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It can be this mod, if you configure the loadouts yourself, like I said.
Oh bollocks! So no known mod for that either eh? Shame, Oh well.
Thanks for your infinite wisdom as always.
It doesn't randomize primary weapons out of the box, so no, it doesn't work with TPS. You can modify the random loadouts in this mod's configuration files, if you want that.
Not really that much of a problem, but thanks for taking the time to respond anyway. Hope you enjoy your day.
If you specify that the pistol should be equipped into the pistol slot specifically, it should work just fine.
Technically more a problem with how Dedicated Pistol Slot works (I imagine) but though I would mention it here.
though I did downloaded Cloista's memeconfig2 mod which includes those changes, them unsubed to it when I swapped to Stukov's 9-Tier overhaul
No idea what you're asking.
This mod doesn't use them by default. If some other mod adds them, it's nothing this mod can do about.
Should be working with any squad size.
Shouldn't be necessary in that case.
On the first mission of the campaign?
Sorry, I don't understand. As far as I can see all items are numbered properly, increasing from 0 by 1 each step.
There's no special significance byeond the fact that the mod will attempt to equip items in the provided order, and you typically want to equip armor first.
I am attempting to add shotguns and LW2 ceramic plating into the mix with varying success, and I think it may be because I'm not numbering items correctly.
my bad for not reading those instructions carefully the first time round, but I've gotten it working now.
let my mistake be a lesson for anyone else having issues. read those instructions thrice before starting.
Are you sure you're using correct weapon template names? You're supposed to put template names in the config, which are typically different from the weapon name you see in-game.
https://www.reddit.com/r/xcom2mods/wiki/index/template_names
here's the paste bin if you're interested, but I'm going to keep fiddling around to see if something sticks.
https://pastebin.com/eBT36Twq
for reference, this is the working code that I've removed for now. it was one of the ones I created using the templates already in the config.
.GCLoadouts = (SoldierClass="Rookie", Items[0]=(Item="KevlarArmor"), Items[1]=(Item="WP_Z6Rotary"), Items[2]=(Item="SmokeGrenade"), Items[3]=(Item="FlashbangGrenade"))
This goes for all True Primary Secondaries.
USe http://pastebin.com/ in the future.
Your pistol loadouts do not work because when you specify an True Primary Secondaries weapon you have to specify the inventory slot, otherwise it will try to equip the weapon into the inventory slot specified in the weapon's template, which is the secondary weapon slot, which rookies don't have.
This is explained in the XComGatecrasherLoadouts.ini.
.GCLoadouts = (SoldierClass="Rookie", Items[0]=(Item="KevlarArmor"), Items[1]=(Item="WP_Z6Rotary"), Items[2]=(Item="SmokeGrenade"), Items[3]=(Item="FlashbangGrenade"))
ultimately it's about 19 lines following the exact same format
.GCLoadouts = (SoldierClass="Rookie", Items[0]=(Item="KevlarArmor"), Items[1]=(Item="DT12Pistol"), Items[2]=(Item="FragGrenade"), Items[3]=(Item="Medikit"))
.GCLoadouts = (SoldierClass="Rookie", Items[0]=(Item="KevlarArmor"), Items[1]=(Item="Glie44Pistol"), Items[2]=(Item="FlashbangGrenade"), Items[3]=(Item="SmokeGrenade"))
.GCLoadouts = (SoldierClass="Rookie", Items[0]=(Item="KevlarArmor"), Items[1]=(Item="X8Pistol"), Items[2]=(Item="FlashbangGrenade"), Items[3]=(Item="Medikit"))
.GCLoadouts = (SoldierClass="Rookie", Items[0]=(Item="KevlarArmor"), Items[1]=(Item="Scattergun"), Items[2]=(Item="Medikit"), Items[3]=(Item="FragGrenade"))
I'm running it with weapon mods and I made sure to find the specific name of the items (that is, their Conventional variants) from the said mods
Post your config.
the changes worked, I know this as all the soldiers spawned using the loadouts I changed, but it didn't work completely, as all the soldiers spawned using the same exact loadout as each other.
I had 10 units on the field, so while technically possible, I don't think bad luck was a factor, so my question is, what did I do wrong?
great mod idea, and I'm excited to use it more in-depth!
Changing the subject, you'll be happy to know that Denmother is sending you her regards. She is in perfect shape and as happy as can be... :)
That is really a great mod....
Rgds
You can always configure the mod that way yourself. I personally don't think pipe bombs deserve to be on rookies. At least not until I make that mod work worth a damn.
haha, thought its a dumb question aswell, but i realised u get a free medikit if lucky