Installer Steam
log på
|
sprog
简体中文 (forenklet kinesisk)
繁體中文 (traditionelt kinesisk)
日本語 (japansk)
한국어 (koreansk)
ไทย (thai)
Български (bulgarsk)
Čeština (tjekkisk)
Deutsch (tysk)
English (engelsk)
Español – España (spansk – Spanien)
Español – Latinoamérica (spansk – Latinamerika)
Ελληνικά (græsk)
Français (fransk)
Italiano (italiensk)
Bahasa indonesia (indonesisk)
Magyar (ungarsk)
Nederlands (hollandsk)
Norsk
Polski (polsk)
Português (portugisisk – Portugal)
Português – Brasil (portugisisk – Brasilien)
Română (rumænsk)
Русский (russisk)
Suomi (finsk)
Svenska (svensk)
Türkçe (tyrkisk)
Tiếng Việt (Vietnamesisk)
Українська (ukrainsk)
Rapporter et oversættelsesproblem
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