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I have now set the probability of a gravely wounded soldier getting a prosthetic to 5%, and EVERY TIME I get a gravely wounded soldier they need an operation. Either it doesn't work as intended or I'm the unluckiest SOB in the world and might as well get rid of the whole Augmentations package.
fuck it, downloading anyway. Cheers :D
What about the shadow ops soldiers? do i need to add them?
I would add this the following?
+AllowedTemplates=LWOTC_Assault
+AllowedTemplates=LWOTC_Shinobi
+AllowedTemplates=LWOTC_Sharpshooter
+AllowedTemplates=LWOTC_Specialist
+AllowedTemplates=LWOTC_Gunner
+AllowedTemplates=LWOTC_Ranger
+AllowedTemplates=LWOTC_Grenadier
+AllowedTemplates=LWOTC_Technical
And for it to work with WOTC Hero classes add this?
+AllowedTemplates=Reapersoldier
+AllowedTemplates=Skirmishersoldier
+AllowedTemplates=Templarsoldier
Do I need to do something for Psionc soldiers as well? I can't recall if LW2 Classes and Perks replaced the vanilla Psi troopers with it's own version of if the continue to be the vanilla class?
+AllowedTemplates=LWS_Assault
+AllowedTemplates=LWS_Shinobi
+AllowedTemplates=LWS_Grenadier
+AllowedTemplates=LWS_Sharpshooter
+AllowedTemplates=LWS_Ranger
+AllowedTemplates=LWS_Specialist
+AllowedTemplates=LWS_Technical
+AllowedTemplates=LWS_Gunner
+AllowedTemplates=LWS_PsiOperative
+AllowedTemplates=Soldier
+AllowedTemplates=AsariSoldier
+AllowedTemplates=RM_HybridSoldier
+AllowedTemplates=TwilekSoldier
+AllowedTemplates=AlphaHeavyGunner
+AllowedTemplates=WOTC_OfficerClass
+AllowedTemplates=WOTC_OfficerClassP
+AllowedTemplates=WOTC_SecurityOfficerClass
+AllowedTemplates=LucubrationsInfantryClassWotc
+AllowedTemplates=WotCFieldMedicClass
And I set:
ProstheticChance = 25
Default is 50 (I play in commander difficulty and I don't want all my soldiers with prosthetics)
At the moment, I have no problems with my game. I hope you can fix it too.
The mod needs to allow which mods can use the prosthetic functionality.
I think I found a solution: You have to go to your steam mod folder for XCOM 2, and then to config folder. In my case this is:
...\steamapps\workshop\content\268500\1081196484\Config
You have to add the "new classes" you use in the XComGame.ini
In my case, I added these lines (I have mods for Infantry class, Heavy Gunner class, Officer class with sword and pistol and only pistol Officer class, Field Medic class and Security Officer class):
(continue in next one)
RealityMachina, what can I do? Do I have to allow special mod classes in your mod? How can I do it?
Thank you very much.
Damn, I really don't get why mine behaves this way, i just can't figure out what to do.
Right-hand column, above "Created by"
But maybe I don't have the exact right one as i don't see any requirements listed in the text above.
Are you subscribed to the Required Mod? All this one does is give wounded soldiers a chance of having a prosthetic.
Because i end up having to manually customize the soldiers appearance, which would let me make a fully cyborg soldier look totally normal. I just choose the cyborg/augment looking pieces myself.
It'd help immersion wise if this happened automatically though. Is this working as intended or am I experiencing a sort of bug?
Whoo - glad I didn't edit anything then. Thanks, I appreciate it!
Uh. How the hell did you get there?
You want to edit the XcomGame.ini file to
ProstheticChance = 20
Done
I currently have it open, I just want to be sure that I'm looking at the right line of code so I don't break anything. Here's what I'm currently looking at:
if((i > 50 && i <= 75) || (i <= 50 && X2ArmorTemplate(ItemTemplate).ArmorTechCat == 'powered'))
{
do
{
BodyPartTemplate = BodyPartMgr.GetRandomUberTemplate("LeftArm", Filter, Filter.FilterByTorsoAndArmorMatch);
} until (BodyPartTemplate.DLCName == 'Augments');
UnitState.kAppearance.nmLeftArm = BodyPartTemplate.DataName;
So if I change out that first 50 for an 80, and the second one for a 20, would that give me the desired result?
Thanks
Read the last paragraph of the description.
I am very, very interested in implementing this mod into my current campaign, however I would like to lower the likelyhood of a soldier getting a prosthetic to something more in the 20% range. I have no idea how to mod. Could someone give me a clue into what line of code I'm looking for? I imagine it is just a matter of changing a digit, but if I'm wrong please let me know.
Any help is greatly appreciated!
Spart117MC - Expect a port by the end of the week 01OCT@1440
May we all rejoice in anticipation!