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
Thanks for your time.
If you really want something happen, I suggest picking up modmaking tools yourself, porting new weapons is difficult for newbies, but not impossible, and it's well-documented.
INFINITE_ITEM = false
CAN_BE_BUILT = true
little unclear, in example above i'll be able to build it always, or after researching beam rifle?
As the description says, you can integrate the weapon in many different ways, including single buildable system like in Prototype Armory.
You'll have to add infiltration values yourself, though.
I don't see why WIO would have any effect on this mod.
That's a shame. With Star Trek Elite Force 2, we have all the right weapons to make Star Trek versions of all the XCOM 2 Classes.
Any weapon can be used in XSkin, except for intentionally excluded ones.
I don't know what "used in canon" means. You can hide it with WSR or Template Master or just edit this mod's configuration files. It doesn't matter, the result is the same.
I will not be making a separate ghost template mod, if that's what you're asking for.
You can just not build it. Or feel free to experiment with the configuration files to turn this weapon into a ghost template, which just means having no ways to acquire it.
See FAQ
Balance is in the eye of the beholder. You're welcome to configure the mod for yourself according to any ideas of balance you might have. The mod even includes preconfigured options for you, for crying out loud.
Edit configuration files or use Weapon Skin Replacer mod.
It is still a very nice mod. That weapon is more than useful in the end game....
It's not tintable.
Can you confirm that the weapon is not tintable ? Is is not that big an issue, I would just like to be sure....
ok, thanks for the test, sorry for the inconvenience, i will search again.
I just retested and on my end RPGO Light 'Em Up works perfectly fine with phaser rifle and other weapons.
@dmc32
Glad you enjoy it! :)
Ok I'll take a look.
I did the test with as few mods as possible.
yes apparently.
I'm confused, are you saying that this mod breaks RPGO Light Em Up?
Thank you :)
Yes, you can make it so you can build only one Phaser Rifle through the Proving Grounds project.
Use the IntegrationExample_1.txt, but instead of
PHASER_RIFLE_TECH_IS_REPEATABLE = true
towards the end of the file, set:
PHASER_RIFLE_TECH_IS_REPEATABLE = false