:
DODGE_BUFF=20
There's more to it than that, but if you read up on how the X2Ability_ files do things, you can try playing around with your own abilities and see what works.
I don't quite understand the mechanics of dodge, as I've never seen a single soldier of mine 'dodge' an ability or cause a shot on them to 'graze', even with a dodge PCS and a wraith suit.
just one thing though. I noticed that the class description address the soldier, which doesn't fit because you're impersonating the commander.
you might want to change "your attacks" to "the soldiers attacks" etc. if you are similarly nitpicky as I am.