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Rapporter et oversættelsesproblem
Adjusting more perks is outside the scope of this mod, but it should be a simple quick fix in your Arsonist configs, you just need the internal perk names...
WP_XCOMChemthrowerMKII.Archetypes.WP_ChemthrowerNORM
WP_XCOMChemthrowerMKII.Archetypes.WP_ChemthrowerXENO
But what if I want to:
MZimmolator_CV - standart Mitzruti skin
MZimmolator_MG - TintableChemthrowerModels_Immo skin
MZimmolator_BM - TintableChemthrowerModels_Xeno skin
Which was like a highly requested feature on the main immolator mod for the normal shot, but it's just so godly OP, I wanted to limit it to special modes :) :)
Then it adds 3 new varieties. A poison spewer, an acid spewer and then a fire-spewer. The fire spewer has some special perks that let it adjust the cone length/width on the fly for concentrated streams... and all 3 of the new types come with a melee-attack move.
Does it replace the model? Yes. As discussed in the mod description.
Template Master or
Weapon Skin Replacer .
Note that doing so might mess up some of the animations as they are tied to the weapon model.
Do you know how do I make all weapon types (Xeno, Cryo and Bio) looks like the Immolator from Iridar's Overhaul? i'm a little bit noob in those edit things :v
Hope you enjoy the mod :)
Secondly, after ensuring it IS subbed and downloaded... make sure your AML is upto date (v1.4.1 or higher), then in the AML settings turn ON 'hidden mods' and see if it now shows up ?
I would advise checking each one.
;T2 Immolator
MG_FlameTHROWER_DAMAGE=(Damage=6, Spread=1, PlusOne=50, Crit=2, Pierce=0, Shred=0, Tag="", DamageType="Fire")
+Flamethrower_SkillDamage_MG=(Damage=6, Spread=1, PlusOne=50, Crit=2, Pierce=0, Shred=0, Tag="Chemstorm", DamageType="Fire")
+Flamethrower_SkillDamage_MG=(Damage=8, Spread=1, PlusOne=50, Crit=2, Pierce=0, Shred=0, Tag="Canister"
But the changes aren't being applied to the mod for some reason, I see the damage being 3-6 in game yet (It is 3-6 because of a chemthrower breakthrough, otherwise would be 2-5)
eg;
Damage 9, spread 3 == 6-12
Damage 9, spread 2 == 7-11
Damage 9, spread 1 == 8-10
Damage 9, spread 0 == 9
Damage 8, spread 4 == 4-12
Damage 8, spread 4, plusone 50 == 4-12, 50% chance for 5-13
~ Hope you find that helpful :)
PISTOL_LASER_BASEDAMAGE= (Damage=4, Spread=1, PlusOne=75, Crit=2, Pierce=0, Shred=0, Tag="", DamageType="Projectile_BeamXCom")
PISTOL_COIL_BASEDAMAGE= (Damage=5, Spread=1, PlusOne=0, Crit=2, Pierce=1, Shred=0, Tag="", DamageType="Projectile_MagXCom")
Ah yeah, this is what I didn't quite understand. What was the actual base damage and what was this spread and plus one thing. So I wasn't sure how the damage ratio worked, like your example has 3-5 damage, even if the damage is set to '4'. So that explanation is going to very useful to understand what I need to do here.
The skill damage lines are for those particular attack styles (chemstorm and canister usage), and the Burn Damage is how much maximum the DoT damage is.
For example;
(Damage=4, Spread=1, PlusOne=50, Crit=3, Pierce=0, Shred=6)
is 3-5 damage, 50% chance for 4-6 damage, +3 damage on a crit, no pierce, shreds 6 armor
Finding the correct values and ranges you wish to use, for your mod setup, is beyond my level of support. I hope you find values that you enjoy using.
:) Remember to backup any extensive changes to your config should I update the mod :)
Especially the mag version as there is two tiers after it, so it needs to be good enough to at least hold itself until beam tier.
Good catch, that was indeed a typo in the configs for damage range of the Corrolator, it should now do beam tier damage too. The major bonuses of the Corrolator are the damage type and shred amount though, the Toxilator major bonus from it's pierce amount.
All fixed :)
You will get a proving ground project at beam tier tier that will let you build them. It gives a random reward of any of the beam tier chemthrowers, except for the normal Immolator.
You have to rely on drops to get these, until you reach beam tier weaponry. They do not upgrade alongside the others. That loot table would work but the _AC and _PO chemthrowers are superior/beam tier in terms of damage. A 1/5 of a chance to get one that early seems fair enough.
+LootTables = ( TableName = "Rusty_CXAdvPurifierM1_BaseLoot",Loots[0]=(Chance=100,MinCount=1,MaxCount=1,TemplateName="CorpseAdventPurifier",RollGroup=1), Loots[1]=(Chance=20,MinCount=1,MaxCount=1,TemplateName="XCOM_Xenolator_CV",RollGroup=2), Loots[2]=(Chance=100,MinCount=1,MaxCount=1,TableRef="EarlyChemUpgrades",RollGroup=3), Loots[3]=(Chance=20,MinCount=1,MaxCount=1,TemplateName="XCOM_Xenolator_AC",RollGroup=4), Loots[4]=(Chance=20,MinCount=1,MaxCount=1,TemplateName="XCOM_Xenolator_PO",RollGroup=5) )
Yes, remove lines 8 to 94 of my WSR config. It's not much difference tbh from Iridars mod, just the config in Immolator Overhaul will give you the correct green overlays on the weapon panel (lined up with Iridars new weapon image) and my config leaves those green overlays blank.
;decide if Bio Mec Troopers drop the Corrolator and/or Toxilator
bAdjustLootTableBioMecTrooper = true
But if they are also dropped by other enemies/and also buildable via Proving Grounds then that's nice! Thanks for the clarification.