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Thread: XCOM Editor

  1. #73
    ★ The Exiled One ★
    Exiledone

    Idlehands88 is offline
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    Re: XCOM Editor v1.5

    Quote Originally Posted by Visser View Post
    Thx, Works great. Is it possible to upgrade the soldier by name instead of nickname so you dont have to get them to sergeant first...
    I could add that in, but for now I have it so you have to use the Nickname...

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  2. #74
    Haven Donator
    Learning is offline
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    Re: XCOM Editor v1.5

    Quote Originally Posted by Idlehands88 View Post
    I could add that in, but for now I have it so you have to use the Nickname...
    Are you going to be adding in the other types of items that can be modded? My hex workshop decided to stop working so I cant manually hex anything right now : (

  3. #75
    ★ The Exiled One ★
    Exiledone

    Idlehands88 is offline
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    Re: XCOM Editor v1.5

    Quote Originally Posted by Learning View Post
    Are you going to be adding in the other types of items that can be modded? My hex workshop decided to stop working so I can manually hex anything right now : (
    I will be looking into that later tonight :P
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  4. #76
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    Re: XCOM Editor v1.5

    Quote Originally Posted by Idlehands88 View Post
    I will be looking into that later tonight :P
    You the man <3

  5. #77
    ★ The Exiled One ★
    Exiledone

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    Re: XCOM Editor v1.2

    UPDATE v1.6:
    Code:
    - Added A LOT more Corpse Modding
    - Added Fusion Core Modding
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  6. #78
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    Re: XCOM Editor v1.2

    Quote Originally Posted by Idlehands88 View Post
    UPDATE v1.6:
    What version of Microsoft .NET Framework are you using or have installed, please?

  7. #79
    ★ The Exiled One ★
    Exiledone

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    Re: XCOM Editor v1.2

    Quote Originally Posted by pedicata View Post
    What version of Microsoft .NET Framework are you using or have installed, please?
    The latest version...
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  8. #80
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    Re: XCOM Editor v1.2

    Okay, I have some information that someone may find useful.

    Tried this with XCOM Editor v1.3, v1.4, v1.5, and v1.6.
    It does work, and quite well - thank you - with Microsoft .NET Framework 4.5.

    HOWEVER, it doesn't work with all saves.

    When I decompress the save file data, I get a different number of "Blocks" with different saves. On saves where there were more than 10 blocks decompressed, the editor couldn't open them. But, on saves with, say only 6 blocks, it opened them just fine and I was able to edit, save, compress, replace, rehash, resign, and everything loaded up and played just fine.

    Of course, the save that I really want to edit has 43 blocks. . .
    Anybody have any ideas?
    Thanks.

    EDIT
    Further research and comparison of many save files leads me to believe that the "extra" blocks come from saves made while in a mission. saves made back at base seems to have blocks of 6 to 10 in them and these are easily opened by the editor.
    The save I mentioned above, with 43 blocks, was only 10 blocks once I made it back to base and saved again. The editor was able to open it fine then.
    Perhaps it's a quirk, but I hope this information helps other people, too.
    Last edited by pedicata; 10-13-2012 at 01:29 AM.

 

 

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