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Also, I think I made him too OP, using Harvester to kill almost a whole encounter with 11 bullets. Robot is too powerful, help! XD
Other than that, 10/10
链接:/s/1HOrGOB2iAoEaGQR-YGMT_A
提取码:6vgb
用法:复制到
F:\Steam\steamapps\workshop\content\882100\2073095846\Localization
文件名改为XComGame.chn
Look in the mod description, you have to manually move files around to make the voice lines work.
Thanks for the explanation. For some reason, I can't swap Julian for any other types of vanilla weapons from the start. Not sure if other mods are interfering with it. But I think it's okay, AR is good enough for the battle droid.
As for the interruption, I just had an instance where his he didn't shoot using the lead target ability. He didn't take any damage but the target did, by another agent's grenade. I'm not sure though why.
Anyways, I really love Julian's character and his abilities!
1) Yes, any interruption will stop the "Lead target" ability. Recieving damage is one of them.
2)Julian is an android and has access to SMGs, shotguns, and assault rifles, which was stated in the description.
1) Lead target ability = There are times when he doesn't fire at the enemy when it's his turn. I'm not exactly sure what causes it. Does it cancel when Julian is injured in between the turns before the enemy?
2) Using other types of epic weapon = I think this is unintended. I assume he's only equipped to fight with AR but apparently he can use other types with epic weapons.
1) When I switched to a shotgun, I couldn't go back to an assault rifle
2) Currently there is no option to switch off of assault rifle at all
Anyone else encounter these issues?
Still, this mod is fun as hell :D
If you're looking at something that has a long list of files in it, that is the game's CookedPCConsole folder that you should not touch because the game actually needs that to function.
Also added his SLG voice pack, please read the description on how to enable it.
The good news: I can reuse the Shen's Last Gift voicepack.
The eh news: since it's configured for XCOM 2 voice rules, that means that I can't do specific subtitles, just general ones to indicate he's moving/overwatching/would really want to reload now.
The bad news: just like XCOM 2, WWise audio packages can only exist in specific folders, so getting this voicepack working will require manual installation on your part. Luckily this should be only a one time thing you need to do and then you can just pretend it installed automatically.
I've heard something about voice packs in this game being a little more tricky to install. The metal gear agent mod mentioned something along the lines of creating a standalone voicepack mod, since it would need to be installed manually, somehow. I'm not a modder or anything, so I'd recommend peeping around the workshop for uhh more info if you can find any.
I had an idea, for another agent, you could possibly make another Viper called "Mute" That had her tongue cut out by the reapers. Her abilities focus on poisoning and AOE zone control.
P.S. Thanks for all the great XCOM 2 mods that filled most of my time.
I spotted what the issue was, but unfortuantely I can't retroactively fix it for Julians already spawned into a game.