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1. The fix works for me, but I do not know why and I will not guarantee that it will work for others. Take this as an idea instead.
2. @Puma_The_Great If I should have contacted you about that, I am sorry. I was not sure if I would annoy you. Btw, I really enjoy the SCP mods!
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2706413639
the first one is propably the shader compiler going wrong. I will fix that on wednesday. The female reaper voicelines are used because there are no female voices from fear replica, and there are female chaos soldiers, so I just used the reaper voices for them.
The insurgency teams that appeared later in the game (with plasma weapons) have solid black uniforms ( https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2648227482 ) . The team I encountered near the start of the game had proper outfits.
The second one is that they rarely speak using replica voice, most of the time they seem to use the female reaper voice. The only times I hear replica voices is when they are moving in the fog of war
What could be the reason? The SCP mod works fine with no issues. For the record I'm not using the community made mod manager, just the 2K launcher.
GOC would team up with XCOM because both of their goals align in this case. SCP would have been tricked into teaming up with the aliens when the invasion first began. This is because the aliens would have promised them the secrets of how SCP's worked and would tie in to psionic energy and how it functions within the universe. SCPs are the result of high concentrations of psionic energy that somehow stabilized to create the entity in question. And Chaos Insurgency I'm not very familiar with but I assume it's something to do with chaos so they would just be that one group against everyone.
At least, this is how I would tie-in the lore to the XCOM universe, my head cannon as I would call it.
+Loadouts=(LoadoutName="ChaosHunin_M1", Items[0]=(Item="ChaosRifle_CV"), Items[1]=(Item="CHAOS_PsiAmp_CV"), Items[2]=(MediKit"))
+Loadouts=(LoadoutName="ChaosHunin_M1", Items[0]=(Item="ChaosRifle_CV"), Items[1]=(Item="CHAOS_PsiAmp_CV"), Items[2]=(Item="MediKit"))
I fix this.But other error is left.
(did see a few minor log errors and edited a few of the configs to fix those, like the Medikit one mentioned in the Redscreens thread -- don't think they'd cause any real issues)
Although I'm not sure why your game is spawning both Sitreps on the same mission because almost all raider mods tell the game not to spawn these Sitreps together for this exact reason.
I also have the MTF and Chaos mod installed and I've never had them spawn on the same mission, I've also checked the ini for both Sitreps and they are set to invalidate spawning each other.
Interesting little anecdote that's kinda related, the Lost AI is set up to only attack Xcom or Advent based off a percentage chance and by default is set to 70% Xcom 30% Advent. So they'll never attack mod added teams (Use [WOTC] Fair Lost Targeting make it 50% 50% at least)
This is due to the way the new factions are added to the game with the Highlander. In short the Highlander devs can't make new faction teams so they instead used a clever trick. The Multiplayer uses two new teams for both players, when the game is in Singleplayer these teams are still active but with no AI or units to spawn on those teams. What these raider faction mods do is add a Sitrep that will place the raider units onto the Multiplayer teams and by Xcom AI targeting rules they will only target units on other teams.
So why are the MTF teaming with the Chaos? Because most raider mods place these units on MP team 1, same team so no shooty shooty. The only mods that I know that use MP team 2 are Rebellious MOCX and Renegade Rulers.