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Báo cáo lỗi dịch thuật
CharTemplate.strPawnArchetypes.AddItem(" GameUnit_Chryssalid.ARC_GameUnit_Chryssalid ")
@Arkhangel Right, I get that, but that is what I instinctively assumed
@Arrojacast: in fairness, that game literally just released.
Guess I need to be less hasty.
Cool idea still.
I'm hoping for a shiny golden sectopod
-Added 4 new Archon skins
-2 new Berserker skins
-1 new Viper skin
-Brought back the green sectoid skin and toned it's colors down
-Toned down colors on a number of the more saturated skins. Pretty much every sking should be realistically colored now, minus the Darth Maul muton.
-Lowered the purple berserker's size to be 1.15x instead of 1.5x
Centurions and Elite skins might look weird on normal Mutons but it could help for variety.
That kinda thing gets shot to hell when folks start noticing all the aliens are carbon-copies.
I've updated the mod to run an Enemy Reskinner. It should have been compatible before, but if it wasn't it definitely is now.
@Stackboy101
It should, test it and find out
@MrMister
That was a great idea. Just updated the mod.
-Mod now requires Enemy Reskinner
-Added Muton with orangish skin and white armor
-Added Muton with greyish skin and red armor
-Added Sectoid with dirty red skin
-Added Kool-Aid Man Andromedon per request. Disabled by default because of model switching issues, but won't break the game if enabled.
Read the instructions in the mod's ini, as you can specify that new skins don't replace old ones and knstead add to the pool of possibñe skins a unit can take (like vanilla does with male and female advent troopers/captains), which is exactly what you want to do.
so you could change the color of the aliens that you recruit?