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To clarify for those also looking to do a similar thing: I wanted to use these abilities with psi amps, not with guantlets. So I copied the damage spreads from the file called
XComGameData_WeaponData.ini
within that file is a category called
[XComGame.X2Item_DefaultWeapons]
That section contains all the information for PsiAmps pertaining to the Gria Geomancer abilities (and gremlin-based abilities as well). You need to copy that information to the file of the same name WITHIN THE LWOTC FOLDER. Make sure it is underneath the same category heading ([XComGame.X2Item_DefaultWeapons]), and it should all work fine!
I FOUND IT
Ok, so, idk if this is entirely a fix for everything but after digging through everything, I found that gria's XComPsiGauntlet.ini is empty except for the gauntlet's STATBONUSBONUS. Compared to other mods, who had a spread of PsiGauntletT1_AbilityDamage entries;
+PsiGauntletT1_AbilityDamage = (Damage=2, Spread = 1, PlusOne = 0, Crit = 0, Pierce = 1, Shred = 1, Rupture = 0, Tag = "RM_Lance", DamageType="Psi")
+PsiGauntletT1_AbilityDamage = (Damage=1, Spread = 0, PlusOne = 0, Crit = 0, Pierce = 0, Shred = 0, Rupture = 0, Tag = "RM_Reave", DamageType="Psi")
Etc etc etc.
So i grabbed all of the entries of XComPsiGauntlet from Mitzuri's Perk Pack and the DLC extension and dumped it all into the psi gauntlet config, saved it, and launched it. AND ALL OF THE ABILITIES FROM GRIA THAT DIDNT HAVE DAMAGE WHEN THEY SHOULD HAVE HAVE DAMAGE NOW!
The math to convert the typical 50-140 psi range into a 65-100 "aim" includes a square root, so a breakdown of what each source of psi is actually giving you would be difficult at best.
so instead the total current psi is fed through it as one entry. but it is all accounted for.
the point of the square root is to have the "aim" ramp up faster at lower psi amounts without becoming ridiculous at higher amounts.
LWOTC wipes out the extra damage array from pisamps and replaces it with it's own. Modjam might fix that up? but otherwise you'll prolly need to go looking for where LWOTC stores it's numbers and add the appropriate ones.
now, the animations are playing just fine (and look fantastic!)... there's just not a lot of practical stuff happening. it may be because i'm stacking this on top of the RPGO biotic, though...
Now I plan to take on lwotc, tell me if a port is planned for lwotc or a regular version for wotc?
the action point granted on shield wall for raptor whirlwind can only be used for whirlwind/cyclone. neither of which are melee attacks so really shouldn't be triggering windcaller's, nor should there have been any melee attacks available.
so you've prolly got some third ability interacting wierdly with them.
Does it require a melee weapon?
apparenlty I made a very silly mistake in the code. It is fixed now.
No big. I figured I wouldn't be, but your mods are always just so well made that I felt it bore asking.
As I mentioned before, I'm distancing myself from RPGO just because it's not really my typical play style. Musashi is another of the creators I follow and I am running all his non-RPGO classes just like yours.
Eh. Enough of blowing my favorite modders. Keep it up and if I ever return to RPGO you can bet I'll be grabbing this
Psi
@Fear The Evil Good
No current plans. You're not the only one to inquire about it tho.
Musashi has already fixed the bug mentioned in earlier comments here.
Plus, I gather Musashi broke the newest RPGO update, so I'm sure those who stick with RPGO might also like an alternative until he fixes it.
At any rate, I've been a huge fans of your mods and they were honestly second only to Musashi's own in terms of compatibility with RPGO. Keep up your awesome work~
Are the spells accuracy based off of the soldiers aim, will or psi??