Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
If you use this mod and want to reset your templars abilities you will need
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1370543410 - Lets you rebuild classes with console commands
and
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1130817270 to view the skills that are locked/hidden
With Sharp Mind, if a Templar uses Parry, then can Bladestorm. If they don't use Parry, they can't (unless they've gotten the perk from xcom tree). correct?
I recently did something similar with the various Skirmisher overhauls; I too play ABB, and I actually went and made ABB-style random ability trees for all of the faction heroes, plus Sparks, Mecs and Shivs.
What you'll want to do is download this mod, go into its XComClassData.ini and comment out (put a semicolon at the front of each line) EVERYTHING in that file. Then, in the case of modified vanilla abilities like Channel (if it uses the same text as vanilla Channel), it should just automatically be changed. If you want one of the abilities that isn't a modified vanilla one, find its name, go into the XComClassData.ini of your preferred Templar mod, and find a spot in there to add it. Blank spots are my preferred pick, but you can also replace a different ability if you want to maintain the same total number of abilities.
Unfortunately, I don't know how to modify their gauntlets myself, so they end up weak offensively against the majority of enemies I'm facing in my playthrough since I'm using the Delta Strike mod.
The specific class logic in your OPTC functions wont apply to subclasses/children, so don't get applied to the XModBase Actionpoint cost class if it has already been applied by another mod. You may never have seen this in testing because I think local mods get loaded first, so your changes would be applied, then XModBase would copy them. Below should help you adjust your OPTC blocks (sorry, it loses all formatting/spacing!):
AbilityTemplate = AbilityManager.FindAbilityTemplate('Volt');
for(i=0; i<AbilityTemplate.AbilityCosts.Length; i++)
{
if(AbilityTemplate.AbilityCosts .class == class'X2AbilityCost_ActionPoints')
{
ActionCost = X2AbilityCost_ActionPoints(AbilityTemplate.AbilityCosts );
ActionCost.bFreeCost = true;
AbilityTemplate.AbilityCosts = ActionCost;
}
}
do something like this instead:
AbilityTemplate = AbilityManager.FindAbilityTemplate('Volt');
for(i=0; i<AbilityTemplate.AbilityCosts.Length; i++)
{
ActionCost = X2AbilityCost_ActionPoints(AbilityTemplate.AbilityCosts );
if (ActionCost != none)
{
ActionCost.bFreeCost = true;
AbilityTemplate.AbilityCosts = ActionCost;
}
}
This is a rough copy-paste edit, so there may be some typos/name-mismatches, but the key is getting rid of the .class comparison.
I didn't see anything obvious from the mod launcher, so I'll just drop my list here. It's huge, but most of the mods are cosmetic.