XCOM 2
XModBase 2.0 for War of the Chosen (beta)
36 条留言
Hudson Savage 2023 年 4 月 22 日 上午 12:03 
Moders usually integrate XMB into their mods directly, makes it easier on the user's end.
zin 2023 年 4 月 15 日 上午 6:56 
I don’t see any mods that use this. Is there a more updated alternative that other mods use?
Hudson Savage 2021 年 8 月 1 日 上午 12:06 
Not with my previous setups (hundreds of mods)
Joe Marotta 2021 年 7 月 31 日 上午 11:16 
has anyone had any issues with this mod disabling use of PCS's? i easily could have messed things up by adding own abilities (but nothing that changes anything to do with PCS). after removing various mods, i have isolated "insufficient rank for combat sims" to this mod with my own modifications. any help would be appreciated
SentySent 2020 年 6 月 9 日 上午 10:09 
Is it possible to implement rupture damage effect into XMBEffect_ConditionalBonus? And can XMBEffect_ConditionalBonus applied to grenades and heavy weapons?
Drakten 2020 年 6 月 2 日 下午 10:24 
Hey @xylthixlm having a bit of trouble with the "syntax". This is an ability tied to a melee weapon upgrade, but it doesn't seem to fire: https://pastebin.com/E3CJAZVc

What am I doing wrong exactly?

xylthixlm  [作者] 2020 年 4 月 30 日 上午 5:32 
You'll need to update your mod if you want the improved compatibility, but it's safe to keep running the old version.
SentySent 2020 年 4 月 30 日 上午 5:27 
Hi, do I need to replace the XModBase with the latest version for my mods that dependent on it?
xylthixlm  [作者] 2020 年 4 月 30 日 上午 4:16 
Updated to 2.0.2. This release improves compatibility with the Community Highlander.
1D3D4RY 2020 年 4 月 29 日 上午 6:39 
Never mind, i got it working.
HEY, EVERYBODY NEW HERE!
THERE IS TYPO IN INSTALL TUTORIAL!!
Rename all XModBase_Core _x_x_x up to date!!
If mod version is 2.0.1 dont name the folder _2_0_0 like in tutorial and name it _2_0_1.
1D3D4RY 2020 年 4 月 29 日 上午 6:22 
Help, it crashes :(
\Classes\XMBEffect_ConditionalBonus.uc(383) : Warning, Unresolved reference to Class 'XMBConfig'
Mr. Nice 2019 年 10 月 22 日 上午 8:19 
Some Highlander fixes are being reverted by XModBase due to it's class overrides, which I note none of which are mentioned above (Yeah, doing it in OPTC not with the MCO config doesn't change that that is what it's doing).
SteelCrow 2018 年 11 月 29 日 下午 7:15 
@JCSato
Weird 'cause I performed the installation steps and wotc modbuddy checked out just fine.
Before I read the instructions, I started to copy XMBAbility.uc and dependencies into my mod (working with xylthixlm's Shadow Ops Perk Pack), until I read the heading stating to
"Install the XModBase core as described in readme.txt"
So I did what I was told and came here.
JCSato 2018 年 11 月 4 日 上午 8:14 
I've been having trouble getting this working. I downloaded 2.0.1 from Github, but just including them in a completely fresh, new mod causes the build to fail with no warnings or errors. I used the "Complete Installation" instructions above (created folders in ModBuddy, "Add Existing Item" for all the class files, updated the .inis in Config, etc.), and whenever I try to build it says it succeeds in compiling all the scripts and gives me the:

"Success - 0 error(s), 0 warning(s) (0 Unique Errors, 0 Unique Warnings)"

message, then just spits out:

"Done executing task "CompileScripts" -- FAILED."

Anyone got any ideas?
Emong 2017 年 11 月 6 日 下午 5:16 
Before a do a dumb workaround for this, any thoughts on an ability that gives bonus damage to melee attacks started in concealment? Since you're never in concealment at the time of the attack conditional bonuses don't seem to apply to it even if they apply in the preview.
Djackdau 2017 年 10 月 26 日 下午 5:02 
Having chewed on it, it seems like a given that I should be using ConditionalBonus rather than PermanentStatChange for this.

However, I have a much more confounding problem as I've realized that at least two other perks just don't work at all. They did work back when I tested them through modbuddy debug, but they have no effect whatsoever in the actual game. One of these is the basic BonusRadius effect, which I lifted straight from your Danger Zone example. Some other XMB perks are working just fine.I have no other mods installed that add classes or perks.

