Template:Recent Discoveries - XCOM:EU 2012
There have been a couple of recent (April-May 2013) discoveries that affect the need for or use of some of XCOM Modding tools. They are summarized here for reference.
When using mods, it is necessary to prevent each game from connecting to it's update servers behind your back. However, the DNS entry is clearly for a vendor specific address. This appears to be a vendor verifier (i.e. "Firaxis Verifier", in this case) independent of those patches distributed via Steam. They may not be 'patches' per se, but merely replacements of certain files to ensure consistency. This is informally called 'phoning home' and initially was believed to be intended to be a Steam mechanism to prevent cheating in Multi-Player games. However, it has now been determined to affect single-player games as well.
If you use PatcherGUI, you can skip the rest of this sub-section. It's intended for those who have to deal with this manually.
Those interested in the mechanism involved in this 'phone home' process are referred to the Class: IniLocPatcher - XCOM:EU 2012 article.
Note this should be used in conjunction with disabling 'auto-updates' for your XCOM game in the Steam Library. Be aware, however, that since November of 2013 XCOM patches seem to disregard this Steam 'auto-updates' setting and have been known to apply regardless. Having a backup copy of your complete modded XCOM game tree current and available elsewhere is recommended as well.
At present, the EU 'phone home' process is known to overwrite Armors, Characters, and Weapons arrays of the EXE internal resource cache version of the DefaultGameCore.INI file, and the ...\My Documents\My Games\XCOM - Enemy Unknown\ file XComGameCore.INI file which is a merged copy from the DGC.INI and DLC content.
- My Games\XCOM - Enemy Unknown\XComGame\Logs\EMS\
- XComDLC.ini (XComGame.XComDLCManager)
- XComGame.int (XComGame.XComDLCManager)
- XComGameCore.ini (overwriting Armors, Characters and Weapons arrays)
- XComMPGame.ini (overwriting a lot of MP related arrays)
These may be in My Games (if you have DLCs installed) or the <Steam install path> equivalent path, or both. If you are having problems with mods that alter one of these files not seeming to 'stick', check that your hosts file has the correct servers disabled according to the Launch.log as described below.
To determine where your game attempts to communicate, you want to examine your \My Games\<Steam Game folder>\Logs\Launch.log file. You are looking for lines similar to these:
The entries marked like so are:
- The Server IP address: 126.96.36.199
- The Server DNS Name: prod.xcom.firaxis.com
These are what you will place into the hosts file to block attempts to connect.
- Start Menu > Right click on 'Notepad' (or any text editor), select "Run as Administrator"
- File > Open > %systemroot%\system32\drivers\etc\hosts. The hosts file has no '.' suffix, so make sure you don't add .txt or anything else. Also, %systemroot% on most systems is C:\Windows, but the exact folder name may vary by OS version. The value of the global environmental variable %systemroot% on your system can be determined by entering 'set' on the Windows command line, or as it's shortcut is called, the Command Prompt. But the variable %systemroot% (including the percent "%" signs) can safely be used without knowing it's actual value.
- Add these three lines to the hosts file:
- (The first line is a comment. The next two lines do the actual work, but are specific to XCOM:Enemy Unknown 2012. Other games may have their own DNS names [i.e. prod.xcom.firaxis.com] and IP addresses [i.e. 188.8.131.52]. The '127.0.0.1' IP address is a local loopback address the prevents attempts to connect to either of the other addresses from ever leaving your computer.)
# Prevent XCOM:EU from Phoning Home 127.0.0.1 prod.xcom.firaxis.com 127.0.0.1 184.108.40.206
- Save the file.
NOTE: The "Enemy Within" (EW) expansion to XCOM:EU 2012 uses it's own DNS and IP address entries:
# Prevent XCOM:EW from Phoning Home 127.0.0.1 prod.xcom-ew.firaxis.com 127.0.0.1 220.127.116.11
However, early reports (13 Nov 2013) that disabling these addresses in hosts will prevent EW from launching have been attributed to other factors, such as failing to also disable 'auto-updates'. Save game synching with Cloud Storage still functions correctly, even with these addresses disabled.
The XCOM-EW expansion is proof that other DNS and IP addresses can be utilized by the same or different games. Care should be taken to check the Launch.log file as outlined above for changes with each patch or major release.
Disabling Hash checks
Enabling INI loading
The following is provided for background and those interested in the manual method.
Most likely reason for any failure to load the DGC.INI is that (assuming you have the EW version of the game) you modified the DGC.INI in the wrong folder tree. EU is under "XCom-Enemy-Unknown", while EW is under "XCom-Enemy-Unknown\XEW".
INI Loading Test
Try this to test that the loose DGC.INI file is loading:
- Edit the DGC.INI as follows:
- Replace the Original 'eItem_Shotgun' line 'Properties=eWPAssault' entry with '=eWP_Anyclass' as shown below. You can just copy and paste this SINGLE line with any text editor. (Save your '.BAK' file to restore the original DGC.INI.)
- Load any previous save where you are in the XCOM base (the Strategy game phase) or play a new game to that point, go into the Barracks, View Soldiers, and change the Loadout of a Support class (which couldn't without this change and doesn't have any other class restrictions that might prevent it, as is the case with a Heavy). The 'vanilla' DGC.INI that's in the embedded 'Resource cache' only permits an Assault to equip a Shotgun. With this change, any class can that doesn't have other built-in restrictions.
- Anyone other than an Assault class equipping a Shotgun proves you are loading the DGC from the correct '\config' folder.
INI file size limitations
Increased Load Times
In early Dec 2013, wghost81 discovered it was possible to alter the UPK Package information so the game would utilize an expanded or replacement function of any size. This frees the mod creator from the constraint of keeping their code changes to within the original byte size limitations of the vanilla function, as well as providing the possibility to add new functions exclusive to your own mods. See the Hex editing UPK files article entry Hex editing III: Extending/Replacing Functions for details.
This information has been included (via Template:Recent Discoveries - XCOM:EU 2012) in the following articles: