View Full Version : XCOM: Enemy Within
69bigplayer69
11-13-2013, 11:02 PM
* USE this to decompress/compress files http://www.360haven.com/forums/threads/18526-%5Brelease%5D-xcom-enemy-unknown-compression-toolkit/
thx to fairchild for making this!
* Editor (http://www.360haven.com/forums/threads/29736-XCOM-Enemy-Within?p=239802&viewfull=1#post239802)
.Net 4.5 required.
http://imageshack.com/i/17nppwp
done weapons fragments= found it!= (m_arrDamagedItems)
thin man corpse done found it!= (m_arrDamagedItems)
sectiod corpse donefound it!= (m_arrDamagedItems)
medals - look for (m_iUsed) then 8bytes left of will ur medal of (International Service cross) http://imageshack.us/photo/my-images/23/x48q.png/
council medal of honor dmg image...
ufo power source (dmg)= http://imageshack.us/photo/my-images/62/e1jn.png/
ufo figther computer http://imageshack.us/photo/my-images/62/e1jn.png/
alien alloys http://imageshack.us/photo/my-images/62/e1jn.png/
elerium http://imageshack.us/photo/my-images/62/e1jn.png/
meld= http://imageshack.us/photo/my-images/62/e1jn.png/ * at might be 2 of them i think its 2 is true value*
Floater corpse http://imageshack.us/photo/my-images/843/vv0u.png/
urban medal http://imageshack.us/photo/my-images/542/q18c.png/
ufo power source http://imageshack.us/photo/my-images/834/hhdo.png/ think this the dmg one..
seeker wreck http://imageshack.us/photo/my-images/834/hhdo.png/
2nd seekeer wreck just in case i miss it- http://imageshack.us/photo/my-images/69/za6m.png/
outside key- http://imageshack.us/photo/my-images/585/eypm.png/
chryssaild shard- http://imageshack.us/photo/my-images/585/eypm.png/
Medal_Defender- http://imageshack.us/photo/my-images/20/hdkm.png/
hyperwave beacon- http://imageshack.us/photo/my-images/24/37w7.png/
drone wreck- http://imageshack.us/photo/my-images/24/37w7.png/
sectiod commander corspe- http://imageshack.us/photo/my-images/24/37w7.png/
muton corpse- http://imageshack.us/photo/my-images/29/pq2w.png/
defender medal - http://imageshack.us/photo/my-images/853/n6r2.png/
terra medal - http://imageshack.us/photo/my-images/534/favg.png/
Cryberdisk wreck = http://imageshack.us/photo/my-images/21/y1wd.png/
mechoid corpse- http://imageshack.us/photo/my-images/600/gwm7.png/
heavy floater corpse- http://imageshack.us/photo/my-images/28/bctm.png/
muton elite corpse- http://imageshack.us/photo/my-images/28/bctm.png/
Ethereal corpse- http://imageshack.us/photo/my-images/28/bctm.png/
sectiod wreak- http://imageshack.us/photo/my-images/28/bctm.png/
Ethereal device- http://imageshack.us/photo/my-images/28/bctm.png/
Berserker corpse- http://imageshack.us/photo/my-images/69/za6m.png/
Engineers look for ( m_iNumEngineers) = http://imageshack.com/a/img401/8384/l83k.png
Scientists look for (m_iNumScientists) = http://imageshack.com/a/img443/8448/k50z.png
CASH!!!= http://imageshack.com/a/img571/2821/ob26.png
Fusion core new? Classical mode only? http://imageshack.us/photo/my-images/853/i7eg.png/
Weapons for looks= Exalt
assault rilfe- http://imageshack.us/photo/my-images/28/bctm.png/
sniper rilfe http://imageshack.us/photo/my-images/28/bctm.png/
lmg - http://imageshack.us/photo/my-images/28/bctm.png/
rocket laucher-
laser weapons..exalt
Useless stuff Can go here ppl.
useless alien tank- http://imageshack.us/photo/my-images/69/za6m.png/
useless alien sugrey- http://imageshack.us/photo/my-images/69/za6m.png/
use fight computer (dmg) - http://imageshack.us/photo/my-images/69/za6m.png/
useless alien surgery - http://imageshack.us/photo/my-images/69/za6m.png/
Char Modding here.
best rename ur char-
unit kills just for fun! http://imageshack.us/photo/my-images/440/8co.png/
Ranks!!!!! - 7 max http://imageshack.us/photo/my-images/818/wrpd.png/
IPSIRanks- ranks 3 max http://imageshack.us/photo/my-images/208/gbbd.png/
* only works to change without leveling up * if unlock
psi unlocks to no more PSI Labs! wasted time! = http://imageshack.us/photo/my-images/23/o7qx.png/
* if use this u need to put 01 or u will have it unlock with no useable skills. ( ref=IPSIRanks)
* Finally found it will/aim/health/Def = http://imageshack.us/photo/my-images/51/8umz.png/
* best search ur char name scroll up till u see this
*RIFT http://imageshack.us/photo/my-images/703/g99w.png/ we got it!! hell yah!
http://imageshack.us/photo/my-images/89/jfsf.png/ 2 part u have to edit 01 here
* doesn't show in ur guy till ur in an battle.
Inventory items
Med kits = http://imageshack.com/a/img594/4808/xr15.png
Worlds Domination!! (Satellite) * will be more then 1 http://imageshack.us/photo/my-images/818/wphv.png/
*only for the country doesn't have any in it. * look for name of country look for 3 together*
look for (m_bSatellite) with the country then want to change it 01 ( to tell game u have 1 in there..)
http://imageshack.us/photo/my-images/28/sf9t.png/ (panic levels) * don't know if it permanent
* 00 = 1 green 01= 2 green = 03 = 3 orange
Planes Stuff
Kills - useless = m_iConfirmedKills
I will help u if u need it :) dont be afraid come to the dark side, kill me some aliens!
Idlehands88
11-13-2013, 11:13 PM
http://imageshack.us/a/img5/1496/nih.gif
Jobawa
11-14-2013, 05:17 PM
I stopped right after completing the initial mission. I may try a run through with just extra money scientists/engineers. Then do hex poking after that. It's been long enough since I did the poking around in the original to edit things like move range, etc. that I'm a bit fuzzy on it.
69bigplayer69
11-15-2013, 05:59 AM
almost done i hope! :)
Darkshadowmark
11-15-2013, 06:58 AM
So, just a thing, but this may have broken my ability to use MECs. I haven't tested on an unmodded save, but on the one I modded, I am unable to use the "Build/Upgrade MEC" menu as it'll freeze. It may be due to the editor that was used or something fubbed up in creation.
69bigplayer69
11-15-2013, 07:07 AM
if u go in the mECS place and ur game doesnt load it is ** mess up . u edit something wrong. or something mess up
any one else playing this?
Jobawa
11-15-2013, 09:25 AM
I haven't had any issues with just some basic mods yet, but I noticed the game has some stability issues. I've had freezes, and I don't think it's related to modding. Might just be optimization issues on the 360 there.
69bigplayer69
11-15-2013, 09:38 AM
I haven't had any issues with just some basic mods yet, but I noticed the game has some stability issues. I've had freezes, and I don't think it's related to modding. Might just be optimization issues on the 360 there.
ohh that odd i haven't forze yet. hahah just did last guy in mission , dam it! lol have him pin! in corner like an bi**
Calintz20
11-15-2013, 01:15 PM
I created a save with max money and 10 or so Super solders at the start of the game if anyone wants it.
http://www.mediafire.com/?sbgz25sko2bz2b4
P.S. Bigplayer if you could mod the Meld on this it would be a great help.
69bigplayer69
11-15-2013, 01:19 PM
I created a save with max money and 10 or so Super solders at the start of the game if anyone wants it.
http://www.mediafire.com/?sbgz25sko2bz2b4
P.S. Bigplayer if you could mod the Meld on this it would be a great help.
1st need to an number and there is pic for an reason.. i test later to see 10 guys be crazy ***
Calintz20
11-15-2013, 02:49 PM
I found the location but the change doesn't stick for some reason or another!
69bigplayer69
11-15-2013, 05:34 PM
hmm are loacation are not the same move just an bit i was giving out the poniter/ very close to it. in text box highlight it and look just ur number it there or other pic u see how they line up and end
Calintz20
11-16-2013, 02:18 AM
Ill take a look again and let you know.
Calintz20
11-16-2013, 11:08 AM
This ones a tricky one bro I just cant seem to get modification to stick, have you had any luck?
69bigplayer69
11-16-2013, 02:15 PM
This ones a tricky one bro I just cant seem to get modification to stick, have you had any luck?
like i say i need number of items.. thx
Calintz20
11-16-2013, 02:23 PM
Save stats:
Credits: 1,000,000,000
Scientists: 99,999,999
Engineers: 99,999,999
Meld: 20
69bigplayer69
11-16-2013, 02:29 PM
Save stats
Credits: 1,000,000,000
Scientists: 99,999,999
Engineers: 99,999,999
Meld: 20
where is the save?
8Ball
11-16-2013, 02:30 PM
Just wanted to stop by and say I'm working on an editor using the data provded here.
I'm attempting to automate the entire process of extraction and compression because whenver I use Idles tools I find myself becoming immensely pissed off having to do that myself when isolib will do most of the work for you.
I've already managed to mod my own save succesfully so it's just a matter of getting it all working from automation, luckily things are mostly static huh, thankfully as far as the xbox is concerned fairchilds toolkit is still working pretty damn flawlessly for the new version of the game, to be expected really.
Once I get the intial enemy within stuff down I'll look into accomodating the original and maybe the other console ports but honestly I don't care about those.
