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  1. Just a quick followup on my previous issue, i did some more testing and confirmed what the problem is. Without touching anything and just restarting, i managed to unlock mk2 division tech with both the heavy and the sniper on different saves. After 3 more restarts the same thing happened and i was permanently blocked out of mk2 division tech. The problem is bolded here in Researches.Xml. <Data ss:Type="String">Researches.AdvAlienBallisticTechnology</Data> ........... <Data ss:Type="String">Researches.AlienBallisticTechnology(AND)Researches.SebillianweaponsergeantInterrogation(AND)Researches.AlienFlamerTechnology(AND)Researches.AlienBallisticSniper(AND)Function.Chance(AdvABTChanceName,1,39)(OR)Researches.AlienBallisticTechnology(AND)Researches.SebillianweaponsergeantInterrogation(AND)Researches.AlienBallisticHeavy(AND)Researches.AlienFlamerTechnology(AND)Function.Chance(AdvABTChanceName,40,75)</Data> I could not find where the integer for AdvABTChanceName is generated, but i know its rolled at the start of a playthrough and saved in the savefile in some manner. Since i couldnt find that i had to brute force solve the problem and just keep restarting and seeing if mk2 division tech will randomly not unlock, which is ended up eventually not doing after a few restarts. The problem specifically is that AdvABTChanceName is a random number from 1-100. Function.Chance(AdvABTChanceName,1,39) means on a roll of 1-39, the sniper is needed for mk, and (AdvABTChanceName,40,75) means on a roll of 40-75 the heavy will unlock mk2. We used to have a third one for the cannon (AdvABTChanceName,76,100) which covers 76 to the max roll of 100. The issue is that this third one was deleted (to make mk2 division tech not locked behind an andron encounter in the patch notes) but the remaining values were not adjusted to cover a roll of 76-100. This means you have a flat 25% chance per playthrough to have division mk 2 remain impossible to unlock. Which locks you out of Division mk2, Division mk3, all Antimatter Weaponry, and vehicle cannons. The quick fix is as follows in Researches.xml, though please realize this is !!!!!NOT AN OFFICIAL FIX BY THE X DIVISION DEVS. I am NOT a part of this project, so the devs may feel free to delete this post as necessary!!!!!! That said, this change will work and won't break anything, however it is NOT savegame compatible. You must restart your campaign for this fix to work. Simply ctrl+f and search for AdvAlienBallisticTechnology. Scroll down a tiny bit to find the code i posted above. Change (AdvABTChanceName,1,39) to (AdvABTChanceName,1,54) and then also change (AdvABTChanceName,40,75) to (AdvABTChanceName,55,100). This change just fixes the original intention of the dev to remove the cannon as a possible requirement for mk2 division tech. The sniper will have a 55% chance to be picked, and the heavy a 45% chance to be picked, which is roughly in line with the original values of 40%, 35% and 25% for the sniper, heavy and cannon respectively. That all said, this is a pretty important bug to fix for the 1.00.11b patch, I'm not sure if any support still exists for the mod, but i figured i should post this here. Please feel free to delete this if i am breaking any mod rules! It wasn't my intention! Happy hunting, commanders.
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