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Is it possible have both the vest version and module version of an armor upgrade ?
If yes, which files do I need to edit for it to work ?
Want to have access to both for loadout flexibility.
Cause they seems to be conflict
---------------------------------------
I have an issue myself is that i got some armours with 3 upgrade slots. but i cant equip more than 2 because the mod is making everything an exclusive equip. So equiping 1 upgrade disables all other upgrades. how can i change that
If there was a way to make them work with " Tactical Vests ", that would be awesome.
+LootTables = ( TableName = "AHWPraetorianOfficer_BaseLoot", Loots[0]=(Chance=100,MinCount=1,MaxCount=1,TemplateName="CorpseAHWPraetorian",RollGroup=1), Loots[1]=(Chance=20,MinCount=1,MaxCount=1,TemplateName="TRArmorUpgrade_PreatorianReactiveArmor",RollGroup=2), Loots[2]=(Chance=20,MinCount=4,MaxCount=8,TemplateName="AlienAlloy",RollGroup=2), Loots[3]=(Chance=60,MinCount=1,MaxCount=4,TemplateName="AlienAlloy",RollGroup=2) )
like that?
for example, requiem praetorians drops reactive nanogel vest, do i need to do
-LootTables = ( TableName = "AHWPraetorianOfficer_BaseLoot", Loots[0]=(Chance=100,MinCount=1,MaxCount=1,TemplateName="CorpseAHWPraetorian",RollGroup=1), Loots[1]=(Chance=20,MinCount=1,MaxCount=1,TemplateName="PreatorianReactiveArmor",RollGroup=2), Loots[2]=(Chance=20,MinCount=4,MaxCount=8,TemplateName="AlienAlloy",RollGroup=2), Loots[3]=(Chance=60,MinCount=1,MaxCount=4,TemplateName="AlienAlloy",RollGroup=2) )
Thx, didnt think of that lol
I removed this mod mid playthrough (I know I'm not supposed to), and I now have several "Error! None has no FriendlyName!" with several "TRArmorUpgrade_MZBlastWeave"
"DEBUG: @Design: Missing TacticalText in 'TRArmorUpgrade_MZBlastWeave' template'"
I know this is not a bug, because I removed the mod, but is there any way to remove these items from the inventory?
EDIT:
My issue is whenever I add an upgrade to armor (say Tactical Vest or an Ultra Light Vest_ - the effects are never applied. Not in equipment screen and not in tactical mode.
When I disable this mod and instead equip those items in regular utility slots - the effects are correctly applied.
Any idea what could be the issue here and where to start looking @TeslaRage ?
I run a lot of mods but I know noone has neither the time nor patience to comb through this for me, so all I am looking for is pointers on what may be interfering, to pinpoint the issue myself.
I'm 1000% sure it's my own doing due to the custom mod list, but is there any way to figure out how to rectify it ? Is there a conflict between this and other mods ? Is it becuase of LWOTC, and I shouldn't have used certain mods with that ?
Any clues would be appreciated :D
Hi, may I ask, after I installed these modules, my soldier number has not changed at all?
Not sure if I understand correctly interaction between mods but here is how it looks in my game:
- Standard kevlar armor has 2 ablative since the beginning (I guess this is from LW2 ablative plating + this mod?) - total of 5 + 2 for example
- Once I slot the basic nanoscale vest the ablative is removed and soldier has 6 hp (5 + 1 from vest)
Above situation kind of makes it useless when it is converted like this - is this expected or I have some mod conflict?
It would be logical to have 5 + 1 (vest) + 2 (ablative)
I use vest slots, iridar overhall armor & plating, LW2 plating, plating in vest slot
The vest slot is pointless though, as (nearly) all 'vest' items are turned into modules
I've created a discussion on how I added it for LWOTC, which I have tested as working.
https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/2644686699/3825299737967799043/
I would also like to see a step by step guide what changes you made for LWOTC compability.
And whoah i love vests now. They're awesome.
Maybe takes a few bodies too many for some lesser ones but this is mostly a me problem of too much variety.
Thanks for this a lot.
Can you tell us how did you get it work in lwotc exactly?
+arrVestsToConvert = (VestTemplateName = "AlloyPlating", GrantingTechs = ("AlloyPlatingProject"), bAllowOnSpark = true, DLC = "LWUtilities")
+arrVestsToConvert = (VestTemplateName = "ChitinPlating", GrantingTechs = ("ChitinPlatingProject"), bAllowOnSpark = true, DLC = "LWUtilities")
+arrVestsToConvert = (VestTemplateName = "CarapacePlating", GrantingTechs = ("CarapacePlatingProject"), bAllowOnSpark = true, DLC = "LWUtilities")
+arrVestsToConvert = (VestTemplateName = "CeramicPlating")
+ItemTable=(ItemTemplateName="AlloyPlating", Slots=0, Starting=false, Infinite=false, Buildable=true, RequiredTech1="AlloyPlatingProject".....
in armor upgrades
; LW2 Platings
+arrVestsToConvert = (VestTemplateName = "LW2WOTC_AlloyPlating", GrantingTechs = ("LW2WOTC_AlloyPlating_Foundry"), bAllowOnSpark = true, DLC = "WOTC_LW2_Plating")
I think how they reference the items are the issue.
to this list? or am I getting the item name wrong