Xcom 2 Modding Tutorial
Just a place for discussion of development and creation of mods in XCOM2. We try to discuss the technical side of modding; that being said, mod requests are welcome.Installing the SDK:Go into steam, select Library', select 'Tools' under the 'Library' Menu, then find and install the XCOM 2 SDK.Want to read only a specific topic? Click a button below!Clear filters:Mod tools available with the game:.Visual Studio Isolated Shell.Unreal 3.5 Editor (this will be the meat and crux of your modding needs).Script Source Editor.Subreddit Rules:.Flair your posts.Do not downvote posts on the basis of opinion.Try to keep mod request posts within the bounds of developer talk and discussion.No requests for NSFW mods, and please tag NSFW mods as NSFW mods.Be civil.for discussing Stargate mods and development. Your best bet is probably to look at the delivered documentation (explains some concepts of the game, as well as how to do UI changes), the example projects (class override (aka replacing original code with your own)) and simple mods you steal from the workshop and analyze. You can for example look at the SMG mod and take a look at the sourcecode to see how they implemented that weapon.There are some tutorials on this sub explaining how to get some basic things like basic abilities or armor/weapons running.
So you heard about XCOM 2 SDK and want to start modding? Here is some info, that may help you.1. Where to download the SDK and how to start itStart Steam, mouseover LIBRARY link at the top and select TOOLS, scroll down until you see XCOM 2 Development Tools, right click on it and select Install Game.
How To Mod Xcom 2
Now that we have created a mod project, we can review the components that go into a mod as well as build, test, and publish our mod. Mod Components Mods for XCOM2 are composed of many different types of data that combine to form changes to the XCOM 2 base game. Script Code: Script code is the most powerful type of mod content. In our example. Tutorial - How to get XCOM 2 SDK up and running - posted in XCOM 2 Mod Talk: So you heard about XCOM 2 SDK and want to start modding? Here is some info, that may help you. Where to download the SDK and how to start it Start Steam, mouseover LIBRARY link at the top and select TOOLS, scroll down until you see XCOM 2 Development Tools, right click on it and select Install Game.
The SDK doesn't need to be on the same drive as the game.Steam will download over 42 GB of data and install it. You can start the SDK by clicking on XCOM 2 Development Tools desktop icon.2. Wrong Microsoft Visual Studio 2013 Isolated Shell redistributable packageIn early days after game's release, there was wrong Microsoft Visual Studio 2013 Isolated Shell redistributable package shipped with the tool (reported by wghost81 in thread. It should be fixed now.In case the error greets you, there are download links in the thread linked above. Download and install the redistributable package.3.
XCOM ModBuddy - How to set XCOM 2 pathsYou will find yourself in XCOM ModBuddy application, after starting the SDK. It is important to set XCOM 2 paths. They can be set by clicking on TOOLS Options XCOM 2. The first path is for the game and the second path is for the SDK.
Is Rise of Iron the final expansion that will bring all the kids back to the yard and get us pumped for Destiny 2?Well, yes and no. Destiny rise of iron dlc code generator. Bungie's post-Halo project has had plenty of highs and lows, culminating in last year's The Taken King expansion, which presented a compelling vision for this MMO-shooter that probably should have been there from the start. It's now been a year since there were any meaningful additions to the game, though, and the player base has been wearing thin.
Xcom 2 Mods Steam
Both paths must end with XComGame.4. XCOM ModBuddy - How to set verbosityTo get information from the build process / script compiler, you will want to change verbosity options from minimal to normal (or even to detailed and higher). It is done in TOOLS Projects and Solutions Build and Run.5. XCOM ModBuddy - How to start XCOM 2 Editor (UDK)Easily in TOOLS XCOM 2 Editor.Maybe I should mention the editor is 64-bit application, so it may fail to run under 32-bit operating systems. XCOM ModBuddy is both 32-bit and 64-bit.After you start it, there is Perforce Login prompt I choosed to Disable Perforce Integration. Tooltip stated it can be re-enabled.Perforce is a commercial, proprietary revision control system developed by Perforce Software.6.
XCOM ModBuddy - Where to find documentationVery nice of developers to provide it! There aren't examples on everything (like retexturing vanilla content), but still I'm very grateful for it. You should read XCOM2 SDK QuickStart.pdf first and eventually proceed to more technical topics.-That's it for now. If you know some good tips what to set in XCOM ModBuddy options, please don't hesitate to share them.If more bugs are found, I'll do my best to post a solution or a link to it here.Edited by Drakous79, 22 February 2016 - 02:27 AM.
One thing worthy of note i guess is that the 'New-Mod' option neatly dumps the essential starter files and three development folders underneath your working flow.1) This will host the Solution (slo) & Mod-Buddy build (suo).2) Your Mod root. Which has three default files; ModPreview. JPG image (Steam splasher), Readme.txt (details) &.x2proj (Components and Folders referer for what's below)- 2a) Three basic INI templates; XComEditor + XcomEngine + XcomGame. People develop their resources architecture from those.- 2b) XComGame. Which will receive whatever localization text(s) you'd want included. Other languages than English receive different extensions.- 2c) Src (your Mod names as written in the opening screen - minimum of 8 characters) XcomGame Classes.
ONE single compatibility file X2DownloadableContentInfoq-UI-ck. Uc ((PS; Don't use (-) dashes in you Mod names, VB compiling really hates such uncommon characters! I learned that the hard way.- this folder is where you'll be joining any source codes with the UC extensions.XComGame Classes. The big pseudo flaw that everyone struggles with, AFAIC.1927 template files (15.6MBs worth) offered by Firaxis as either examples or basic resources for people to edit and push up into (2c) above IF need be.
This folder doesn't have to be compiled into your final Mod versions!! Repeat - stop making your final uploadable Steam-Files bigger than they should really be.
It's bad coding habits to neglect such an obvious principle.Then, my appeal to anyone even tempted to tackle these tasks is to clean up a weird mess before you ask us to D/L something from Steam - no matter how good or great it might look. PLEASE!D) Once you start putting Content (UPK archives, Images, resources, etc). A folder (that must be added manually) is being used. Most often via copy-paste.Happy modding days ahead.Edited by Zyxpsilon, 27 February 2016 - 06:07 PM. I have started a sticky thread with resources (not sticky yet:-) and this is the key entry. Hopefully keeping this visible will cut down on the number of 'I can't run the sdk' posts:-)Many beginning modders distribute mods which have megabytes of un-needed files which are copied into the mod directory using modbuddy.
Can you give the exact details of the step to remove these before distributing?EDIT: I think you can just replace 'big pseudo flaw' with the instruction:After the mod is created, use the file view of ModBuddy to delete the entire folder SrcXcomGame which ModBuddy creates for you. This contains almost 2000 template files which are not needed. Deleting them makes the mod much smaller and cleaner.Edited by davidlallen, 15 February 2016 - 06:42 PM.