XCOM 2
Stukovs War: Prototypes
8 kommentarer
RambelZambel 20 jan @ 9:18 
AMR Sniper Template has 2 x "BaseDamage" in its line
RambelZambel 6 jan @ 2:47 
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  [skapare] 5 jan @ 12:14 
yes indeed, i forgot that part on two weapons
RambelZambel 5 jan @ 12:10 
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  [skapare] 5 jan @ 11:33 
for a part it is intended ... but not for all. i will look into it
RambelZambel 5 jan @ 11:31 
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 @ 9:05 
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 @ 6:33 
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?