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Worth a try, but i can give no guarantees. I'd not risk it.
If you want to disable Insider Knowledge, that's a quite simple edit in the GameData.ini that you could do yourself.
Ctrl+F for "ResCard_", that should bring you to a text block that has stats for all the resistance orders. Or search for "InsideKnowledge" that gets you directly to the right one.
By putting a ResCard's strength value to something unrealistic (like 99), you can disable them.
Not sure if that applies to ongoing campaigns, though. I would guess not.
Frankly with this mod the order is a total dud, as +1 ammo on magazines and +5% Hair Trigger aren't worth the slot.
The whole fact that it says "Basic Scope" on your pic, something that is neither in vanilla nor in my mod, tells me that you have other mods going on. So i suppose you should start by not running multiple conflicting mods.
https://www.dropbox.com/s/z8wpcei7b1qdk59/ohdear.png?dl=0
Sorry for constantly posting on your mods :P
The way it would make more sense to me would be the following changes:
Upgrade:
-Repeater switches place with HT
-Hair triger =+crit damage
-Stock =no graze/covering fire
-Scope =2 AP Aimed Shot
-Have AutoLoader & Expanded Magazine be mutually exclusive?
-at the same time i dont understand why laser and scope are exclusive, isn't laser usually placed UNDER the barrel?
Any helpful modder out there that can point me where i could go to change the names?
PS: @DerBK any progress on that resistance order compatibility?
PPS: i found that if folks want to its pretty simple to return the miss damage if they want:
go to D:\SteamLibrary\steamapps\workshop\content\268500\1129253178\Config and delete XComGameCore.ini it only contains the miss dmg override so it shouldn't cause any problems
If it's fast and easy.
Make a version of the mod only with stocks,
as it was with repeaters
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1130014360
Please
This is a great mod, adding tactical depth to weapon attachments.
It is a pity that he is no longer supported
Check in the inventory screen, when looking at a repeater, if it says 0% chance or not.
I might update this mod one final time at a later point once with whatever developments i got into ABB. But no guarantees. Sorry.
https://www.dropbox.com/s/q7jmg5jhtd256ky/XComGame.rus?dl=0
As for the Hair Trigger, i don't have any immediate plans. I will eventually do a bigger overhaul of items in the game, and Hair Triggers will likely get a review then. But that is still some time away and i just wanted to get the three worst offenders (in my mind) out of the way for my own campaign.
Also: I'd really like to see your take on the hair trigger, like some other people here in the comments. It's unreliable RNG just like the repeater, if a little less heinous. The obvious fix would be an Overwatch aim bonus, but that would reduce the usefulness of the reflex scope. I'm curious what you would do.
Dunno if you want that by default or not DerBK.
In other news, i finally took a look at how the Resistance Order thingy that adds another bonus to your attachment works. I plan on adding that later this week for the Repeater(+1 crit) and Stock(+5 aim on Stabilized Shot).
And concerning the various attachment, maybe add options for each of them to revert them to vanilla behavior?
EDIT: Nevermind, just read your FAQ. My bad!
Of course there is a catch. And that catch is how the aim bonus from stocks only applies to that particular "Stabilized Shot" and not to any "Trick Shots". This is a deliberate nerf to bring abilities like Rapid Fire, Kill Zone and similar ones down a notch.
I mean, with the base game hunker down aim bonus you at least get a defense bonus. I could see if it was a steady + fire situation, that would make it quite desirable. But as it stands how is this a better choice than additional ammo, free reloads or boosts to critical chance and damage?