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But when you use your blood counts as a hurt soldier even if you regen your hp back at the final. So any mission with them you can't do a perfect mission.
+AllowedWeapons=(SlotType=eInvSlot_SecondaryWeapon, WeaponType="psiamp")
It'll allow you to equip a Psi-Amp, and from there, you'll be able to equip the Secondary Psi-Gauntlets again.
for gauntlets, ripjacks and psimelee, there's a right gauntlet and a left gauntlet. the second one is mostly just cosmetic. The axe from Alien Hunters DLC is also paired - the main axe + the thrown axe.
At least the issue has been found! And I learned something new about UniqueEquip categories and PairedWeaponTemplates :)
Mitzruti - lifesaver.
As it turns out Psionics Ex Machina AND Psionic Implants both have the "UniqueEquipCategories" tags enabled by default, and after taking some Tipex to those lines it seems to work fine. Thanks so much!
So yeah not sure if it is just me or part of the unending chain, but Psionics Ex Machine and Psionic Implants seem to not be nice to this mod without some tinkering. Ta once more.
Ah, smol brain moment on my part regarding the weapons there. Oops.
The only mods I can think of that'll mess with the gauntlets are Psionic Melee (which is listed here, so unlikely), Dedicated Pistol Slot (which doesn't allow Gauntlets but it DOES allow Psi Amps), and Psionics Ex Machina (with which I also have Gem Gauntlets addon for PeM).
I'm not sure what you mean by paired weapons tho, what's the other one that gets equipped, Psi Amps?
As for the UniqueEquipCategories, is that a thing I can edit somewhat easily in the .inis to switch off or is that beyond simple tampering?
These questions are open to anyone who knows the answers btw, don't wanna bombard anyone. Thanks for any possible help!
The Templar's primary gauntlets and the secondary gauntlets that Occultist uses are already completely different items with different weapon cats etc etc.
However, they are both paired weapons which means when you equip one, you essentially equip two items at once. The error you get suggests that something has added a UniqueEquipCategories restriction to gauntlet or replace_psiamp a soldier can have equipped, and it's detecting the offhand one and therefore preventing swapping the primary one.
possibly something that might be enabling equipping them somewhere other that their normal slots?
So, as it turns out, upon gaining the Tempest Gauntlets, my Occultist loses the ability to equip Gauntlets altogether - old and new. It gives the "MAX 1 UNKNOWN WEAPON" thing again, and as the mod's key skills are dependent on them, it basically renders the class unusable. The only thing I can think of that'll mess with this system is the Long War 2 class mod (not Long War 2 itself though, I'm not using that). Is there a workaround to restore the weapons? I've even tried a little .ini skullduggery and got nowhere.
And an off suggestion; it might be an idea to have a mod-specific version of the Shard Gauntlets that are completely independent so they can't break, like how the Biotic mod adds Biotic Implants which are just Psi but different. Not that I know how hard that is.
The mod seems great so far but I can't kneecap my Templars for one class. Any help would be appreciated.
In this case: 2765677679
There's also no warning indicator for which tiles are cursed when you hover over them. I think if possible there should be a warning indicator added when trying to walk over it like with poison and fire etc.
My mechanic and occultist classes also get no nicknames at sergeant rank. An oversight or bug? All other classes get nicknames just fine.
Side note, if I wanted to add another skill/rank, is it as simple as copying the format and doing another row in classdata? I'm in LWOTC so technically it's missing a rank