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This will be a permanent addition to my mod list.
Been having general mod issues on XCOM2 for a while, so I'll probably just consider building my list again from the ground up.
@LilAdamantos - Feature Request: Additional set weight option: tech level. Allows for better smoothing for multi-tier structures such as Mod Jam , AML O+E and Stukov's War , where different tech-tier setups are made and organised on Vorthosian assumption of how they'd work within the metafiction. Such a function would be very useful!
If it was "doesn't work when is a primary", I'd blame Primary Secondaries. But weights not showing on intended secondaries is confusing
Example: set pistols and sidearm, by category, to light
Result: works properly, both as secondaries and as primaries
Intended: manually set swords and TLE swords, by individual, to light
Log: Says that this was successfully done
Result: both swords are light when primaries, but only the TLE sword shows as light as a secondary
Intended: change weights of sawed-off and combat knife from Long War Secondaries, by category, with sawed being light and knife being ultralight
Log: All three models of both categories were properly changed
Result: both work as intended when primaries, but no change to weight when secondaries
Thanks again!
+SET_WEIGHT_CLASS=(WEAPON_TEMPLATE=Cannon_CV, SET_CANNON=1)
+SET_WEIGHT_CLASS=(WEAPON_TEMPLATE=ABBA_LMG_CV, SET_HEAVY=1)
+SET_WEIGHT_CLASS=(WEAPON_TEMPLATE=CannonB_SA_CV, SET_MASSIVE=1)
+SET_WEIGHT_CLASS=(WEAPON_TEMPLATE=SMG_CV, SET_ULTRALIGHT=1)
+SET_WEIGHT_CLASS=(WEAPON_TEMPLATE=DefenseCarbine_SA_CV, SET_ULTRALIGHT=1)
+SET_WEIGHT_CLASS=(WEAPON_TEMPLATE=BULLPUP_CONVENTIONAL, SET_LIGHT=1)
+SET_WEIGHT_CLASS=(WEAPON_TEMPLATE=SniperRifleB_SA_CV, SET_DENSE=1)
+SET_WEIGHT_CLASS=(WEAPON_TEMPLATE=ServiceCarbine_SA_CV, SET_MEDIUM=1)
+SET_WEIGHT_CLASS=(WEAPON_TEMPLATE=VektorRifle_CV, SET_STEALTH=1)
+SET_WEIGHT_CLASS=(WEAPON_TEMPLATE=CrossbowVektor_CV, SET_STEALTH=1)
+SET_WEIGHT_CLASS=(WEAPON_TEMPLATE=Sidearm_CV, SET_MEDIUM=1)
+SET_WEIGHT_CLASS=(WEAPON_TEMPLATE=WhippitShotgun, SET_HEAVY=1)
This is what my set up looks like:
+SET_WEIGHT_CLASS=(WEAPON_TEMPLATE=AssaultRifle_CV, SET_MEDIUM=1)
+SET_WEIGHT_CLASS=(WEAPON_TEMPLATE=AssaultRifleB_SA_CV, SET_DENSE=1)
+SET_WEIGHT_CLASS=(WEAPON_TEMPLATE=ABBA_ASSAULTRIFLE_CV, SET_LIGHT=1)
+SET_WEIGHT_CLASS=(WEAPON_TEMPLATE=BRSR_BATTLERIFLE_Conventional, SET_DENSE=1)
+SET_WEIGHT_CLASS=(WEAPON_TEMPLATE=Shotgun_CV, SET_DENSE=1)
+SET_WEIGHT_CLASS=(WEAPON_TEMPLATE=AutoShotgun_SA_CV, SET_DENSE=1)
+SET_WEIGHT_CLASS=(WEAPON_TEMPLATE=ABBA_SHOTGUN_CV, SET_HEAVY=1)
+SET_WEIGHT_CLASS=(WEAPON_TEMPLATE=Pistol_CV, SET_DENSE=1)
+SET_WEIGHT_CLASS=(WEAPON_TEMPLATE=ABBA_PISTOL_CV, SET_WEIGHTLESS=1)
+SET_WEIGHT_CLASS=(WEAPON_TEMPLATE=HunterRifle_Conventional, SET_MEDIUM=1)
+SET_WEIGHT_CLASS=(WEAPON_TEMPLATE=SniperRifle_CV, SET_HEAVY=1)
+SET_WEIGHT_CLASS=(WEAPON_TEMPLATE=ABBA_SNIPERRIFLE_CV, SET_MASSIVE=1)
+SET_WEIGHT_CLASS=(WEAPON_TEMPLATE=BRSR_STRIKERIFLE_Conventional, SET_HEAVY=1)
IRI_Spark_Xpad is an ability given to SPARKs from Iridar's mod that seems to be used as the evac flare during missions. This ability is hidden, and is categorized as "utility" under the hood. When setting the "utility" category with Set Item Weight, IRI_Spark_Xpad gets changed as well. This causes the mobility bonus (-1, in my case) to be added, but not removed, when cycling into and out of the squad select screen. This was causing my SPARKs to continuously stack -1 mobility to an unlimited amount, but without any visible in game reason as to why. Non-SPARK soldiers were not affected.
