![]() ![]() Here are short descriptions of the necessary tools.Īn Unreal Engine decompiler. ![]() See reference Modding Tools - XCOM:EU 2012 for links. As that code in the executable and UPK files is in hex format, hex editing is the most efficient means to make those changes. See Hexadecimal on wikipedia for more info.Īs XCom does not directly provide a means of incorporating mods, primarily what we can do is change bytes of existing code. Expressing hex values always requires writing them as two digits, so single digit hex values in code requires the leading zero, i.e. Like decimal counting, when we want to express a value greater than what we can express in a digit, we use more digits!, so to express the number '16' in hex we would write '10' instead, and so on. Hexadecimal (hex for short) is a numbering system where a single digit can take up to 16 values, counting from 0 to 9 and then from A to F, consecutively, so with a single digit we can express a value ranging from 0 (0) to 15 (F). Unlike with DGC.ini, when editing the UPK files we do it via its hex representation, instead of editing readable text. UPK files (Unreal Package files) where the game stores compiled classes and functions (stored as UnrealScript bytecode - similar to machine language - not a table of values like in DGC.ini, although to look at it's not much different), and edit them by means of at least two programs. Hex editing is what we need to do when we want to change something in XCom that we can't achieve by merely editing the DefaultGameConfig.ini file (DGC.ini from now on). You will have to thoroughly understand those examples to apply them to your desired modding situation.
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