Right now I'm just fiddling with smuggling fairchilds exe into my editor, a pity really I can't let the awesome colourshow shine through, a limitation of the .net framework, I'm sure he won't mind.
Calintz20
11-16-2013, 02:48 PM
I created a save with max money and 10 or so Super solders at the start of the game if anyone wants it.
http://www.mediafire.com/?sbgz25sko2bz2b4
P.S. Bigplayer if you could mod the Meld on this it would be a great help.
Here you go bro!
69bigplayer69
11-16-2013, 03:08 PM
Here you go bro!
here give both location u just have to mod both and put 2 different number for the real one
http://imageshack.us/photo/my-images/513/mvq1.png/ for save (http://www.mediafire.com/?fjnjhd33evf1vn9)
book mark inside and file/ pic
Zaqxavier
11-16-2013, 03:10 PM
Just wanted to stop by and say I'm working on an editor using the data provded here.
I'm attempting to automate the entire process of extraction and compression because whenver I use Idles tools I find myself becoming immensely pissed off having to do that myself when isolib will do most of the work for you.
I've already managed to mod my own save succesfully so it's just a matter of getting it all working from automation, luckily things are mostly static huh, thankfully as far as the xbox is concerned fairchilds toolkit is still working pretty damn flawlessly for the new version of the game, to be expected really.
Once I get the intial enemy within stuff down I'll look into accomodating the original and maybe the other console ports but honestly I don't care about those.
Right now I'm just fiddling with smuggling fairchilds exe into my editor, a pity really I can't let the awesome colourshow shine through, a limitation of the .net framework, I'm sure he won't mind.
Love you much for this one... I remember using those tools being successful only once (my own ignorance) and I love destroying aliens and saving the world with super soilders and max supplies
*waiting patiently*
PaulM
11-16-2013, 04:31 PM
Hello everyone,
Thank you for the medals info!
I was not aware of the max medal limits(4/3/2/2/1), and I promoted the wrong guy, so i wanted to "fix" it.
(reloading a previous save is not an option)
Long story short, nothing works:
-The toolkit does not support EW (yet)
-Cheat Engine works, but can't find the correct address when the medal count ingame is 0
-I dismissed and remade the character without the medals in CE, but I'm not getting those medals back.
I know this is a Xbox360 site, but I don't know who to ask.
I would really appreciate any help
Thanks!
69bigplayer69
11-16-2013, 07:01 PM
any one try mechs with psi abilities= ahha works but no psi with unlock tho so no go. would been awesome!
still try to find the tree to have both sides. and psi
and char stats....
any one want let an hand?
Calintz20
11-17-2013, 04:16 AM
Hi everyone that to the help of Bigplayer I was able to add max Meld to my save for you.
Credits: 1,000,000,000
Scientists: 99,999,999
Engineers: 99,999,999
Meld: 1,000,000,000
And a few super-soldiers, enjoy!
http://www.mediafire.com/?rm5ynkk6gdssfx2
P.S. Bigplayer thanks again for the help on this one.
69bigplayer69
11-17-2013, 05:36 AM
yah and u see the new stuff? char psi etc, hopeing to find more getting harder..
8Ball
11-17-2013, 11:34 AM
Heres a small version of what I have so far, the automation is fully functional and it's literally just a case of getting all the values in and cramming it all into the GUI.
For now it only does cash, alloy, elerium and meld, I can't remember the locations for scientists and engineers, only that it's not the obvious (iscientists etc.) which appear to actually be empty.
It's still a little slow on the compress and such because I haven't implemented threading yet or streamlined any of the routines to accomodate it but I gave it a personal test run and it did the job, it does everything: Extracting the save from the CON file, sending the save to be decompressed, saving the changes and having it compressed and then injected back into the CON and resigned. Fairchilds toolkit was very easy to accomodate for and it carries a copy of it as well should you be missing it.
Don't mind the graphics either, I'm experimenting and it's not going well, something to look at in the meantime anyway.
Please note being an alpha build it doesn't make backups or generally care for your safety in any manner so please back the save up manually beforehand.
Also to anyone casually browsing please don't share this version on other sites, I can't stand seeing incomplete work spread across the net.
This runs on .net 4.5 so grab the framework if need be. 4.5 is a lot faster than previous versons so get used to it.
whitedeviltoday
11-17-2013, 07:35 PM
and appropriately named as well
thank you for all your effort! (giving it a try)
amdriggard
11-17-2013, 07:43 PM
thank you for all the work you have given us is just great
whitedeviltoday
11-17-2013, 08:27 PM
Just tried it out. It does change the amount of alloys, eridium, meld and credits. maybe i'm doing something wrong, or maybe it's just incompatible, but when I use xenobane with idlehands88's editor, it freezes. (like when I change the amount of scientists and engineers)
Darkshadowmark
11-17-2013, 11:40 PM
I second that, I'm getting a freeze as well. I'll keep trying and update you if something changes.
Though I don't freeze with Idlehands' editor. Might have been a fluke.
Edit: Yep, just tried it again with a different save. Total freeze.
69bigplayer69
11-18-2013, 04:42 AM
format string? wont open save,,,,
anyone got an save with an psi solider in the ethereal device / with last ability (RIFT)
hmoobpaladin
11-18-2013, 11:37 AM
Great work. Will test it out later.
whitedeviltoday
11-18-2013, 11:41 AM
i'll have a save to upload in a day or so... i'm plowing through the game, i'll upload once I get to the ethereal device.
though, i do have a correction to make: the game freeze only happens when I attempt to "pre-alter" the save before i use xenobane.
New unaltered game save >>>>> fairchild's decompression tool >>>>> idlehands88 save editor >>>>>> fairchild's compression tool >>>>> altered save >>>> xenobane >>>>> freezing load screen on Xbox.
however, new unaltered game container >>>>>> xenobane >>>>> altered save container >>>> no problems with loading through Xcom on xbox
8Ball
11-18-2013, 01:01 PM
the game freeze only happens when I attempt to "pre-alter" the save before i use xenobane.
however, new unaltered game container >>>>>> xenobane >>>>> altered save container >>>> no problems with loading through Xcom on xbox
HA! You mean to tell me people have been using both editors? Idle's editor doesn't work on enemy within, the save structure's a tad different and the moment you save any changes it's corrupted because of it. It might also be a problem with the 'max' value, perhaps they simply weren't meant to go that high, try toning it down a little, divide by 10 perhaps.
This is why we need a new editor, that and the old one isn't automated (never gonna stop reminding you idle :p) I don't recommend mixing them, or drinking & driving.
Still, at least you all backed up your save like I told you and nothing of value was lost...
I'm branching out the features a little, looking into space saving techniques involving panels, the editor will have a series of 'Modes' so Inventory mode, soldier mode etc. you just pick it from the menubar, all this does is hide every other panel but the one you selected, think of it as a series of screens, except it's not.
69bigplayer69
11-18-2013, 01:50 PM
HA! You mean to tell me people have been using both editors? Idle's editor doesn't work on enemy within, the save structure's a tad different and the moment you save any changes it's corrupted because of it. It might also be a problem with the 'max' value, perhaps they simply weren't meant to go that high, try toning it down a little, divide by 10 perhaps.
This is why we need a new editor, that and the old one isn't automated (never gonna stop reminding you idle :p) I don't recommend mixing them, or drinking & driving.
Still, at least you all backed up your save like I told you and nothing of value was lost...
I'm branching out the features a little, looking into space saving techniques involving panels, the editor will have a series of 'Modes' so Inventory mode, soldier mode etc. you just pick it from the menubar, all this does is hide every other panel but the one you selected, think of it as a series of screens, except it's not.
only reason ppl been using both cause i dsidnt have the other pics but there now so t doesn't matter,
Darkshadowmark
11-18-2013, 09:38 PM
HA! You mean to tell me people have been using both editors? Idle's editor doesn't work on enemy within, the save structure's a tad different and the moment you save any changes it's corrupted because of it. It might also be a problem with the 'max' value, perhaps they simply weren't meant to go that high, try toning it down a little, divide by 10 perhaps.
This is why we need a new editor, that and the old one isn't automated (never gonna stop reminding you idle :p) I don't recommend mixing them, or drinking & driving.
Still, at least you all backed up your save like I told you and nothing of value was lost...
I'm branching out the features a little, looking into space saving techniques involving panels, the editor will have a series of 'Modes' so Inventory mode, soldier mode etc. you just pick it from the menubar, all this does is hide every other panel but the one you selected, think of it as a series of screens, except it's not.
Actually, I beg to differ. I found something.
I took an unmodified save, brand new, and put it into Xenobane, gave myself 500000 bucks, 2000 meld, a bunch of alien alloy, and elerium. Injected it into game and it worked. I then took the same save, backed it up, then put it into Idle's and only edited scientists and engineers, not cash or any other variable and, surprisingly. It worked.
Bron_Sana
11-19-2013, 02:05 AM
Is there any way to incorporate the council member's panic levels into an editor? So as to lower them? Having most of them at four out of five is very annoying. Especially when a council report is due and one goes into the red a day before it and I lose them because I can't lower it in time. Just wondering.
P.S. Is this the right thread to ask this question in?
69bigplayer69
11-19-2013, 02:44 AM
Is there any way to incorporate the council member's panic levels into an editor? So as to lower them? Having most of them at four out of five is very annoying. Especially when a council report is due and one goes into the red a day before it and I lose them because I can't lower it in time. Just wondering.
P.S. Is this the right thread to ask this question in?
ya its is and i have been looking cause i am play playing on classical and they get mad ez ahha
page 1 has upated
69bigplayer69
11-19-2013, 06:41 AM
any one got save yet with Rift ability?
finally found it!! fuck yah! will and aim!! i going kill of u!! ahha
aim/ def/ health/ will
will be updated shorty!
