安裝 Steam
登入
|
語言
簡體中文
日本語(日文)
한국어(韓文)
ไทย(泰文)
Български(保加利亞文)
Čeština(捷克文)
Dansk(丹麥文)
Deutsch(德文)
English(英文)
Español - España(西班牙文 - 西班牙)
Español - Latinoamérica(西班牙文 - 拉丁美洲)
Ελληνικά(希臘文)
Français(法文)
Italiano(義大利文)
Bahasa Indonesia(印尼語)
Magyar(匈牙利文)
Nederlands(荷蘭文)
Norsk(挪威文)
Polski(波蘭文)
Português(葡萄牙文 - 葡萄牙)
Português - Brasil(葡萄牙文 - 巴西)
Română(羅馬尼亞文)
Русский(俄文)
Suomi(芬蘭文)
Svenska(瑞典文)
Türkçe(土耳其文)
tiếng Việt(越南文)
Українська(烏克蘭文)
回報翻譯問題
I was wondering if there is a fix for this? Are there any graphical modifications I have to make?
1) I moved this mod directly under RPGOverhaul.
2) I removed Psionic overhaul. Excellent mod, but this is a good replacement.
Might want to check your load order. Unsub from this mod, wait a minute, then resubscribe to it. Mod load order for XCOM 2 is dependant on the order that things were subscribed to, with newer subscriptions potentially overwriting older subscriptions. Also, go to your documents folder and find the Config folder for XCOM War of the Chosen, then delete the contents. After that you can run the game launcher and give it another try.
Unless I am doing something wrong, shouldn't I be able to equip a psi amps. It popped up to build two different psi amps in the engineering bay and I did but I still can't equip any of them.
+AbilityWeaponCategoryRestrictions = (AbilityName=Void Rift, WeaponCategories=(psiamp, replace_psiamp))
this causes a redscreen error
This can be fixed by saving and reloading, though, but I'm wondering if it's caused by this mod, or something else.
If you wanna be able to use the Psionic Specializations from the start, get the Starting Psiamps Mod
this mod already add this in a config aswell.
you need to change it so the secondary slot spawns with a psi amp instead of a pistol.
@Daniel_USA - I am using RPGO (Hence why I am on this page,) so what do you mean add the psi_amp to the starting secondary weapon? Is RPGO not already set up to do that? I thought the universal class was able to use all of the Secondary Weapons?
you need to give the weapon to every single soldier that spawns with that class, any other way will require a lot of jumping through hoops.
It's also possible that since the psi amp is technically a starting item in the code that it is in your inventory from the start but hidden through some means, if that's the case I don't know how to fix that.
Is there a console command to give the psiamp early? Like I said, I am looking for a replacement to the Psi Rookies mod. I take a narrative approach to my campaigns, so the idea is that one soldier is already on the path of psi power.
Mod author stated he added psi bonus to the amp, and that there would be a hidden perk added to boost Psi strength for every psi skill taken.
Does this give an average psi strength back, or is something else needed?
Error: Redscreen: ImportText (AbilityWeaponCategoryRestrictions): Missing closing parenthesis: (AbilityName=Void Rift, WeaponCategories=(psiamp, replace_psiamp))
but the text clearly has two parenthesis any idea what is happening here?
Thanks for the good mod HCL! I've had to fudge my own Jedi while Musashi is busy with the Beta.