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There are 2 mods that allow it to work on areas:
- "A Better Barracks Arsenal for LWOTC"
- "Collateral Demolition Wotc"
In the first mod, the option is disabled with the "broken" mark.
The second is super old.
Questions:
1. Maybe someone has already fixed it in some fix?
2. Is it dangerous to enable them together?
3. Do I need to build a loading sequence?
4. Does any of this work under LWOTC?
Thanks
I'll download everything and hope for the best, thanks.
But for shadow ops perk pack, what's the difference between disabling changes to the lwotc classes and not downloading the mod at all? I mean isn't that redundant?
So the choice boils down to either changing the entire game's class system or not have the weapons.
At first I chalked this up to a quirk with the mod because the alt skins are indeed nicer, though it prevented me from visually distinguishing the weapons, until I unlocked mag weapons and enhanced laser weapons in the campaign, and quickly realized they too shared all the same skins, causing "mag weapons" to fire lasers for all their weapon types.
This seems a little too dissonant for me, so I was wondering if anyone could tell what error I made in overwriting the default skins in activating either this mod or its listed companion weapon skin mods recommended to be downloaded with it.
Does the Turbulent Plasma Semi-Auto Pistol reduce the accuracy of the character entirely or only for pistol shots?
Does the Master-Crafted Laser Autopistol reduce the chance of critical damage entirely to the character or only for pistol shots?
Nothing game breaking, but there's a slight balance issue with sniper rifles and cannons from this mod. I made a bridge mod in case anyone else is interested.
My alloy sword is invisible
The icon in the loadout is a rainbow 'img:' file (as if the icon is not found)
The hunting shotgun and marauder auto-rifle are bot not painted: they are just pink and changing the color on them does not work.
Any suggestions on how to fix? I've already deleted the mod and reverified files to redownload it. I have all the required dependencies, including wsr. I'm basically using this collection of mods: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3000400389 with maybe a few changes.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1626184587
You require a certain amount of engineers and scientists to open them for free, if you scroll down to the unavailable section, you can see the requirements of opening higher tier boxes vs paying to open them. (also each tier of engineering or science research counts towards the number).
someone else correct me if I'm wrong but there is no difference in opening them for free or not, its just a "do we have the manpower to open it for free, or we need to put more effort into this?" situation
I have two options - to open a crate for free or to open it for the resources. I don't understand what's the difference? Could somebody explain, please?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1557951815&searchtext=ketaros
Without this mod some of the icons are missing. (like Semi auto pistol´s Easy handling ability)
In LWOTC with Mod Jam none of the ADVENT units actually use weapons with these specific models like the Shotgun or SMG but they do use equivalent weaposn with different models.
So I suggest an extra config to change these weapons to the models used by those enemies if you have that mod (Kind of like the Mercenary lasers pack is optional for the Master Crafted laser weapons)
So for example, the ADVENT SMG would swap out to the models used by the Pathfinders, the Shotgun would use the models used by the Assault Troopers etc.
Im sure that can also be done manually with WSR and I might try to do it later but jsut thoguht Id share it.
+CHANGE_TEMPLATE=(TEMPLATE=IRI_Advent_SonicRifle, REWARD_DECKS[0]=T2EAdventWeaponLoot)
+CHANGE_TEMPLATE=(TEMPLATE="ABBA_PISTOL_CV", NUM_UPGRADE_SLOTS=1)
this should work
and similar things (removing the + does the trick) .. i play CI with prototype armoury