Calintz20
11-19-2013, 11:27 AM
Thanks to Bigplayer and 8Ball i now bring you:
Classic mode with a boost:
Credits: 15,000
Scientists: 500
Engineers: 500
Meld: 15,000
Elerium: 15,000
Alloys: 15,000
For my soldiers : 12 (First 8 should do 50 damage)
HP 200
Will 250
Defense 50
Aim 250
http://www.mediafire.com/?bvq3a86kkdub9dc
69bigplayer69
11-19-2013, 01:33 PM
just found them! stats
nice save
but we can make soldiers god mode!!
no dmg never die/ never miss run and gun!! * u get still get wounded and put in healling place doesn't make sense..(lots of dmg)
scopedog
11-19-2013, 04:22 PM
I started working on an editor in C#. However im having some problem figuring out some of the offset from the marker from the some of the img. I created a google spread sheet to help me out. Let me know if you want to double check my stuff.
69bigplayer69
11-19-2013, 08:02 PM
I started working on an editor in C#. However im having some problem figuring out some of the offset from the marker from the some of the img. I created a google spread sheet to help me out. Let me know if you want to double check my stuff.
ur not the only who making editor. all good , let me know if u need help
scopedog
11-19-2013, 09:09 PM
ur not the only who making editor. all good , let me know if u need help
One trick I wanted to try to find more values for the m_arrItems and m_arrDamagedItems was to put in each element incremental values like 100,101,102,103, etc.
You would have a quick mapping to each elements.
69bigplayer69
11-19-2013, 10:32 PM
One trick I wanted to try to find more values for the m_arrItems and m_arrDamagedItems was to put in each element incremental values like 100,101,102,103, etc.
You would have a quick mapping to each elements.
m_arrItems= ur talking stuff u build? weapons/ meditkits?
scopedog
11-20-2013, 01:48 AM
Here, I put a number in each of the items and took pictures. The sectoid corpse and alloy are messed up because the save I used required me to do some missions before accessing the grey market. It is easy to deduce the offset in the buffer now.
http://imgur.com/a/vjQBk#0/
I see however that you found most of those already. I'll try with the m_arrDamagedItems array and see what it yields.
69bigplayer69
11-20-2013, 04:41 AM
m_arrDamagedItems= where all the items u build and make are stored. not sure waht u looking for
any got save with RIFT yet lol
8Ball
11-20-2013, 12:46 PM
any got save with RIFT yet lol
Right here, my sniper Rachel 'Solo' Gardner is my volunteer, she's also slightly gene modded.
New version should be uploaded later today, I've made significant progress I'm happy with, still no threading though, that's going to be a bitch. I don't think TPL is appropiate which is a shame because that really flies in comparison.
It's interesting to see as well that once a save has been through the editor it needs to be purified by the game before you can run it through again otherwise fairchilds tool crashes. Purifying is as simple as saving the game over the the save slot you just loaded. This suggests a minor flaw in the process somewhere, nothing to worry about.
The satellites are a bit interesting because while the satellite is technically stored where shown by big, it's also controlled in an array somewhere, even if you remove a satellite from a country it will still show up in the game, but you will have the option to launch one, in this regard modifying the boolean is largely useless as you risk locking yourself out from launching one over that country.
Alpha 2 test drives my new panel system as well as the severe modifications I made to the read and write processes because there was no way in hell I was going to write all those calls out, it just does it on a loop now.No major additions just the inclusion of the satellites and staff members which lays the framework for later stuff since it's all in the same general area. File size is getting bigger for some reason, the images might just need fine tuning to cut excess down.
[Download revoked, contained a fatal error with elerium!]
Stay tuned for Update 3, now with less errors!
69bigplayer69
11-20-2013, 08:12 PM
for the sat part works fine just go up and down u just never lose them stays green and if u really need it.
and for rift its 04 hahha
thx for save 8 ball was 5 sec to look at! yes! works!
8Ball
11-22-2013, 09:49 PM
We threaded now!
Version Alpha 3 boasts threading for an all around smoother exeperience as well as being more informative about the read process in general.
Next releases should begin expanding the availiable options, I'm thinking soldiers next since it's relatively quick compared to mapping down all the items.
As usual the editor comes with no gurantees or promises, well, it won't set fire to your pc, but on the of chance it does: haha!
.Net Framework 4.5 required.
Darkshadowmark
11-23-2013, 01:43 AM
We threaded now!
Version Alpha 3 boasts threading for an all around smoother exeperience as well as being more informative about the read process in general.
Next releases should begin expanding the availiable options, I'm thinking soldiers next since it's relatively quick compared to mapping down all the items.
As usual the editor comes with no gurantees or promises, well, it won't set fire to your pc, but on the of chance it does: haha!
So, ran into a problem with the new editor. Might be just me, but I get an exception every time I try to open something. (File-open) and I can't go on to select a file.
could not load type
'System.Runtime.CompilerServices.IAsyncStateMachin e' From assembly
'mscorlib, Version=4.0.0.0. Culture=neutral.
PublicKeyToken=b77a5c561934e089'.
Spoiler contains the details of the exception.
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.
************** Exception Text **************
System.TypeLoadException: Could not load type 'System.Runtime.CompilerServices.IAsyncStateMachin e' from assembly 'mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089'.
at ..(Object , EventArgs )
at System.Windows.Forms.ToolStripItem.RaiseEvent(Obje ct key, EventArgs e)
at System.Windows.Forms.ToolStripMenuItem.OnClick(Eve ntArgs e)
at System.Windows.Forms.ToolStripItem.HandleClick(Eve ntArgs e)
at System.Windows.Forms.ToolStripItem.HandleMouseUp(M ouseEventArgs e)
at System.Windows.Forms.ToolStripItem.FireEventIntera ctive(EventArgs e, ToolStripItemEventType met)
at System.Windows.Forms.ToolStripItem.FireEvent(Event Args e, ToolStripItemEventType met)
at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEven tArgs mea)
at System.Windows.Forms.ToolStripDropDown.OnMouseUp(M ouseEventArgs mea)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Mes sage& m)
at System.Windows.Forms.ToolStrip.WndProc(Message& m)
at System.Windows.Forms.ToolStripDropDown.WndProc(Mes sage& m)
at System.Windows.Forms.Control.ControlNativeWindow.O nMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.W ndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
************** Loaded Assemblies **************
mscorlib
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1008 (RTMGDR.030319-1000)
CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
XenoBane
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///C:/Users/rac/Downloads/Mods%20n'%20Stuff/Xcom/XenoBane.exe
----------------------------------------
System.Windows.Forms
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1002 built by: RTMGDR
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1001 built by: RTMGDR
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1001 built by: RTMGDR
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
{7e959687-1340-40ed-a5f6-371c0f187b04}
Assembly Version: 0.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///C:/Users/rac/Downloads/Mods%20n'%20Stuff/Xcom/XenoBane.exe
----------------------------------------
************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.
For example:
<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>
musawarrior
11-23-2013, 05:08 AM
nice work!
ainokeato
11-24-2013, 10:26 AM
So, ran into a problem with the new editor. Might be just me, but I get an exception every time I try to open something. (File-open) and I can't go on to select a file.
could not load type
'System.Runtime.CompilerServices.IAsyncStateMachin e' From assembly
'mscorlib, Version=4.0.0.0. Culture=neutral.
PublicKeyToken=b77a5c561934e089'.
Spoiler contains the details of the exception.
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.
************** Exception Text **************
System.TypeLoadException: Could not load type 'System.Runtime.CompilerServices.IAsyncStateMachin e' from assembly 'mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089'.
at ..(Object , EventArgs )
at System.Windows.Forms.ToolStripItem.RaiseEvent(Obje ct key, EventArgs e)
at System.Windows.Forms.ToolStripMenuItem.OnClick(Eve ntArgs e)
at System.Windows.Forms.ToolStripItem.HandleClick(Eve ntArgs e)
at System.Windows.Forms.ToolStripItem.HandleMouseUp(M ouseEventArgs e)
at System.Windows.Forms.ToolStripItem.FireEventIntera ctive(EventArgs e, ToolStripItemEventType met)
at System.Windows.Forms.ToolStripItem.FireEvent(Event Args e, ToolStripItemEventType met)
at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEven tArgs mea)
at System.Windows.Forms.ToolStripDropDown.OnMouseUp(M ouseEventArgs mea)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Mes sage& m)
at System.Windows.Forms.ToolStrip.WndProc(Message& m)
at System.Windows.Forms.ToolStripDropDown.WndProc(Mes sage& m)
at System.Windows.Forms.Control.ControlNativeWindow.O nMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.W ndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
************** Loaded Assemblies **************
mscorlib
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1008 (RTMGDR.030319-1000)
CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
XenoBane
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///C:/Users/rac/Downloads/Mods%20n'%20Stuff/Xcom/XenoBane.exe
----------------------------------------
System.Windows.Forms
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1002 built by: RTMGDR
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1001 built by: RTMGDR
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1001 built by: RTMGDR
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
{7e959687-1340-40ed-a5f6-371c0f187b04}
Assembly Version: 0.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///C:/Users/rac/Downloads/Mods%20n'%20Stuff/Xcom/XenoBane.exe
----------------------------------------
************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.
For example:
<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>
The error is caused by not having the 4.5 .net framework installed which is located:
Here (http://www.microsoft.com/en-us/download/details.aspx?id=30653)
Update your.net framework and it should be fine. Also, I wasn't able to find much information on what file types are used to open the saves. But, the decompressed saves are unnecessary with 8ball's Save editor all you need is the save file itself, I didn't know this so, just letting anyone else know ahead of time.
