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A few SMG-type weapons have similar remaps available, though I don't think the mod ships with any active by default. Any idea which one went missing there?
As an example, consider these lines:
; If you're using a stealth overhaul, make sure you uncomment these!
;+GIVE_ABILITIES=(TEMPLATE=WP_M11Pistol, ABILITY=XAaA_QuietOperation_LoreOnly)
The second line is safe to uncomment, but the first line should keep its semicolon as the game won't know what to do with it otherwise.
You can undo these changes by doing a search for any lines that contain "WP_GethSpitfire" in MEWO's XComWeaponSkinReplacer config, and removing all of them. That should revert it to its original, unmodified form.
I don't see the Geth Spitfire in my cannons. Slightly bummed out because I just built a Geth Prime with Allies Unknown and was ready to see that glory ensue.
You probably wouldn't want this overhaul running for such a setup, but there is a huge block of "+WEAPONS_TO_HIDE_KEEP_SCHEMATIC" lines in its WSR config that might be worth uncommenting and moving to a config of your own somewhere. That should prevent the actual weapons from appearing in-game, while hopefully still keeping the base models available to something like XSkin.
You can enable it in the config if you're using a mod that does make use of it, and you want a reminder in-game. (the stat change is always applied regardless)
To anybody following along, make sure you back up any changes you've made!
(note that it will cause issues if it does override everything -- we already include unique tables, and the weapon stats are balanced around those)
This is the bridge for Tesla's Rage Loot Mod. So now you get shinny mass effect weapons with custom attachments. What more do you want?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2914554063
Will put up changelogs in a bit.
(still on track for a Wednesday-evening release for the big update, for anyone curious)
(plan on doing some more testing before the upcoming release to see if I can isolate that)
now i don't get it
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2259748363&searchtext=custom+bridge
As a somewhat hacky workaround, you could manually copy the magnetic (and later beam) values into the conventional tier lines in this mod's WSR config. That won't give you individually-built items (the mod isn't set up for that), but would at least allow you to continue the campaign.
Please note that I plan on pushing out a big balancing update before next Thursday, so it may be worth waiting for that one before diving into the files. (updates overwrite local changes)