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(Change CV to MG for magnetic, and CV to BM for beam)
+WEAPONS_TO_HIDE_KEEP_SCHEMATIC=TLE_AssaultRifle_CV
+WEAPONS_TO_HIDE_KEEP_SCHEMATIC=TLE_Cannon_CV
+WEAPONS_TO_HIDE_KEEP_SCHEMATIC=TLE_Pistol_CV
+WEAPONS_TO_HIDE_KEEP_SCHEMATIC=TLE_Shotgun_CV
+WEAPONS_TO_HIDE_KEEP_SCHEMATIC=TLE_SniperRifle_CV
It will make your armory a lot cleaner, and a lot more immersive. And best of all, it even works with the "Infinite TLE weapons" mod, meaning that you'll be able to use the infinite swords without the additional firearm clutter.
Shotgun on beam tier has wrong template name:
Should be: TLP_V_3_Shotgun_BM, is TLP_V_Shotgun_BM.
This makes this mod incompatible with "Vanilla attachments" one.
"The Pistol has no visual attachments set for Expanded Magazine and Auto Loaders. This is because I had no way to add those models to the frame of the weapons without it looking excessively clunky."
- Added compatibility with [WOTC] Weapon and Item Overhaul (BETA) . FOR IT TO WORK, YOU NEED TO BE ALSO SUBBED TO MY [WOTC] Visual Attachments For Shiremct's Overhaul mod, or else Bipods and Reflex Sights won't work.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2086928457
Thanks for the quick reply. Of course the Animation for TLP Cannons is not the thing I need. Head slap moment :)
You gave me a reminder about other mods I had. I checked and still have the Cannon Animation Redux loaded. I haven't tried yet, but I'm guessing that's the culprit.
I also have WSR loaded as I'm playing around with adding perks to weapons and attachments. I'm wondering if I can use your mod config to add the code rather than WSR Config mod. Any thoughts to which would be better?
1 - You can hide them via WSR.
2 - The Cannon isn't supposed to have the same animations as the vanilla cannon. It's supposed to be held, and used, like a rifle. And in my testing it did. The Animation mod for the TLP cannon is not required because it does nothing on this weapons. What you're experiencing is more likely a faulty WSR configuration.
Brilliantly done good man. You get another like from me.
I'm just finishing off my tweaking for a new campaign with all your TLP weapon mods. I've noticed 2 things so far.
1 - The original TLP weapons are still showing in the game so there are 2 to pick from in the armoury.
2 - The Grenadier class animation still holds the cannon as if it were the original cannon, so it appears to be floating.
Now who'd have known becoming a Grenadier made you mildly telekinetic :)
I'm hoping to find solutions, but I thought I'd give some feedback in event that you can throw some light on it for everyone.
Could you include also include a preconfigured WSR configuration file to hide unwanted tiers for this and Plasma's, like you did for REDUX?
- Mod rewrote from scratch. Now follows the same design guidelines as my other two REDUX mods.
- This means that the weapon no longer have customizable stats and schematics, and are given to the player automatically upon the purchase of the relative squad upgrade.
- Upgrade Slots can still be customized, however.
- Changed template names to main consistency across the mods.
- Rebuilt attachments models from scratch.
- Added Shotgun animations, meaning the pump will actually move during the firing and reload animations.
- Added a toggle in mod's .ini configuration file to make the Plasma Sniper Rifle use its EW firing and soldier animations. Deactivating the option will make the Sniper Rifle use its default animations. By default, this option is active.
- Added inventory icons, preview icons, and attachments highlights, courtesy of Lago from the modding discord.
TLP_3_Rifle_CV
TLP_3_LMG_CV
TLP_3_Sniper_CV
TLP_3_Shotgun_CV
TLP_3_Pistol_CV
Replace "CV" with "MG" for magnetic tier or "BM" for plasma tier.
+GIVE_ABILITIES=(TEMPLATE=????