8Ball
11-24-2013, 12:04 PM
Yeah .Net 4.5 is needed here, I may retract that later after I analyse the speed difference between that and 3.5 (which is built into Vista+), I did mention it a few posts back but guess I forgot this time, surprised it even executed really, normally it would throw a fit.
There aren't any file types really, you have the standard CON file used to store files made on-console (hence, CON) which is an STFS container and then you just have the raw unbridled save data which doesn't have a format name. I take the con, run it through ISOlib which has functions for handling STFS, send it to fairchilds toolkit for decompression, load the decompressed file into a buffer then parse some of the details of interest into editable form.
The saving is just writing to a buffer, writing said buffer to a file, comrpessing the file and then injecting the rebuilt one into the CON and having isolib sign the file so the xbox is happy.
I originally planned to support already decompressed saves but thats such a nuisance I took it out, you either use a CON or you don't use it at all.
The library really makes this a walk in the park.
In other news I've started work on the soldiers, the datas all loading fine and I'm just working out the smaller details, specifically what values to load of interest, some of the more important ones are strings representing enumerations, may get a bit messy modifying those, resurrections certainly possible though, as is promotions and class jumps.
Mayh3m
11-24-2013, 06:22 PM
Dude, your friggin awesome. Thank you so much for all the time your putting into this :)
Neodragon
11-24-2013, 06:25 PM
For some reason I couldn't get it to work.
Darkshadowmark
11-24-2013, 07:12 PM
Yeah .Net 4.5 is needed here, I may retract that later after I analyse the speed difference between that and 3.5 (which is built into Vista+), I did mention it a few posts back but guess I forgot this time, surprised it even executed really, normally it would throw a fit.
There aren't any file types really, you have the standard CON file used to store files made on-console (hence, CON) which is an STFS container and then you just have the raw unbridled save data which doesn't have a format name. I take the con, run it through ISOlib which has functions for handling STFS, send it to fairchilds toolkit for decompression, load the decompressed file into a buffer then parse some of the details of interest into editable form.
The saving is just writing to a buffer, writing said buffer to a file, comrpessing the file and then injecting the rebuilt one into the CON and having isolib sign the file so the xbox is happy.
I originally planned to support already decompressed saves but thats such a nuisance I took it out, you either use a CON or you don't use it at all.
The library really makes this a walk in the park.
In other news I've started work on the soldiers, the datas all loading fine and I'm just working out the smaller details, specifically what values to load of interest, some of the more important ones are strings representing enumerations, may get a bit messy modifying those, resurrections certainly possible though, as is promotions and class jumps.
Think weapon fragments could come after the soldiers? I don't think I'm the only one that constantly runs into exteme lows on weapon fragments when I'm playing and getting that feature done will probably kill off the sectoid race pretty quickly.
Thanks for your work thus far, by the way! Got it to work after updating the .net and it works fantastic.
reidinoir
11-25-2013, 05:39 PM
is there any way to edit weapon damage?
Zaqxavier
11-25-2013, 10:37 PM
The error is caused by not having the 4.5 .net framework installed which is located:
Here (http://www.microsoft.com/en-us/download/details.aspx?id=30653)
Update your.net framework and it should be fine. Also, I wasn't able to find much information on what file types are used to open the saves. But, the decompressed saves are unnecessary with 8ball's Save editor all you need is the save file itself, I didn't know this so, just letting anyone else know ahead of time.
Some one help me here I'm miss understanding I keeping getting an error saying "could not find file with .../saveX.d" and none of the changes take effect. I see it said here that decompression was unnecessary but can someone, anyone, please do a step by step so I can see where I'm going wrong with this...
Nice editor by the way, Cant wait to make super soldiers
8Ball
11-25-2013, 11:27 PM
Some one help me here I'm miss understanding I keeping getting an error saying "could not find file with .../saveX.d" and none of the changes take effect. I see it said here that decompression was unnecessary but can someone, anyone, please do a step by step so I can see where I'm going wrong with this...
Nice editor by the way, Cant wait to make super soldiers
You misunderstand slightly, decompression IS necessary; I've just done it for you. All you literally have to do is put the file you got off your xbox360 into the editor via the open button. That error indicates the decompression toolkit hasn't worked, if it said it's crashed then something is wrong with the save, otherwise I don't know what to tell you. I haven't coded in checks for that yet, what I did code in however is the check for the right file you put in, so if you try and put anything in other than an xcom enemy within gamesave it will tell you, I check it's a CON and I check its the right game, you can't bypass that without trying.
As far as I know it should all work right up to the decompression, try running as admin (it's safe, promise. :076:) and keeping the saves in an area you know you have write access, desktop is fine.
I don't think you can mod the weapon damage, thats not something they put in the saves, more of a disc data thing since it never changes excluding when a title update changes it.
I'm moving the weapon fragments up in priority, I too am constantly running low on them, I'll make sure it's in the next release, haven't actually worked on it today, can't be bothered. I'd love to open source this right now and get some other chaps on it, saves me doing all the work.
69bigplayer69
11-25-2013, 11:43 PM
is there any way to edit weapon damage?
ya some where but i havent looked moved on to ryse of rome, it where the health. def . aim. will be around there i say.
dont really need it tho.
Zaqxavier
11-26-2013, 12:23 AM
You misunderstand slightly, decompression IS necessary; I've just done it for you. All you literally have to do is put the file you got off your xbox360 into the editor via the open button. That error indicates the decompression toolkit hasn't worked, if it said it's crashed then something is wrong with the save, otherwise I don't know what to tell you. I haven't coded in checks for that yet, what I did code in however is the check for the right file you put in, so if you try and put anything in other than an xcom enemy within gamesave it will tell you, I check it's a CON and I check its the right game, you can't bypass that without trying.
As far as I know it should all work right up to the decompression, try running as admin (it's safe, promise. :076:) and keeping the saves in an area you know you have write access, desktop is fine.
I don't think you can mod the weapon damage, thats not something they put in the saves, more of a disc data thing since it never changes excluding when a title update changes it.
I'm moving the weapon fragments up in priority, I too am constantly running low on them, I'll make sure it's in the next release, haven't actually worked on it today, can't be bothered. I'd love to open source this right now and get some other chaps on it, saves me doing all the work.
It seemed to work just fine when i relocated my save to the desktop first I don't know if this will help you in the future to work out any bugs but there it is
Hi, you made a very good job
I'm french and use french xcom, i can't take your save, my game say problem compatibility because of the language.
And, i can't edit my save with Xenobane. when i try open save, it's ok until read satellite (the first, united kingdom)
i have error " l'index se trouve en dehors des limites du tableau" (traduction Google: index is outside the bounds of the array)
here is my save if you want try.
http://www45.zippyshare.com/v/40224718/file.html
Is it possible to make a version of Xenobane without satellite ?
8Ball
11-27-2013, 12:24 PM
Is it possible to make a version of Xenobane without satellite ?
I didn't factor in the language differences when I wrote the council section, I've switced it by switching to country codes, did you know the game keeps track of 36 or so countries? For now I've disabled it until I can flesh it out with panic, monthly payments etc.Which has sped the reading up anyway, yay! Whats interesting about your save is you have 2 'ghost' soldiers, they have no names, no IDs and for the most part they seem useless. I've coded in an additional check for such soldiers so hopefully the editor ignores them completely before they break anything, perhaps they are hirelings?
I've also paused soldier development to work on the inventory, I was having trouble deciding the format I would store the data in, it's more to make it easier for me rather than anything you need to worry about, opted for using yet another class and then a class list, those things are awesome. It's funny because the more detail I go into the closer this all resembles the games actual loading procedure and the loading time shoots up, but I have a cunning plan to shrink that down, it involves cloning the buffer to allow multiple reads, it's a few megabytes tops, hardly a dent in the gigs of RAM we all have. Wouldn't have to clone it if I could just get parallel reads from a memorystream working as-is but it would require a lot of tinkering and I simply can't be bothered with that crap, might do it for Deus Ex, it needs it!
Version 4 has mostly concealed changes, currently you can edit the currencies, staff and weapon fragments, everything else is unimplemented or locked out.
I also did an almost complete scan of the inventory section of the save and mapped it out, as suspected, the order it appears in game is the order in the save, the hint was the way it wasn't alphabetical but the upgraded corpses went after the inferior.
Thanks a lot,its works very well !
Zaqxavier
11-28-2013, 02:57 PM
I hate to bring up a old issue but its annoying... I need help..
Same issue with finding "...\save(x).d" I guess this is the decompressed save file
Can some one help me here... no matter where I load my save from including the desk top I get the same issue.. same with in and or out of administrator mode or different compatibility modes (and any mix there of)
For those of you having success please tell me (using latest editor)
What system your running it on..
What mode your running it in..
Where you have your saves loading from..
At what point in the game are you editing your save (I'm just after the first tutorial mission with the mandatory deaths and one survivor)
General step by step..
Again I hate to be a bug and thanks for the editor I have high hopes for using it
alldaelong
11-29-2013, 03:27 AM
Thanks for this.
I'm having the exact same issue can't get it to work for the life of me.
Don't work on desktop for me too, i do this at the root of my hard disk "C:\" and it work.
alldaelong
11-29-2013, 05:44 AM
I hate to bring up a old issue but its annoying... I need help..
Same issue with finding "...\save(x).d" I guess this is the decompressed save file
Can some one help me here... no matter where I load my save from including the desk top I get the same issue.. same with in and or out of administrator mode or different compatibility modes (and any mix there of)
For those of you having success please tell me (using latest editor)
What system your running it on..
What mode your running it in..
Where you have your saves loading from..
At what point in the game are you editing your save (I'm just after the first tutorial mission with the mandatory deaths and one survivor)
General step by step..
Again I hate to be a bug and thanks for the editor I have high hopes for using it
I figured it out, use fairchild's tool to decompress the file in the same manner as enemy unknown, make sure you name that save*.d put that file in the same folder as your con file and then use the editor.
