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Rapporter et oversættelsesproblem
InventorySlot - String
Optional - Place occupied by this item.
Accepted values:
SecondaryWeapon
I see this setting, however I am unsure what other information I would need to add to maintain the functionality of the C4, whilst changing it to a seconary weapon.
Could you advise?
Does anyone know how to give more armor to the alien armor? I tried and it didn't work :(
I wanted to make it not consume an action to be cast, and so that it wouldn't end the turn either... my idea is to throw several claymores and explode them in the same turn XXD
My doubt is because I already know that the claymore is impossible to be modified by the game's ini files normally... I modified most of the weapons and items in the game by the ini files, however, the claymore seems to be immune to everything XD
I see. Thanks for the info.
Create the ability with the bonus in mobility. Attach it to HeavyAlienArmorMk2.
Stats on weapons are usually exposed to their respective config.
I read the documentation in the description of this mod as well as your comments and RambelZambel's comments from 2021/03/28 and it doesn't look like there was a way to specify the value of stat to increase. And this mod's most recent update was in 2019.
If there's a way to specify the value of stat to increase (e.g. amount increased by PCS or mobility increase for an armor as in Layth36's example), please provide an example. Thanks.
I don't think it is possible to specify the value with this mod.
I have been using the Armor and Vest Config mod for awhile for armors and vests. Please take a look:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1129753213
In XComArmorConfig.ini, you will need an entry like this:
+ArmorList=(ItemName=HeavyAlienArmorMk2, AbilityName=HeavyAlienArmorMk2_Chrm, \\
hp=7, shield=0, armor=2, mob=1, dodge=0, defense=0, will=0, \\
aim=0, hack=0, crit=0, pierce=0, psi=0, flankcrit=0, flankaim=0, sneak=0.0f, \\
utilityslot=false, heavyweapon=true, abilities[0]=Ragestrike, abilities[1]=RagePanic)
The "mob=1" is your movement bonus.
I tried "+Items=(TemplateName=HeavyAlienArmorMk2, eStat_Mobility=1)" but it didn't work.
What would be the proper format for it?
+Items=(TemplateName=AssaultRifle_LS, bBypassShields=true)
+Items = (TemplateName=FragGenade, InfiniteItem=False, CanBeBuilt=True, OneTimeBuild=false, OneTimeBuild=GiveItem, ItemRewards=(FragGrenade), RemovePreviousCost=true, Cost=(ResourceCosts=((ItemTemplateName"Supplies", Quantity=2))))
+Items=(TemplateName=AimUpgrade_Bsc, OnBuilt=GiveItem, ItemRewards[0]=AimUpgrade_Bsc, ItemRewards[1]=AimUpgrade_Bsc, ItemRewards[2]=AimUpgrade_Bsc, ItemRewards[3]=AimUpgrade_Bsc, ItemRewards[4]=AimUpgrade_Bsc)
+Items=(TemplateName=BasicApothecaryArmor, DontGiveItem=true)
but they're still appearing in my inventory on game start.
As a workaround you can add an ability that adds Will to the item. I have 2 others mods that lets you do that.
You can also look at WSR if Iridar added the feature.
+Items=(TemplateName=Mindshield, StatsToBoost[0]=Will, and what comes next?
COST=(RESOURCECOSTS[0]=(ITEMTEMPLATENAME="SUPPLIES",QUANTITY=50)))
CanBeBuilt, like this.[0][1][2][3][4][5][6],The text format must be like this.
Maybe upload your file so I can take a look.
Also if WP_REACHSNIPER is a weapon SquadUpgrade won't have any effect. It only affects Schematics. Same for ItemRewards.
+Items=(TemplateName=WP_REACHSNIPER, StartingItem=false, InfiniteItem=false, HideInInventory=false, CanBeBuilt=true, OneTimeBuild=True, RemovePreviousCost=true, Cost=(ResourceCosts=((ItemTemplateName="Supplies", Quantity=5), (ItemTemplateName="AlienAlloy", Quantity=0))))
Try this.
;Halo Medley
+Items=(TemplateName=WP_REACHSNIPER, StartingItem=false, InfiniteItem=false, HideInInventory=false, OneTimeBuild=True, SquadUpgrade=false, OnBuilt=GiveItem, ItemRewards=(WP_REACHSNIPER), RemovePreviousCost=true, Cost=(ResourceCosts=((ItemTemplateName="Supplies", Quantity=5), (ItemTemplateName="AlienAlloy", Quantity=0))))
It also creates a huge mess in the inventory (old weapons with attachments stuck in them) that only gets worse every time you go up a tier. Regardless, thanks for the info.
And no this mod won't be able to change it by itself. You will need to change the OnBuilt with a custom one.
Individual weapons in that mod don't upgrade properly from one tier to the next...so, for example, when you research lasers and build the project in Engineering, none of your existing weapons w/ attachments will upgrade to laser weapons. It's a huge flaw in an otherwise great mod.
Trying to get a Marvel vs. Advent campaign going (if I can get the game to run with the mods I've thrown together) and would love to be able to throw Cap's shield.
You will need to modify ResearchCompletedFn