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A Requiem Campaign: Scavenger Class/Specs
A Requiem Campaign: Witch Class
A Requiem Campaign: Graduate Class
A Requiem For Man: Playable Hinters Plugin
A Requiem Campaign: Miner Class [BETA]
Blacksite & Forge: Requiem Plugin
A Requiem Campaign: Tesla Trooper Class/Specs
A Requiem Campaign: Fusilier Class/Ironsights Spec
Reshi's Requiem Classes for LWOTC
A Requiem For Man: The Requiem Legion
A Requiem For Man: Gameplay Mutators
Tedster's Requiem Tweaks mod
Mod Jam Refinements For Requiem Legion
A Requiem For Man: The Requiem Armory
Will everything work?
The phrase is confusing:
"The Old and Deprecated version of A Requiem of Man is incompatible"
Without that file, the item was not showing up at all, except in the inventory screen. Once it's added (with your spelling), the item shows up as equippable in the utility slots, but not as an armor upgrade.
Not sure why it's not working the same way as the stainless vest edit, or why it wasn't showing up before.
My mod-list had started from the Odd C9 collection that I had added stuff to, so I had previously been running the Stainless Dreams & Requiem Munitions mods as well as Requiem Armoury, without noticing the incompatibility until your recent updates, so maybe the item I currently have came from that combo instead - not sure, just spit-balling my thought process.
My limited understanding of how to troubleshoot these kind of xml edits/tweaks is probably capped out at this point, so any advice you may have would be great.
Thanks again.
After making the .ini file you mentioned in Requiem Armoury to make the stainless vest compatible with TeslaRage's Armour Upgrades mod, I noticed that I have a Praetorian nanogel armour thing in my inventory as well, so figured I would look into making it work also.
Firstly, I assume that comes from this mod (hence why I'm asking here).
Secondly, in your config files, the only thing I found that could be what I'm looking for is the "PreatorianReactiveArmor", so I wanted to check if I'm right to assume that if I made the file, like before, but with this item name, it should work.
Thirdly, I also assume from the fact that I have one in my inventory, that the loot table is working with the name above, even though it would appear that Praetorian is mis-spelled in this instance.
Just checking, and thanks in advance for any help/advice if required.
If you want to see a preview of the unfinished version, you'll be able to see them on Mister Gruffle's next campaign on YT (he's going to be running a new campaign with them)
You'll find the aim modifiers in the XComPraetorianConfig, which is based on tiles. There's one different one for each of the munition types it has. +AHWBOMBARD_AIM_RANGE[0] For example, the number indicated in the brackets would be the number of tiles away distance, and after the = you'll see the amount of aim modified at that distance. I might need to make a few adjustments to improve its functionality in that regard, like an increased sight range once activated that's not relying on squadsight.
Character Template names are:
AHWAdvPraetorian
AHWAdvPraetorianLieutenant
AHWAdvPraetorianVanguard
AHWAdvPraetorianHazmat
AHWAdvPraetorianCaptain
AHWPraetorianSectopod
And the corpse is
CorpseAHWPraetorian
But wearable armors for customizing on soldiers? That would be great.
Glad ya's liking the new Praetoripod AI! A part of the reason for why FL 16 is the usual point where a lot of my boss-types spawn in, is because that's around the point where a lot of my campaigns tend to get the strongest units and weaponry coming online, usually the Templar Blenders, though it does depend a lot on what mods you're running.
As for adjusting the FL of my own mods to better suit your own campaign's settings, I'd say it's suggested, recommended, and encouraged, because there's plenty of other mods that could entirely change the experience.
I've changed their minimum FLs in my personal config, so it's not like a "I'm not using this anymore" issue.
The Praetorian Sectopod's AI has been rebuilt to be less predictible in its firing pattern, and also to prevent a bug where other mods were breaking its attack behavior and thus turning it into target practice.
--Resubbing. Let's see how this goes.