EDIT: disregard this post it is still not working, that work-around didn't do the trick
8Ball
11-29-2013, 12:36 PM
Are you getting an error message claiming 'xcom has stopped working' or something to that degree? Thats the toolkit crashing, nothing I can do about that, it doesn't like the save you've loaded, that can also happen once you've modded a save and not laundered it using the game.
If you aren't then that would suggest the decompression toolkit isn't even executing, I find that a little difficult to believe because the code absolutely demands it be launched, I even have it waiting for it to finish. Very hard to implement parallel processing for this when everything has a specific order and prerequisite to it.
I'm going to try and reimplement decompressed support but you have to accept that means I'm not going to compress it for you either, or repack it into the CON, or resign it.
Next update can be expected to have a wider selection of inventory items, having understood most of it. Can't wait to finish inplementing all this crap so I can optimize the hell out of this thing and then finally stop working on it. Soldiers may take longer while I fine tune editing certain things, at the very least I'll try to whack in editing the 4 stats.
I'm beginning to suspect you are having some sort of permissions problem based on this http://stackoverflow.com/questions/1414000/save-file-to-desktop-in-vista-windows-7-in-net-2-0, I'll look into it, probs also doesn't appreciate my liberal use of 'process' without setting the UAC crap correctly. Do you even get a UAC prompt from this editor when you use it? I wouldn't know, I disabled it because it's annoying and I like to live dangerously.
It's funny how you can read and write from the root directory just fine but the moment the desktop comes into play it throws a fit, nice security there.
Zaqxavier
11-29-2013, 02:42 PM
Are you getting an error message claiming 'xcom has stopped working' or something to that degree? Thats the toolkit crashing, nothing I can do about that, it doesn't like the save you've loaded, that can also happen once you've modded a save and not laundered it using the game.
If you aren't then that would suggest the decompression toolkit isn't even executing, I find that a little difficult to believe because the code absolutely demands it be launched, I even have it waiting for it to finish. Very hard to implement parallel processing for this when everything has a specific order and prerequisite to it.
I'm going to try and reimplement decompressed support but you have to accept that means I'm not going to compress it for you either, or repack it into the CON, or resign it.
Next update can be expected to have a wider selection of inventory items, having understood most of it. Can't wait to finish inplementing all this crap so I can optimize the hell out of this thing and then finally stop working on it. Soldiers may take longer while I fine tune editing certain things, at the very least I'll try to whack in editing the 4 stats.
I'm beginning to suspect you are having some sort of permissions problem based on this http://stackoverflow.com/questions/1414000/save-file-to-desktop-in-vista-windows-7-in-net-2-0, I'll look into it, probs also doesn't appreciate my liberal use of 'process' without setting the UAC crap correctly. Do you even get a UAC prompt from this editor when you use it? I wouldn't know, I disabled it because it's annoying and I like to live dangerously.
It's funny how you can read and write from the root directory just fine but the moment the desktop comes into play it throws a fit, nice security there.
I couldn't tell you where the error originates... sorry
The save is the original unmodded save from the HD. I make my own back-ups by copying the save to multiple folders one specifically named back up which I only copy from never write two (apart from pasting the original save) If I even think I might have messed up or the editor glitched I copy from back-up to an open folder and restart with those saves (those saves still load in game and have original values of everything... and I tried save laundering with the originals... no success)
I don't get a message that anything has crashed or stopped working and the editor is still responsive even allowing me to put in values and save ( I don't know if this changes anything but in the file i'm working the save from a temp "Save.e" shows up and is gone when editor is closed... I take it thats part of the decompression so maybe the decompressor starts like you want it too...)
The only message I get is can't find "save.d"
The values I enter after I continue past this error don't stay (nor are the values from my save game shown in any box... which I believe was your intent)
8Ball
11-29-2013, 06:39 PM
Interesting, a pity I can't actually duplicate the problem, theres even a slight chance it's to do with the filepaths, if you have any spaces on your desktop filepath I bet it's throwing a fit.
The files disappear when you close the editor because I instructed it to remove them as they are useless once you've made changes. I'm going to at least ask if you want these cleaned up in the next version. Entering any values without having it read the decompressed files is a complete waste of time.
Here's BETA1.
Inventory is done, all 26 useful items.
Satellites remain offline for now, I've left the council panel enabled though so you can get a quick chuckle from letting it tell you which country is harboring exalt, don't want to know, don't visit it.
Cleaned the save routine a little but it's still not threaded, performance isn't that bad, just something to do before release.
Made some important tweaks to the toolkit interaction, I found out it doesn't really mind if you double encase paths in quotations so this might fix the problem if it had something to do with gaps in the filepath.
EDIT: I'm seeing a bug with the cash button, I forgot to take into account the unsigned-ness of it, take a digit off after pressing the button or it will error.
Zaqxavier
12-01-2013, 07:42 PM
Started with new saves from scratch and I have complete success THANK YOU SOOO MUCH FOR THIS EDITOR
Now just waiting on the super soldier feature (hopefully able to add rift)
Keep up the good work
Many thanks for this, good stuff!
8Ball
12-09-2013, 06:40 PM
Next release should be soon, I've gotten the reading down to a fine art, it's not only fast but efficient, some parts of it are smooth as butter, quite chuffed as I haven't played with threading much till now, I like it!
Inventory 100%
Currencies 100%
Council Panel supports panic modification, satellites fixed.
Soldier loading 80-90% complete, needs tuning.
Resurrection currently failing, likely requires expanding the buffer to compensate for the bigger word "Alive"
Speed tests on a dual core show program is actually faster than anticipated, yay.
I did produce a delightful batch of super soldiers which had a riveting time throwing rifts around in impossible difficulty, and all colonels to boot.
Pending experiments with psionic mecs I will likely need to parse soldier classes to stop you from making them if they make the game go batshit, It also loads up SHIVs freely which might lead to some hilariously crashy results if they got psionic powers, shivs are awesome in EW.
Soon...soon.
Zaqxavier
12-10-2013, 02:49 PM
Sounds like you've put a ton of work into it I can't wait to destroy Aliens on I/I
Patiently waiting release
suckerpuncher
12-11-2013, 12:14 PM
Wow, the new changes sound absolutely awesome.
Can't wait to get my hands on the new editor and kick some alien butt.
8Ball
12-11-2013, 02:00 PM
Welcome to Beta2.2
Good thing the editor makes a backup because I honestly have no idea how well this will perform, it's VERY different to the last revision, threading has been applied liberally to the read process and while I have done so many tests on it that have come back positive, there were times it just did some random as hell stuff, it would stop working despite the code being the exact same and the saves tested, really random.
Please be forthcoming with the bug reports, especially error messages because I honestly don't know what the hells going to go wrong this time.
I'm looking to keep swapping this one out for a new revision everytime I fix something so just expect the same attachment with a new minor revision number on it.
2.2 Changelog
Disabled being able to promote rookies to induce a more natural class change, xp should boost them to Col. anyway.
Mecs & Shivs have been blocked from becoming psionic as a precaution.
2.1 Changelog
Disabled country section for now, it's being a bitch again.
Resolved saving deadlock, i dun goof'd
Known Bugs
Country loading, broke itself again.
Promoting rookies blocks getting a class, needs xp tweak as well. -Fixed?
Super Psionics makes them all volunteers, blocks swapping soldiers, gene mods and other stuff - Fixing.
Stat mods work at least, super soldiers they are.
exess
12-11-2013, 03:42 PM
worked like a charm 8Ball , no issues at all
great job
SubeteNoIchigo
12-11-2013, 03:46 PM
So jealous...
Zaqxavier
12-11-2013, 06:57 PM
Okay first thank you for this editor...
It loads fresh (unmodded) saves easily enough and saves fine
So on with the bugs...
-It doesn't load previously modded saves... (either made by this editor or another version of it)
If you try it'll fail to decompress
-When loading a fresh save the values in the currency boxes don't represent actual values in game but still work when modded (it may cause issues down the line)
-When I attempt to mod super soldiers I can't change class (I just took note of what you said above will try changing class fist then rank)
-When modding super soldiers to have psi levels (Marked all gifted, tested and level 4) I get the rift power but no option to get the initial or original psi powers nor the option to level it up and there is no icon to show the soldier has psi abilities
everything else is good for now... all my saves are at the beginning of the game just after first mission (without tutorials) and I have said issues on a fresh classic/impossible save and fresh classic/normal save
P.S. is it possible to copy and past stats for soldiers or have a place to enter what you want certain stats to be for all soldiers... for those of us who don't want MAX stats but also finds it time consuming to enter individual stats for 40+ soilders
8Ball
12-11-2013, 08:15 PM
Righto, for bug report 1:
-Theres nothing I can do about the first bug, they need to be laundered because of Fairchilds toolkit. I suspect it's the compression level he's used, the game can handle it but can the toolkit? who knows.
-That sounds to be a bug indeed, though the value it shows is what it stores, it works, which is the most important part.
-Class change is being worked around for rookies by jacking their xp up to colonel amount for a gentle promotion, you are now unable to change their rank, just xp.
-I encountered the exact opposite, I even have a screenshot showing as such, part of the games code is to weigh up your rank VS how many abilities, on every single soldier i modded i got to choose each and every ability, one after the other. I can't even begin to imagine how to test for this bug as it defies game code.
Theres a neat trick you can cause with 2.1 where you demote a soldier to rookie and they keep their abilities but retrain into a new class, so an assault trooper becomes a sniper, run and gun sniping! It's essentially what happens with training roulette only a lot more chaotic.
I can certainly add in the ability to specify the stats for all of them, I'll que it in my workload.
