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Thanks for the quick answer. I will try your hint.
One of my remarks was wrong (may i not concern enough): The ability has no own damage, only apply effects, so it works how intended. But for the activation it uses the primary weapon instead of the utility item, so i hope i can change this with your ability editor.
I used your Ability Editor Mod earlier (in other cases) and it worked very well.
gives all my soldiers close combatspecialist in LWOTC, some of the custom classes don't have this OP skill.. I need to something OP in lwotc..
Do you think by attaching this ability to a melee weapon like a sword, will allow that sword to do the same melee overwatch?
Ability Editor lets you change the slot.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1789085465
But when i use the ability in a tactical mission, than the ability is assigned to the primary weapon and not to the item. Maybe this causes that the ability does not the expected damage (other effects work).
Is there a possibility to assign the ability to the related slot? Or are there some other hints to solve this problem?
+Abilities = (TemplateName=HeavyPoweredArmor, AddAbilityName[0]=LW2WotC_AlphaMikeFoxtrot)
It gives +4 attack to the primary weapon. What's odd is the ability is showing up. I can mouse over the icon and the tooltip does populate. However, the +4 damage isn't being added. I thought maybe you needed to assign it to the primary weapon so I tried:
+Abilities = (TemplateName=HeavyPoweredArmor, AddAbilityName[0]=LW2WotC_AlphaMikeFoxtrot, ApplyToWeaponSlot=eInvSlot_PrimaryWeapon)
Still no dice. Any thoughts on what I could maybe try?
You give the same answer for your Ability Editor. And it seem that for the Ability Editor the answer is right.
But for the current mod i tested the suggested notation and it worked.
So maybe this will be an additional notation with a better readability. Also it make it easier to copy lines, e.g. for different tiers of items.
or
+Abilities = (TemplateName=NameofItemTemplate, AddAbilityName=(Perk1, Perk2))
+Abilities = (TemplateName=NameofItemTemplate, AddAbilityName[0]=Perk1)
+Abilities = (TemplateName=NameofItemTemplate, AddAbilityName[1]=Perk2)
+Abilities = (TemplateName=NameofItemTemplate, AddAbilityName[2]=Perk3)
There are some items that don't have very fixed references regarding them in the .ini files, in addition to some skills that are like this.
I need this to know the name of mod items, such as the 40mm cannon from Titanfall, which is not known in the ini files.
I wanted to know in a more general way if there is an easy way to do this, especially because I intend to do something crazy and transform the proximity mine into an item that does not break the Reaper's or anyone else's concealment.
I also need to find out the name of the mine's detonation skill, since it is this that removes the Reaper's concealment.
For future projects, knowing some way to find out the name of these skills and items would be good.
I thank everyone and especially the creator of this wonderful mod
I have an idea to add skills to the chosen weapons... and I wanted to add skills to the shotgun (Arashi) that are part of another mod (Mitzuruti Perk Pack, I think that's the name of the mod)...
I added these two lines to try to add these perks that are part of this mod... however, these skills don't appear in Arashi. Any ideas or warnings? :D
+Abilities = (TemplateName=ChosenAssassinShotgun, AddAbilityName[0]=GrimyBuckshot)
+Abilities = (TemplateName=ChosenAssassinShotgun, AddAbilityName[0]=MZBurialShot)
It goes everywhere: units, armors, weapons and items.
+Abilities = (TemplateName=AdvLightningReaverM2, AddAbilityName[0]=CoupDeGrace2)
+Abilities = (TemplateName=AdvLightningReaverM3, AddAbilityName[0]=Whirlwind2, AddAbilityName[1]=CoupDeGrace2)
+Abilities = (TemplateName=AdvShadowAssassinM2, AddAbilityName[0]=HardTarget, AddAbilityName[1]=LowProfile)
+Abilities = (TemplateName=AdvShadowAssassinM3, AddAbilityName[0]=Whirlwind2, AddAbilityName[1]=HardTarget, AddAbilityName[2]=LowProfile)
but looking with the f1 mod, I don't see any of the added abilities, can these only be put on the weapons?
You could remove the ability from the PsiOperative tree though. Look for it in XComClassData.ini iirc.
+Abilities = (TemplateName=PsiOperative, RemoveAbilityName[0]=Domination)
I wonder, would you have any idea if this line would work?
+Abilities = (TemplateName=BattleScanner, AddAbilityName[0]=Battlespace)
It's an attempt to add a perk from A Better Barracks Perk Pack to the battlescanner utility item, that gives a soldier a larger sight range.
I'm trying it regardless, just wondered if you'd have insight into whether it would work and if the perk would stop working on a tactical mission if the battlescanner is thrown.
Note that you can also use the other way to write your list of abilities:
+Abilities=(TemplateName=HeavyPlatedArmor, AddAbilityName=(IRI_Punch_Ability, IRI_Kick_Ability))
Can be simpler 👍
Could you tell me, would these lines be correct to add the Hand to Hand abilities from Iridars mod to the EXO and W.A.R. suits?
+Abilities = (TemplateName=HeavyPlatedArmor, AddAbilityName[0]=IRI_Punch_Ability, AddAbilityName[1]=IRI_Kick_Ability)
+Abilities = (TemplateName=HeavyPoweredArmor, AddAbilityName[0]=IRI_Punch_Ability, AddAbilityName[1]=IRI_Kick_Ability)
You can either add it in the skill tree or attach it to another ability/item the samurai has.
+Abilities=(CharacterGroup=Samurai, AddAbilityName[0]=(Blademaster))
[0023.72] Repurpose Abilities: Added LW2WotC_WalkFire to AssaultRifle_MG
+Abilities = (TemplateName=AssaultRifle_CV, AddAbilityName[0]=LW2WotC_WalkFire)