If I'm too presumptious in asking for so much guidance, please tell me so. This is really making my head itch, is all.
Djackdau 2017 年 10 月 26 日 上午 9:06 
Okay, having now played through most of a campaign with my own custom perks, I suddenly realized one of them does not work as I thought. Specifically, a perk that is meant to give the soldier +10 Hacking as a single, one-time boost is instead giving that soldier +10 Hacking every time they are deployed on a mission. This stacks indefinitely, to the point that my main Specialist now has nearly 300 base Hacking skill.

Perk code in pastebin. Any help on how to make this work as intended would be deeply appreciated!

https://pastebin.com/9Th2gzPE
Djackdau 2017 年 9 月 18 日 上午 6:30 
Thank you for your input, Hudson! I'll have a look at what can be done with vanilla methods.
Hudson Savage 2017 年 9 月 17 日 下午 8:35 
you'd have to root arround for a bonus radius effect though so it might be tricky
Hudson Savage 2017 年 9 月 17 日 下午 8:34 
I did get a skill based off of the moves last turn code from steady hands working, but I had a bit of trouble getting it to work with xmb formatting (inexperience with the system probably) you could try doing it with normal formatting?
Djackdau 2017 年 9 月 17 日 下午 3:41 
Sorry, I meant to say "Steady Hands" there, not Ever Vigilant. The soldier is supposed to have been stationary, as opposed to Ever Vigilant which requires the exact opposite. I stay up way too late when I have problems with these things :P
Djackdau 2017 年 9 月 17 日 下午 3:24 
Oh hi, it's me again, with another action-packed question. I'm trying to replicate the functionality of "Ever Vigilant", except it's supposed to grant the soldier a temporary bonus to grenade radius if they didn't move during the previous turn. I've been labbing around with this for two days now, and I suspect I'm fubbing up the way the game is supposed to know if the soldier moved or not. Here's what my code looks like right now:

https://pastebin.com/yy6pg50z
Djackdau 2017 年 9 月 17 日 下午 12:22 
Applying the shredmodifier to the grenade launcher worked perfectly well, and is sufficient for my needs. Thank you!
Hudson Savage 2017 年 9 月 16 日 上午 6:36 
I'd be interested to know if that even works, I know I did something similar based off of one of the examples, but I have no idea if it would actually work for grenades.
xylthixlm  [作者] 2017 年 9 月 15 日 下午 2:33 
Oh yeah, that's a much better way of doing it. I shouldn't reply to these things at 3 am. :)
Hudson Savage 2017 年 9 月 15 日 上午 6:57 
I cant remember how it works of the top of my head, would applying the conditional bonus to the throw grenade and launch grenade abilities work?
xylthixlm  [作者] 2017 年 9 月 14 日 下午 11:53 
No wonder you're having problems. The way shredder works is stupid.

The best thing to do is to use XMBEffect_ConditionalBonus with AddShredModifier(). There's no included X2Condition that matches any grenade (maybe there should be), so you'd have to roll your own... or if you're okay with only having the ability work with a grenade launcher, XMBCondition_MatchingWeapon should work.

If you do want to roll your own condition, I suggest starting with XMBCondition_WeaponName and just replace the name check with a check for being a grenade.
Djackdau 2017 年 9 月 14 日 下午 5:59 
I realize you aren't running a tutorial service for the rest of us dumb-dumbs here, Xylth, but I was wondering if I could get some pointers on where to look if I wanted to craft an ability that grants the soldier extra armor shred when using grenades. Perhaps something like the Danger Zone example? I admit I've hit a wall when trying to understand exactly how shredder works in the vanilla code as well.
Djackdau 2017 年 9 月 13 日 下午 3:06 
This is the best thing in the world. Thank you so much!
DeathSickle_R 2017 年 9 月 12 日 上午 8:25 
:D
xylthixlm  [作者] 2017 年 9 月 8 日 下午 3:16 
I haven't updated the graphic recently.
Zero 2017 年 9 月 8 日 下午 2:27 
NVM looking at your src folder it's clear.
Zero 2017 年 9 月 8 日 下午 2:24 
Should the XModBase core folder be 1_2_0 or 2_0_0 it shows 1_2_0 in the graphic, but your description says 2_0_0
Chonsu 2017 年 9 月 8 日 上午 4:28 
Sweet! :D
Hudson Savage 2017 年 9 月 8 日 上午 1:17 
Wow, thanks so much Xylth, Hopefully I can give it a try in the next week or so. Modding tools finally finished :steamhappy:
xylthixlm  [作者] 2017 年 9 月 8 日 上午 1:01 
Note: not extensively tested yet. I've updated things for WotC changes I know about, but there are probably some things broken. Please report bugs in the pinned bug report thread.