Zaqxavier
12-12-2013, 01:37 AM
Alright it's round 2 and it's a bit tricky
-Okay so noticed that there is a difference in the way the save is read when it comes to Ironman mode and Normal
Example: methods I used for modding sometimes work for ironman and sometimes work for normal mode but not both at the same time (speaking of modding soldiers) Unless you use the option to mod all tab
-Which brings me to my second point... Individually modding soldiers don't work all soldiers end up having the same stats modded (despite doing each differently and individually) and either they are all psi soldiers or none (despite myself individually changing them in order to leave some modded soilders to later become mechs without psi powers)
-Lastly and more an annoyance than an issue but can become an issue... though I'm able to do it on a fresh save I am unable to switch out modded soldiers before a mission nor am I capable of dismissing soldiers after modded (I believe the later issue is due to there inherited "volunteer" status when they have rift) but even later in a normal gave you should be able to switch out a volunteer "rift" soldier for a normal squad mate for other then the last mission... s
peaking of which my saves are at the start of the game so I have no idea how the game will react at that point and I know that when you become a volunteer you can't change you're armor again (permanent psi armor) I'm too early to see if that is an issue later in the game
8Ball
12-12-2013, 12:59 PM
Now it's getting interesting, from the sounds of it I need to totally redesign the automation sequence to be more specific. At least the basics are finished, everythings still going smoother than anticipated, getting the soldier loadout to work even remotely close to what I had in mind was tricky.
A lot of what you've mentioned is because of tampering with the psionic skills, I never considered making them rank 4 brands them all volunteers which would explain the difficulty I had swapping out soldiers pre-mission. You wouldn't be able to swap the volunteer out at all because if you recall the game only has the volunteer for the last mission and at no other time, it's programming essentially demands they be present But rank 4 psionic has to go, it's unfeasable.
In an effort to sidestep this massive problem, we can simply give psirank 4 the boot and instead just look into injecting the psirift ability straight into their skillset. psrank 3 should be harmless providing the existing precautions are maintained (no mecs or shivs allowed to be psionic etc.).
Concerning the weird values in the currency slot and hell even the countries I've found is because of the parallel processing I implemented, the stream is simply too unstable and the data too fragile for them to coexist in their existing form, a shame really because the speed benefits were insane, it was educational to say the least. I'm going to remove a lot of the Parallel stuff so it should be stable, but slow.
2.2.1 Is a quickfix to remove the parallel processing which ensures everything is now stable, country code was rewritten but is still proving worthless, the foundations for a more in-depth soldier automation is in place but disabled as it does nothing. psirank automation has been demoted to psirank 3 to prevent problems.
Also seems the xp tables are wrong, 2150 isn't enough to get colonel, I have soldiers on Major that are above that, I'm gonna jack it to 5000 just because.
Zaqxavier
12-12-2013, 03:14 PM
Okay here's my unmodded saves fresh from the HD (save 1 is Classic/Ironman; Save 2 is Classic/Normal)
https://www.mediafire.com/?1cnic5ny6zh30x9
to help replicate the errors I'm getting do the following
Currency tab
-cash 999,999,999
-alloy, elerium, and meld 999,999,999
-scientist and engineers 999,999
( I know its alot... Yes I am greedy but these values show up in game with no issues) (beat this game and EU with the same minus meld no issues)
- reason I have values so high is because when editor is perfected I'd like to play forever not completing story driven missions and researches AKA eternal war on aliens lol
NEXT
Inventory tab
-all listed items at 9,999,999
(high yes but loads fine no issues with this in game even when collecting more and going over... high values for same reasons listed above)
(also during getting hacked by Exalt you lose 50% of funds I'd like to be able to sell inventory items to remain in the green)
Soilder tab
-20 soilders
-I attempt to make them all but last 5 of them psi (see earlier post for results) (I plan for the last five to become MEC soldiers)
-All have 100 HP 200 AIM 200 WILL and 50 DEF
- There is one Soldier Named Zaquery McXavier (Me lol) who I attempt to make a leader (he's rookie in saves) his stats I attempt to make are as follows 200 HP 250 AIM 250 WILL 60 DEF (but he always ends up with the same stats all the others)
After modding I save and exit program and transfer to USB and then to HD
Zaqxavier
12-13-2013, 07:42 PM
Editor is great and I'm still using it
Hey 8ball Just inquiring weather or not you're still working on this editor...
If so...
Latest error report.
-We still get the all or none for maxed psi...
-Same with all the all soldiers having same stats...
features looking forward too
-being able to add rift ability without level 4 psi rating (I believe its possible based on the hero character Sid Meier having it)
By the way the saves I posted made with this editor had half a hundred downloads in less then 24 hours
8Ball
12-13-2013, 09:34 PM
Yeah... I just found out why you get the matching stats for all of them, it should be fixed now.
So, Beta 2.4.
2.3 Changelog
Fixed Soldiers all having same stats/psi
Re-enabled countries with safety checks installed.
completed soldier automation options
Sections will disable themselves if they error, preventing save access to that section.
2.4 Changelog
Fixed PsiRank saving.
Currently experimenting with manipulating the save filesize so I can correctly modify things such as class, barracks roster, unlocks etc.
So far so bad, I'm beginning to suspect there is a slight problem with the compression method employed or whether I am simply expecting too much of the gamesave, without more space to write in theres simply no way to change class.
I am also implementing support for Enemy Unknown, this includes the iOS & PC versions as well as xbox360. Just need a refresher course in compression algos, they all have their own blends and checksums, nuisances.
Zaqxavier
12-14-2013, 03:12 PM
Near perfected the individual stats are sticking to the right soldiers and I can make some psi and non-psi soldiers as well
1 Error noticed:
-I usually start by selecting all psi rank 3 gifted and tested
-Then I would unselect certain soldiers and uncheck gifted and tested and reduce psi rank to zero so they can become MECs (here's where the issues start)
-In the editor they remain non-gifted and untested but continue to show psi rank three, which I believe in return makes them unable to become MECs despite not haveing psi abilities in game
P.S.: Are you able to add the rift ability without lvl 4
Thanks to everyone on this, for all their hard work. It's looking super good!
dark hope
12-27-2013, 06:19 PM
The editor keeps analysing my save and nothing shows please help i have both dlc i dont know if thats causing the problem
Zaqxavier
12-28-2013, 07:17 PM
The editor keeps analysing my save and nothing shows please help i have both dlc i dont know if thats causing the problem
Usually means you have to launder your save... or simply put
Either start with a fresh save made by the game itself from the xbox or... take your previously modded save (even if it was only an attempt or intent and you didn't do anything to it) put it back on your xbox HD and resave over it within the game and then take it off again to try modding
These methods have worked for me in the past otherwise the editor had no issues loading now
babblethrog
12-31-2013, 02:18 AM
2.4 Changelog
Fixed PsiRank saving.
Just used 2.4 and noticed that saving unchecks "second wave option" Training Roulette (this was the only 2nd wave one I had checked off)
Confirmed that this not the case with 2.3
Did not think to check other checked options.
8Ball
12-31-2013, 03:47 AM
Just used 2.4 and noticed that saving unchecks "second wave option" Training Roulette (this was the only 2nd wave one I had checked off)
Confirmed that this not the case with 2.3
Did not think to check other checked options.
Wait what? It's funny you mention that because 2.4 was an experimental build, hidden inside it is a completed unlocker for the foundry, items and facilities, I didn't enable it however because despite attaining mastery over these 3 arrays the single thing these unlocks seemed to do was disable ironmans autosave feature, confusing to say the least, and a little hurtful. They are simple static-sized arrays filled with int32 booleans, logically you flood it with 00000001s and it should unlock everything no? no. SecondWave even has it's own array far away from the ones I read!
I guess this teachs me not to just lazily disable an entire group of controls, still, you'd think the read/writing of those arrays would be harmless without manipulation, I need to get this damn source code peer reviewed I swear, It's getting messy in there...
Still working on this by the way, just having trouble getting away with things without invoking the wrath of the mighty frozen screen of save corruption.
The editor keeps analysing my save and nothing shows please help i have both dlc i dont know if thats causing the problem
Enemy Within doesn't have any dlc on the xbox360, it even has it's own title id, if you're getting an error saying the save you selected isn't an enemy within save, thats because it's not, otherwise you need to ensure the save is made inside your base and not on a mission and if this isn't your first time modding that save you need to 'clean' it by loading it up in game and resaving, this is believed to be because of the recompression method.
As I've become more accustomed to the various versions of decompression found on the ios/pc and xbox games I think I know why I can't get away with modifying the filesize any, the blocks are all very specific sizes and the existing toolkit doesn't seem to anticipate any change of size as it attempts to reinject the file back into the save. I would have to essentially rewrite the codec and I don't know dick about doing that. :(
Sorry about that, heres 2.4.1, almost identical except I've expunged the unlock codes because they simply don't work.
http://www.360haven.com/forums/threads/29736-XCOM-Enemy-Within?p=239802&viewfull=1#post239802
babblethrog
12-31-2013, 05:00 AM
... confusing to say the least, and a little hurtful.
<comforting back pats>
...there there
...there there
You'll show those mean arrays who's boss yet! :P
Keep up the great work, it's been very useful so far.
Any plans for ability modding or does that break things?
whitedeviltoday
01-06-2014, 08:52 PM
short feedback....
everything works most perfectly... with the exception in the soldier modification area, I can't seem to successfully modify the soldier XP.
I can mod the rank (once past rookie), I can mod the stats (aim, hp, def, will, psi), but whenever i give the 5k xp to a rookie, all that does is have him level up in the next mission he's used in, and that's it.
am i missing something, or is that all it does?
thanks for the clarification
mrsweet
01-07-2014, 02:18 AM
I have windows 7 64 bit and Xenobane cannot start. Is there a compatibility mode i need to run it in?
