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Either i use the line
+Edit_X2WeaponTemplate = (T = "MyweaponTemplate", P = "BaseDamage", V = "4")
nor the line
+Edit_X2WeaponTemplate = (T = "MyweaponTemplate", P = "BaseDamage", \\
Damage = (Damage = 4, Spread = 1, PlusOne = 0 , Crit = 3, Pierce = 999, Shred = 0, Tag="", DamageType = "Electrical"))
the weapon have no damage in tactical missions. So what i do wrong?
The conflicting mods I have in mind are the Walker Servos and Reinforced Underlay Plus, which grants defensive items a configurable bonus. But it also applies the bonus to the Walker Servos, due to them being classed as defensive items. I'd like to change the Walker Servos to just be regular utility items.
Jamming them all into those files is creating some maintainability/organizational issues in my project - but they don't seem to get picked up if I put them in other .ini files
I will try to research it more
i tried using
+Edit_X2WeaponUpgradeTemplate = (T = "CritUpgrade_Sup", P = "CanApplyUpgradeToWeaponFn", V = "sawedoffshotgun")
but still the sawedoff wont accept any upgrades
I am unable to figure out how i can allow the LW2 secondary item "Sawed off shotgun" to be allowed to have scope and crit and hairtrigger weapon upgrades.
I know how to let it have upgrade slote, i just dont know how to allow upgrades into these slots
Template Master has been updated with functionality to create and edit ability trees and stat progression for soldier classes. This is something you can do with base game config, but it's super annoying due to overcomplicated syntax. Template Master simplifies things. Usage is explain in documentation.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2363090327
Yeah, that tracks with things. I'm still practically a noob to mod config, let alone coding as in-depth as yours. Love your mods!
Editing Src files is pointless, they're shipped just for reference, actual mod's code is stored in compiled form and you would have to recompile it for any changes to take effect. In other words, you'd have to make your own mod that does what you want to do.
Ah, darn. Thanks for your prompt response. The previous poster talked about "X2FacilityTemplate" and I guess I thought that that one was included despite not being on the main mod description, therefore countries could also be included.
Also, thanks for pointing out that templates can't be deleted. Taking the metaphorical hatchet to template creation in the flag mod's scripts, config, and Src wasn't able to remove specific flags so I'll just have to weigh how much I want to clog my nationalities list.
Currently not. The list of templates the mod can work with is listed in the main mod's description.
It's not possible to delete templates, period.
Something like:
+Edit_X2CountryTemplate = (T = "the name of the template", OP = "Remove", V = "the name of the template again")
You're using the wrong file and the wrong commands, written with errors. But all of it doesn't matter, because template master cannot change the number of upgrade slots on non-weapons, but it can be done through config for Highlander, you don't need any other mods for that.
This goes in the "XComTemplateCreator.ini" file?
+Edit_X2ItemTemplate = (T = "KevlarArmor_DLC_Day0", P = "NumUpgradeSlots", V = "3")
+Edit_X2ItemTemplate = (T = "GrenadierKevlarArmor", P = "NumUpgradeSlots", V = "3")
+Edit_X2ItemTemplate = (T = "KevlarArmor", P = "NumUpgradeSlots", V = "3")
... and that's all I've done so far. Do I delete all the other files that aren't to do with armour, or just leave them?
All I want to do is change the number of slots. Nowt else. :)
Labels are hardcoded into template master.
+Edit_X2WeaponTemplate = (T = "*Weapon_Name*", P = "UIStatMarkups", OP = "AppendNoDup", UIStatMarkup = (StatModifier = *#*), V = "MobilityLabel")
, and just add it to an existing 'XComTemplateEditor.ini'. Though I am a bit confused as to where it would pull that 'MobilityLabel' from.
Other mods add two lines of code directly into the weapon build, but since this uses a completely different way to build weapons that doesn't seem to be an option.
That's right, but support for every struct var needs to be explicitly hardcoded by me.
Is that correct?
P is property, V is value. A singular value, you cannot assign several members to it with one line. If you need to add several members, you make several lines. Syntax shown by Stukov is correct.
+Edit_X2TechTemplate = (T = "AdvancedLaserWeaponsTech_LW", P = "ItemRewards", ItemRewards = ("Shotgun_LS", "Cannon_LS","SniperRifle_LS"))
or is the ItemRewards needs to be a V=?
The research template in question must have an OnResearchComplete (or something like that) delegate assigned that will actually do something with the ItemRewards array.
+Edit_X2TechTemplate = (T = "SKV_MitzrutiFocus", P = "ItemRewards", OP = "AppendNoDup", V = "SKV_MitzFocus")
but apparently that is not doing what i want. my plan is a Research that gives you 1 item after completing the research.
Any hints what i did wrong?
Hi. Sorry, but I can't do personal walkthroughs for everyone who asks. This mod has documentation. If it's too complicated, try using Weapon Skin Replacer, it works similarly and has a special command for changing weapon category.
In your case, changing weapon category is the easiest thing you can do to achieve what you want. The downside is that axes will no longer benefit from melee weapon breakthroughs.
The alternative, without the downside, is to make your own and control who can equip axes through script.
You need to create a dummy X2WeaponUpgradeTemplate, and copy the "GetBonusAmountFn" from the dummy template to the scope template.
+Edit_X2WeaponUpgradeTemplate=(T = "AimUpgrade_Bsc", P = "AimBonus", V = "0");
But it still shows +5 aim in tactical (on the attachment itself it says +0 when viewing in the armory).
What am I missing?
That property of the gremlins exists in X2GremlinTemplate, which cannot be edited by this mod currently.
+Edit_X2WeaponTemplate = (T = "Gremlin_BM", P = "HealingBonus", V ="4")
This should make the sectopod gremlin heal for 8 instead of 6, but it still heals for 6. Looking in the log, it says that HealingBonus is an unknown property.
Any help would be appreciated!