XCOM 2
Stukovs War: Prototypes
8 Komentar
RambelZambel 20 Jan @ 9:18am 
AMR Sniper Template has 2 x "BaseDamage" in its line
RambelZambel 6 Jan @ 2:47am 
great thx for the update,
i would suggest additonal weapons for this mod, the dead space wepons from Aquilio, special the
Javelin Gun with 2 fire modes(basicly a grenade shot for 3 ammo, and a mine shot triggered by movement) rly well made animations, and the rivet gun(shots nails, primary variant has a second fire mode)
Stukov81-T.TV  [pembuat] 5 Jan @ 12:14pm 
yes indeed, i forgot that part on two weapons
RambelZambel 5 Jan @ 12:10pm 
thx, i think its a template master thing, when not set to 2ap like with the gauss, im not sure, but think i had it with another weapon, set up with template master aswell
Stukov81-T.TV  [pembuat] 5 Jan @ 11:33am 
for a part it is intended ... but not for all. i will look into it
RambelZambel 5 Jan @ 11:31am 
is it intended that wepaons with sniper rife shot need just 1 ap for shooting?Except the Gauss i think, it uses iTypicalActionCost", V = "2")
or is the problem on my side?
LeyShade 3 Jan @ 9:05am 
Like the idea of this one. Will adapt it to our own version. Well thought out, and totally agree on really thematic use of the Fallout weapons. Great to see you still pursuing your path.
RambelZambel 3 Jan @ 6:33am 
special thanks, xskin is nice, but i want to play and not to reskin everytime(and choose with some, but still too many subbed ghost mods), and lootmod is unbalanced, are there more mods out like this? I like 1time weapons and different abilities. Currently i try to individualize my favourite weapons and add them to prototype armory. Balancing is a bit...
works with rescanning plus and so on?