IIxPacmanxII
01-08-2014, 03:37 AM
I had the same issue of the program not starting. I'd run it, even as admin and it wouldn't do anything. Make sure you've installed .NET framework 4.5
Solved the issue for me. Hope that helps.
mrsweet
01-08-2014, 06:08 PM
I had the same issue of the program not starting. I'd run it, even as admin and it wouldn't do anything. Make sure you've installed .NET framework 4.5
Solved the issue for me. Hope that helps.
Thanks for the reply! Will try that as soon as i get off work!
BlackInferno
01-14-2014, 12:56 AM
I'm having trouble downloading the editor. When I click to download it, it just opens an empty new tab. I'm not sure what to do. I've tried running different browsers, cleaning my cookies, etc, but I still get the same thing every time. Could someone please help with this? I need the editor asap.
Wolrosh
01-14-2014, 08:49 AM
I'm having trouble downloading the editor. When I click to download it, it just opens an empty new tab. I'm not sure what to do. I've tried running different browsers, cleaning my cookies, etc, but I still get the same thing every time. Could someone please help with this? I need the editor asap.
Yeah I get the same result...
is it becuse of the server change and stuff?
BlackInferno
01-14-2014, 12:40 PM
Works fine now, thanks for re-upload.
8Ball
01-14-2014, 03:12 PM
Just realised the wpf version I released was lost in the changeover, I would release it again but it was missing some stuff to make it relevant, I'll hold it off until I work on it some more.
Very fine tool !!! thanks
BlackInferno
01-14-2014, 09:30 PM
I'm having a problem with the editor. When I try to open my save, after the editor asks me about a backup, another window pops up with this: Format String can be only "G", "g", "X", "x", "F", "f", "D", or "d".
After that the editor just gets stuck on "Status: Analysing Save" and never actually opens it. In case some additional info is needed, I'm running Win7 64bit, I have .NET framework 4.5, I use the decompression tool by fairchild from a link provided in the original post on this thread by 69bigplayer69, I'm trying to open a new, unmodded save file, the game is saved in the base, just after the tutorial. I've also tried making a new save but I still get the same resault.
I'm not sure if there is any more info I should provide. Anyway, I would really appreciate some help with getting the editor running. I've just started the game and would really like to enjoy it, so I need the editor running asap.
EDIT: Nevermind, I'm an idiot. Didn't realise that all I have to do is extract and open the container file itself. At any rate, thanks for a great editor. I'm very impressed with the amount of options available for editing and ease of access.
8Ball
01-14-2014, 09:59 PM
I completely forgot to account for that, funny the things you forget when they matter.
Shame theres not really a way to make that clearer, but I can at least put a check in for that.
I got caught out by that originally but figured it out pretty quick, a check would be great :)
xxXENOPIRATExx
01-20-2014, 03:21 AM
the editor opens on my win8 tablet. i will see if there are any errors editing and saving.
EDIT: the only problems i saw were the "Auto All" option didn't work, and the "Auto< Council< Both" option gave me an unhandled exception. otherwise it saved flawlessly.
8Ball
01-20-2014, 06:37 PM
https://www.dropbox.com/s/jhwkqw51ukt43d6/XenoBaneBeta2.4.2.rar
Version 2.4.2
New icon
Redesigned into a tab based design
Medal support
initial framework for multi-version support
I've also open-sourced it on github.
I tried an experiment recently to get the toolkit to support expanded decompressed data by modifying the size indicators it would use to cram the data back into the file, didn't work :( How irritating.
jimbobooley
02-03-2014, 08:44 AM
Is anyone having this issue?
So I extract the full save from USB onto desktop then use the editor. Everything is fine it uncompresses and loads into trainer. All I wanted is for super soldiers so thats all I change, hit save and it all compresses. Exit trainer and delete old records now inject back to usb all good...Now the problem. After it is loaded it all plays ok, I have super soldier but from now on that save is corrupt. I had an idea that as soon as I load the game I delete the changed save so it writes a new one but that doesnt work either. As long as I continue to play the game it is fine but if I have to load again all saves are now corrupt. Also and I don't know if this matters but after making changes and after the rebuild I try to open again with the trainer but it won't recognize it anymore.
Just want to say that this is one awesome editor but could someone write a trainer for this. It would be superb!!
spazz
02-19-2014, 10:48 AM
Thanks for the guide it helped me mod my xcom enemy unknown. I didn't know this would work for but it did I guess they are similar and thanks again.
whitedeviltoday
03-02-2014, 08:09 PM
quick observation....
the engineers/scientists buttons are not able to be edited until after first mission of engineer/scientist reward.
anarchis
03-03-2014, 08:14 PM
hi when i put the extracted save or the decompressed save xenobane say me "there was a problem analysing this save, have you chosen the correct file" and do nothing ,i play french version ,on xcom editor i can get money , scientist and engi at max corpse and material do nothing on max.
thx
8Ball
03-03-2014, 08:28 PM
hi when i put the extracted save or the decompressed save xenobane say me "there was a problem analysing this save, have you chosen the correct file" and do nothing ,i play french version ,on xcom editor i can get money , scientist and engi at max corpse and material do nothing on max.
thx
It wants the CON, nothing else, thats the file that comes from your xbox. The searching algo is still buggy, I've seen it fail on files that worked before, it shouldn't though.
It's going through a redesign to make it easier to work on in the future because right now it's a bit of a clown car.
I'm also going to hop back onto using the WPF version because it's pretty, I've added a branch to my repo, check it out if you like.
Been busy with other projects but I work on this one from time to time.
Still can't get it to support inserting bytes, damn serialised data and it's static sized values...
anarchis
03-05-2014, 06:47 PM
here is my decompressed save does anybody can add everything max plz https://www.mediafire.com/?opja01y1doz0mom
Bojack1135
03-26-2014, 07:28 AM
This looks absolutely awesome. Just got home from work so I'll try it out now. However even if it doesn't work for me, I'd like to thank you for the hard work you've done for others.
Bojack1135
03-26-2014, 09:09 PM
Well everything worked except for the medals and any soldier edits
13Dannyboy13
04-12-2014, 02:38 AM
For some reason the scientist/engineer is always blacked out, I'm well into the game but it never gives the option to edit them, also noticed that medals don't seem to work. Do the game options (second wave) affect the save somehow?
I am alos well into the game but cannot edit engineer and scientist. Also editing medals have no effect. Everything else working perfectly.
8Ball
04-13-2014, 10:24 AM
Still working on this!
I'm aware of the whole staff/medal problem but not entirely sure what the deal there is, it searchs for a very specific string of letters which will always be there, if something goes wrong I rigged a failsafe to prevent editing or saving in those areas, no need to break the entire save right? Whats interesting is it will fail sometimes and not others on the exact same save file.
I've been.. lets call it training, with Jappi and I've gotten some great insight into a new angle to approach this from, this game has a variety of nuisances accompanying it, everything from playful levels of compression, using 3 different compression algos across all platforms it's released on and the infinite pain in my ass: serialised data. Apparently I need to handle more of the data instead of just scouring it like some vulture.
I think you'll all like the new GUI, it's a lot more animated and snazzy, none of that epileptic fit nonsense winforms is prone to.
14639
13Dannyboy13
04-13-2014, 02:38 PM
Ooooh, shiny new GUI! :126:
Strangely enough I got the scientist/engineer to work by beating the editor to the punch when it came to blacking the area out. I quickly switched the numbers when it was reading my save still and it worked, figured what the hell, I have a backup made since it was loading the right numbers.
One other thing I found out, I had modded a few of my troops to lv4 psi for rift, but that makes them stuck in the squad meaning no gene upgrades. So I used the editor to move them back down to lv3 and they kept rift (hooray for overpowered abilities!) and now I can swap them in and out of the squad like normal.
UniJeff
04-16-2014, 08:13 PM
Looking good!
hi... tried v2.4.2, decompressed save and this is fine but editor not read anything, get message about problem analyzing save file....
vorien
04-26-2014, 08:17 PM
I'm also having the message about analyzing the save file. I've loaded up 8Ball's source and am trying to get it working. It builds, but I think I might have the wrong version of ISOLib (2.2). Is there a newer version? I get a "generic error" when it tries to load
_stfs = new Stfs(_savepath); //Load the file as an STFS file.
I get the error:
+ $exception {"Format String can be only \"G\", \"g\", \"X\", \"x\", \"F\", \"f\", \"D\" or \"d\"."} System.Exception
which I think it coming from ISOLib...
Michael
zman4077
07-13-2014, 08:25 AM
Let me start by saying...Nice work 8ball, this is a great tool, I've been having loads of fun with it. I am wondering if you're still working on the new GUI version as this thread seems to have gone a bit stale? Also every thing works fine for me but I too seem to have the medals issue. When my save loads in the editor my current amount of available medals are 0's (I have one available in game) and any changes made to medals in the editor are not seen in game or when I reload the save in the editor. Does the in game medal cap apply or should the editor allow you to exceed the cap?
Thanks for all your effort on this editor! Your Kung-Fu is top notch.
8Ball
07-13-2014, 10:22 AM
I've been picking at it every so often but no real work has been done for a while. If nothing else it's largely down to a clash of design choices, I want to use databinding but the setup calls for simply saving things into 'slots' of sorts to call and save as the user interaction demands. WPF likes to do things differently so that doesn't help.
I'm aware of the medal issue, an oversight on my part I'm sure, must be a language thing, there was a similar problem when i used to parse countries by one of their internal names which you'd think weren't localised alongside the actual names, they were.
