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Rapporter et oversættelsesproblem
;LEADERS
+SpawnDistributionLists=(ListID="DefaultLeaders", \\
whereas the same statement on the LWOTC encounterLists.ini is as follows:
;LEADERS
+SpawnDistributionLists=(ListID="DefaultLeaders_LW", \\
could this be the reason? would adding the "_LW" make it work?
Additional Note: I was having the same exact issue where there were no enemies spawing from this mod: [WoTC] Muton Harriers. I went to the encounterLists.ini for the mod and noticed that the "List ID" was missing the "_LW" in there as well. Upon adding the "_LW", the muton harriers showed up in my next mission. BUT, this mod had a CharacterStats.ini already present in the config folder of the mod, whereas ADVENT warlock mod does not have that ini.
Someone familiar with LWOTC's code base could speak better to the topic as I've never looked at it.
That being said, there are mods out there that override leader/follower configurations (like ABA, Long War, etc). Essentially, these mods toss out the native behavior described above in favor of their own spawning mechanics which don't always reflect the intent of the original mod.
If you're seeing Cursed Units being led by enemies that are not Warlocks, you'd need to look into modifying any mod you're using that overrides the native spawning mechanics.
Turns out the issue was tesla rage loot mod was dressing up normal rifles with ur mod`s skin
+AllowedWeapons=(SlotType=eInvSlot_PrimaryWeapon, WeaponType="psionicReaper")
to my necromancer class hero xclassdata. He is still unable to equip the psionic reaper ?
Any my otther heroes can equip ?? is it listed under normal rifles ? and if so can i remove it from rifle category and make it seperate item
There are also some cosmetic load-out changes for the lower force level warlocks and some config variables added to allow for more fine tuned difficulty adjustments regarding free actions, disorient effects, and linked zombies.
I still have some testing to do, but it's coming along!
The line numbers you have should be 70 and 84.
Open the config file XComAdvWarlock.ini in the mod directory and look for line 195:
+ADVWARLOCK_PSIONICREAPER_UPGRADES = AimUpgrade_Bsc
Comment out line 195 by placing a semi-colon in front of it.
Next, look for line 209:
;+ADVWARLOCK_PSIONICREAPER_UPGRADES = AimUpgrade_Sup
Uncomment line 209 by removing the leading semi-colon. If you are mid-campaign and have already researched Psionic Reapers, you'll need to re-equip any soldiers that are currently carrying one to see the better scope. If you haven't researched them yet or are starting a new campaign, then you won't have to take any additional steps.
Hope that helps!
By default they begin appearing at the same time as priests despite having 5+(!) psionic abilities (few/none of which are disabled/removed with disorientation), some of which are free actions, and a grenade. The vanilla counterpart gets three abilities, and only if you count sustain.
There doesn't seem to be an obvious way to disable certain actions entirely, make them cost action points/be turn ending, or add the disorientation interactions that Sectoids have. It really is a cool mod with cool ideas, but run as-is, missions a warlock spawns in feel at least one difficulty level higher than you're playing on, maybe even two.
Thanks for the follow-up. Really appreciate it!
It could be an orphaned reference in one of the .upk files from the original LW version that is being reused (the 2016 version!) You're not getting a fatal error are you? I wouldn't expect that to cause one or any in-game issues with the Warlock as all of the assets and code he needs are in this version.
I've reinstalled both mods three times and I'm still having this issue, even after uninstalling the mods and deleting the files, I still seem to be getting the errors. Got a fix friend? Thanks!
if you look into Psionics Ex Machina, I've done it there for any unit that gets PsiGraded
(they can use the PsiReaper from this mod and the PsiRifle from CX's Armoured Vipers too!)
ie. I wish there was a function to allow something like:
[*TheGift* X2Soldier*Perk*Template]
+AllowedWeapons=(SlotType=eInvSlot_PrimaryWeapon, WeaponType="psionicReaper")
You can just add lines to the Warlock mod's XComClassData.ini file in the config folder. Copy the class header and the AllowedWeapons lines and then paste them below. Change PsiOperative to whatever class you need. Repeat the process for every class you want to carry a Psionic Reaper.
Here's an example for the Ranger class:
[Ranger X2SoldierClassTemplate]
+AllowedWeapons=(SlotType=eInvSlot_PrimaryWeapon, WeaponType="psionicReaper")
Hope that helps.
What would I need to do to make it show up for all classes? As that mod removes the psi class entirely
There is one exception. Behind the scenes, all Risen scamper when they stand to allow for the cinematic reveal. However, the only scamper action is Wandering Curse which only a Risen Warlock possesses currently. So, a Risen Warlock will immediately use Wandering Curse upon rising if he has a target. All other Risen should just look scary in the the cinematic and then stand around.
Quick update later tonight to add some localization and fix a config entry that will cause a Warlock to show up as a lone unit at Force Level 3 only.