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The problem is that bayonet sockets are added dynamically and the offset is based on weapon's template name, which is not changed by XSkin.
Bayonets mod cannot tell the difference between a reskinned and not reskinned weapon, all it sees is the template name, whcih is not changed by reskinning a weapon. It's not a bug per se, more of an unfortunate interaction. There's not much I can do about it without reworking the whole Bayonets mod, so I'm afraid you'll just have to live with it.
How to reproduce:
- Have a stock Assault Rifle equipped on a soldier (e.g. a conventional one)
- Attach a Bayonet to it in the Weapon Upgrade Menu
- Reskin the rifle using XSkin to a different modded bayonet config-compatible weapon (e.g. AK-15, NC Weapons or Resistance Firearms)
- The reskinned rifle will retain the bayonet with the same offset as the original gun, sometimes resulting in floating/clipping bayonets
This issue is not present when reskinning between vanilla weapons (Conv/Mag/Plasma Rifle).
Tested with minimal mod setup (only important ones such as Highlander/WSR) with framerate smoothing disabled, as well as before/after regenerating user configs.
Makes no difference to me.
There could be a mod that adds them to TLP weapons, but I don't know for sure. But yeah, you can always add them yourself.
This question should be directed at Mod Jam.
It's jarring in gameplay when I can only really attach bayonets to the default starting rifles...
The bayonets wouldn't be available to most LWOTC weapons, particularly the laser and coil tiers. The damage also wouldn't be balanced.
Mechanically it should function, though.
Did you managed to get this mod work with LWOTC?
you just need add
[StandardMelee.X2DownloadableContentInfo_StandardMelee]
+STANDARD_MELEE_EXCLUSIONS=Bayonet_Stab_Conv
+STANDARD_MELEE_EXCLUSIONS=Bayonet_Stab_Mag
+STANDARD_MELEE_EXCLUSIONS=Bayonet_Stab_Beam
+STANDARD_MELEE_EXCLUSIONS=Bayonet_Ripper_Stab_Conv
+STANDARD_MELEE_EXCLUSIONS=Bayonet_Ripper_Stab_Mag
+STANDARD_MELEE_EXCLUSIONS=Bayonet_Ripper_Stab_Beam
+STANDARD_MELEE_EXCLUSIONS=Bayonet_Stab_Psi
then no more UI error.
mod is compatible with this little XComStandardMelee.ini Config.
https://www.reddit.com/r/xcom2mods/wiki/index/template_names
+WEAPONS_TO_ADD_BAYONETS=(TEMPLATE=LaserRifle_LW, TIER=LW)
It would be LaserRifle and the tier would be spelled LW right?
The download has been removed because the translation is now part of the mod
Deutsche Mod-Übersetzungen
Thank you very much for your translation. Finally a mod that I don't need to translate. :)
Unfortunately I can't download your translation. I get the message: "The file is in the owner's recycle bin".
And here comes the German translation for this mod.
https://drive.google.com/file/d/1IpO2yVCM6TBxtqVk8N2avZn1smFZDapM/view?usp=sharing
Just in case you want to include it in the next update.
That's not the kind of problem that crashes the game, which you can easily test for by disabling the mod and trying to launch.
Is there an actual problem in-game?
No
Is there a way to add bayonets across weapon types instead of having to cut and paste a new weapon each time? (.i.e. (WEAPON_CAT=rifle) instead of (TEMPLATE=AssaultRifle_CV)
Sounds about right, but I'm not 100% sure.
https://www.reddit.com/r/xcom2mods/wiki/index/template_names