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I can't find them in game
EX.
WEAPONS_TO_ADD_ATTACHMENTS=(TEMPLATE=WOTC_HK416_CV, OFFSET_X=-3, OFFSET_Y=0, OFFSET_Z=3)
How did you do that?
Could I remove the old and just replace with the new one?
Or I need a new game without the old one?
It's just a small thing i'd like to change, the AR to have increased clipsize and crit. Is this possible to do without affecting the BR?
Anyways, like I said, the mod is great! If nothing comes of my suggestions it's fine anyways, just hoping.
1: Split the shotgun upgrades? That is, where your sniper, assault rifle, etc, need an upgrade separate from the base weapon to be upgraded, your shotguns are upgraded along the base upgrade.
2: Split the AR and cannons? Because, for example, the Thunderer and the ARs use the same stats, but I would like if they would be split up. Not really a big deal, I have most of the ARs deactivated anyways, but if you did split them I'd try some ARs out. Same deal with upgrades; as far as I can tell, gauss weapons doesn't have anything to do with the cannon, so its only purpose becomes snipers (and base cannon, but I'd rather your cannon upgrade also be gated behind that).
https://drive.google.com/file/d/1usEfzBqRmDRPPqBVgwWDe5F59IMuChHC/view?usp=sharing
@Seti - Sometimes it does require a new campaign for the changes to take effect, hope this helps.
Go to your steam install directory and into the workshop folder then content and the downloaded mods from steam are kept in the 268500 folder, CBR is mod 1349983893.
Example:
C:\Program Files (x86)\Steam\SteamApps\workshop\content\268500\1349983893
Once you have found the correct mod folder go into the Config folder and open the XComValhallaRifles.ini file, I'd reccommend Notepad++ for this if you don't use it already.
In this file you can edit the weapons to your liking
@Vaeringjar both mods are compatible but you'll have to build the new mods schematics. I suggest going into the old mods config and disable those weapons. Then go into this mods config and adjusting the numbers for the schematic costs so you don't have to use all your resources switching to the new mod. If you have Magnetized weapons the Magnetic schematics should show if you have plasma rifles the beam schematics should show up.
Right above "player weapons" you should see:
--
static function array<X2DataTemplate> CreateTemplates()
{
local array<X2DataTemplate> Weapons;
//create all three tech tiers of weapons
Weapons.AddItem(CreateTemplate_SMG_Conventional());
Weapons.AddItem(CreateTemplate_SMG_Magnetic());
Weapons.AddItem(CreateTemplate_SMG_Beam());
return Weapons;
}
--
Change to:
static function array<X2DataTemplate> CreateTemplates()
{
local array<X2DataTemplate> Weapons;
//create all three tech tiers of weapons
// Weapons.AddItem(CreateTemplate_SMG_Conventional());
// Weapons.AddItem(CreateTemplate_SMG_Magnetic());
// Weapons.AddItem(CreateTemplate_SMG_Beam());
return Weapons;
}
@AzureTerra unfortunately this mod needs part of that mod for several weapons to function. There is no way to disable it via my mod. The only way I can think of to disable the other mods weapons would be to go into that mods SRC file I'm unsure of the name without being able to look. It should be X2Item_SMG or something similar... you'll see several var configs for damage and whatnot below those will be a weapon or modweapon section. Place // in front of the lines for the SMGs you don't want (CV or BM). That will tell the game to skip over those lines and disable those weapons. Note the schematics for those weapons will lose their description but should still be there. That is the only way that I know of to disable those weapons. At some point I might make changes removing that mod as a requirement but I have no planned changes to this mod currently.