I started experimenting with just parsing literally the entire save, recreating all it's classes and variables but thats quite a large scale project, gamesaves are serialised data it goes into considerably more detail, then theres the compression you hope plays nice, zlib is easy to keep in line but lzw apparently is using a nonstandard compression level, fairchilds toolkit handles it just fine but then we don't want to depend on the toolkit all our lives.
To answer Vorien's problem, don't load the extracted file, that is not a stfs file which is why the stfs class doesn't like it. Amusing, we spent so long training people to extract their saves first because the tools didn't support stfs at the time, now we can't get them to stop.
http://github.com/8Ball360Haven/XenoBane Fork away, make mine look like complete crap, i dare you. :lol: The winforms version which is more complete is under the master branch, which is now incorrectly labeled because WPF is the new master.
Ponyboy408
07-19-2014, 05:55 AM
https://www.dropbox.com/s/jhwkqw51ukt43d6/XenoBaneBeta2.4.2.rar
Version 2.4.2
New icon
Redesigned into a tab based design
Medal support
initial framework for multi-version support
I've also open-sourced it on github.
I tried an experiment recently to get the toolkit to support expanded decompressed data by modifying the size indicators it would use to cram the data back into the file, didn't work :( How irritating.
hey so i try to load my save and it just says there is a problem loading save did you choose the correct one. i chose the actual save and the save in the con file but same thing
Ponyboy408
07-19-2014, 07:36 PM
* USE this to decompress/compress files http://www.360haven.com/forums/threads/18526-%5Brelease%5D-xcom-enemy-unknown-compression-toolkit/
thx to fairchild for making this!
* Editor (http://www.360haven.com/forums/threads/29736-XCOM-Enemy-Within?p=239802&viewfull=1#post239802)
.Net 4.5 required.
http://imageshack.com/i/17nppwp
done weapons fragments= found it!= (m_arrDamagedItems)
thin man corpse done found it!= (m_arrDamagedItems)
sectiod corpse donefound it!= (m_arrDamagedItems)
medals - look for (m_iUsed) then 8bytes left of will ur medal of (International Service cross) http://imageshack.us/photo/my-images/23/x48q.png/
council medal of honor dmg image...
ufo power source (dmg)= http://imageshack.us/photo/my-images/62/e1jn.png/
ufo figther computer http://imageshack.us/photo/my-images/62/e1jn.png/
alien alloys http://imageshack.us/photo/my-images/62/e1jn.png/
elerium http://imageshack.us/photo/my-images/62/e1jn.png/
meld= http://imageshack.us/photo/my-images/62/e1jn.png/ * at might be 2 of them i think its 2 is true value*
Floater corpse http://imageshack.us/photo/my-images/843/vv0u.png/
urban medal http://imageshack.us/photo/my-images/542/q18c.png/
ufo power source http://imageshack.us/photo/my-images/834/hhdo.png/ think this the dmg one..
seeker wreck http://imageshack.us/photo/my-images/834/hhdo.png/
2nd seekeer wreck just in case i miss it- http://imageshack.us/photo/my-images/69/za6m.png/
outside key- http://imageshack.us/photo/my-images/585/eypm.png/
chryssaild shard- http://imageshack.us/photo/my-images/585/eypm.png/
Medal_Defender- http://imageshack.us/photo/my-images/20/hdkm.png/
hyperwave beacon- http://imageshack.us/photo/my-images/24/37w7.png/
drone wreck- http://imageshack.us/photo/my-images/24/37w7.png/
sectiod commander corspe- http://imageshack.us/photo/my-images/24/37w7.png/
muton corpse- http://imageshack.us/photo/my-images/29/pq2w.png/
defender medal - http://imageshack.us/photo/my-images/853/n6r2.png/
terra medal - http://imageshack.us/photo/my-images/534/favg.png/
Cryberdisk wreck = http://imageshack.us/photo/my-images/21/y1wd.png/
mechoid corpse- http://imageshack.us/photo/my-images/600/gwm7.png/
heavy floater corpse- http://imageshack.us/photo/my-images/28/bctm.png/
muton elite corpse- http://imageshack.us/photo/my-images/28/bctm.png/
Ethereal corpse- http://imageshack.us/photo/my-images/28/bctm.png/
sectiod wreak- http://imageshack.us/photo/my-images/28/bctm.png/
Ethereal device- http://imageshack.us/photo/my-images/28/bctm.png/
Berserker corpse- http://imageshack.us/photo/my-images/69/za6m.png/
Engineers look for ( m_iNumEngineers) = http://imageshack.com/a/img401/8384/l83k.png
Scientists look for (m_iNumScientists) = http://imageshack.com/a/img443/8448/k50z.png
CASH!!!= http://imageshack.com/a/img571/2821/ob26.png
Fusion core new? Classical mode only? http://imageshack.us/photo/my-images/853/i7eg.png/
Weapons for looks= Exalt
assault rilfe- http://imageshack.us/photo/my-images/28/bctm.png/
sniper rilfe http://imageshack.us/photo/my-images/28/bctm.png/
lmg - http://imageshack.us/photo/my-images/28/bctm.png/
rocket laucher-
laser weapons..exalt
Useless stuff Can go here ppl.
useless alien tank- http://imageshack.us/photo/my-images/69/za6m.png/
useless alien sugrey- http://imageshack.us/photo/my-images/69/za6m.png/
use fight computer (dmg) - http://imageshack.us/photo/my-images/69/za6m.png/
useless alien surgery - http://imageshack.us/photo/my-images/69/za6m.png/
Char Modding here.
best rename ur char-
unit kills just for fun! http://imageshack.us/photo/my-images/440/8co.png/
Ranks!!!!! - 7 max http://imageshack.us/photo/my-images/818/wrpd.png/
IPSIRanks- ranks 3 max http://imageshack.us/photo/my-images/208/gbbd.png/
* only works to change without leveling up * if unlock
psi unlocks to no more PSI Labs! wasted time! = http://imageshack.us/photo/my-images/23/o7qx.png/
* if use this u need to put 01 or u will have it unlock with no useable skills. ( ref=IPSIRanks)
* Finally found it will/aim/health/Def = http://imageshack.us/photo/my-images/51/8umz.png/
* best search ur char name scroll up till u see this
*RIFT http://imageshack.us/photo/my-images/703/g99w.png/ we got it!! hell yah!
http://imageshack.us/photo/my-images/89/jfsf.png/ 2 part u have to edit 01 here
* doesn't show in ur guy till ur in an battle.
Inventory items
Med kits = http://imageshack.com/a/img594/4808/xr15.png
Worlds Domination!! (Satellite) * will be more then 1 http://imageshack.us/photo/my-images/818/wphv.png/
*only for the country doesn't have any in it. * look for name of country look for 3 together*
look for (m_bSatellite) with the country then want to change it 01 ( to tell game u have 1 in there..)
http://imageshack.us/photo/my-images/28/sf9t.png/ (panic levels) * don't know if it permanent
* 00 = 1 green 01= 2 green = 03 = 3 orange
Planes Stuff
Kills - useless = m_iConfirmedKills
I will help u if u need it :) dont be afraid come to the dark side, kill me some aliens!
ok so i dont get what im looking for when i hex edit i find what you say to look for but dint know which ones to edit for the numbers also the editor wont load my saves
UniJeff
07-25-2014, 08:26 AM
I don't doubt the amount of work involved, but I hope you stick with it
--- btw, is it possible to change a soldier's nationality?
69bigplayer69
08-27-2014, 01:04 PM
yah if u find the codes yup
69bigplayer69
08-27-2014, 01:06 PM
ok so i dont get what im looking for when i hex edit i find what you say to look for but dint know which ones to edit for the numbers also the editor wont load my saves
its in that general line where ur numbers of items is suppose to be. they follow each other , in almost every way (u have 99 look in around that are for how much u have)
Yakku
09-24-2014, 10:38 PM
I try Xenobane with the german Savegame an it worked perfect! Awesome job, 8ball and a big thanks ;)
Hey 8Ball,
Do you think that you could compile the newest version of the code in the master branch on github, upload it, then post the link?
The version of code that I am talking about is the one that does not have the WPF Interface.
Thanks,
MOTK
8Ball
10-10-2014, 09:29 PM
That versions no longer supported but sure, here you are.
I accidentally destroyed the entire repo so I've merged the two branchs locally and whacked that up.
You can see my progress on the wpf one, I've been capturing all the games enum values and looking into replicating the save more intimately.
Also have the compression under control but I went off on a ps3 tangent long before i realised they can't even copy their saves, no copy flagged. :lol:
Zaqxavier
10-18-2014, 10:04 PM
That versions no longer supported but sure, here you are.
I accidentally destroyed the entire repo so I've merged the two branchs locally and whacked that up.
You can see my progress on the wpf one, I've been capturing all the games enum values and looking into replicating the save more intimately.
Also have the compression under control but I went off on a ps3 tangent long before i realised they can't even copy their saves, no copy flagged. :lol:
Hey 8-ball Thanks for the editor..
Quick question just got back into the game and wanted to update my Starter Saves...
Is it possible to add the Rift ability to your XenoBane editor to make it easy to activate
The last link you posted still has Psi level 4 make it impossible to switch out soldiers due to what I believe is the "volunteer status"
Maxplayer6
12-29-2015, 06:09 PM
Work for me
nemesis78
01-21-2016, 08:07 PM
I don't seem to be able to download the file,some weird massage pops up, seems I don't have enough privileges to do it. Suggestions?
Tbogt
03-08-2016, 09:41 AM
Looks pretty sweet, look forward to trying it. :D
pippopappo
06-20-2016, 12:29 PM
Hi. There is a way for this to work with xcom enemy unknow?
thanks.
bcash007
09-20-2016, 12:36 AM
Thank You!
Alexys9000
05-21-2018, 01:32 AM
The link doesn't work...
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