No longer editing the "utility" category in Set Item Weight, and only editing each utility item template individually, corrected the problem.
Thanks for the great mod!
You may need to also apply the bonus to "AlienHunterAxeThrown_CV" as well.
+SET_WEIGHT_CLASS=(TEMPLATE=AlienHunterAxe_CV, SET_DENSE=1)
This doesn't seem to work as the mobility stat isn't being changed.
And yeah you can absolutely do that. I added some extra weight classes with blank mobility/detection radius stats so you can make your own combinations. So set up one class (e.g. absurd class) to have mobility = 0 and detection modifier to be > 0.0f. SMGs use 0.2f. Negative values make it easier for ADVENT to spot you.
Then you just have to do this:
+SET_WEIGHT_CLASS=(Template="templatename", SET_ABSURD=1)
I don't know the template name of the C4/X4 items off the top of my head. If you need help finding the template names I can point you in the right direction too.
But really, personally I just want to jury rig your mod so I can make c4/x4 carry items not give me any detection penalties. Trying to make a stealth operative that specializes in opening walls for extracts or ambushes is a lot harder when they have the detection radius of a SPARK. Any advice? Thanks m8
(listening to that link as a I type, btw)
I'm glad you're all enjoying it.
Andromedon : Finally an opponent, our battle shall be legendary! or
"No you can't just reveal my whole squad if you sneeze / Haha, stealth goes woosh"
Went and added fluff to weapon Localization's because ocd and why not :/
"This weapon incurs a mobility penalty and increases soldier detection radius when equipped"
"This weapon increases mobility and reduces soldier detection radius when equipped"
Sniper Mobility:
- Mod Install Location -> Config -> XComCannonDeploy2.ini
- Find this line: "CANNON2_MOBILITY_PENALTY = -1"
- Change the '-1' to '0'
Cannon Mobility:
- Mod Install Location -> Config -> XComCannonDeploy.ini
- Find this line: "CANNON_MOBILITY_PENALTY = -2"
- Change the '-2 to '0'
If either Deploy mods get updated, you'll need to go back in and repeat these steps after each update.
https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/1171964288/1621724915778621260/
If you remove it, there would be no overlap, and the mods would function just fine together. You can likewise remove any other default option I set up. They're there as more of a guide to illustrate what you can do with this mod.
I like the idea very much. I however use "Cannon Deploy Ability I and II", two mods that modify mobility and accuracy of canons and sniper rifles. I wonder how your mod will interact with the two other mods on mobility ?
I have to say that I liked very much the mod description and the mod itself. But I'll waitbefore installing it as I don't wish to generate compatibility problems. I use RPGO but I don't think that is an issue at all.
Assuming your mod is mainly INI editing, it might be compatible with the two "Cannon Deploy Ability" (they operate in the same way) but I'd like to be sure.
Anyway, thanks for the quick reply. Good luck, commander, and happy hunting.
Take this with a grain of salt because I'm absolutely in no way an experienced modder, unless you count countless ini edits. I would wager that that feature specifically would need to be added via the Community Highlander. The reason I suspect this is because it already does something similar with poison damage. And that's another level of modding I'm not at. I might try to find out some information about it though.
And yes of course I'm glad the tutorial video was helpful ;)
I might consider attempting it with a separate mod in the future though. But there's several factors that one would need to consider, like how that mobility bonus behaves with abilities that duplicate the item. It's a great idea though!
Have you considered altering (or would you consider) the way fall damage is handled? I set my game up so that all armor and vests add ablative shield points rather than adding to the general HP pool, and I've asked a few modders if they'd be willing or able to tweak fall damage to come out of ablative points before HP, but because it's pretty insignificant in the grand scheme, it never goes anywhere. I realize it's not significant to most players, but I'm keep hoping I'll find someone who might be willing to attempt it.
Excited to add this mod to my game, been wanting item weight forever, thank you!
I believe sparks use a different weapon category (not 100% sure off the top of my head). But I know that their weapon template is SparkRifle_CV (MG/BM).