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Please double check if this bug in ModBuddy may apply to your mod to help modded X2 games run better.
@123Nick, My internal logic is that the class is trained to use their weapon and thus accustomed to it, If a sharpshoter tried to use an LMG, they would suffer a mobility malus in my head cannon.
MissionAboutToExpireHours=24
if i change that vale to '999', MissionAboutToExpireHours=999 (i am hoping perhaps the game will let me return from an old mission and still be able to engage in another mission that the mod did not let it to expire!
i am also checking out all x-com2 missions related .ini files to make it happen, but not changing too much elements to avoid creating bugs on 'Avatar' Project progress (being able to do so many missions). However, this would not even be a problem since [ Avatar Project Progress ]still advances even if succeded in my NON-alien-base-assault missions in difficult mode campaign.
Some players are dreaming about a new simple Mod that just adds one extra utility item slot (for example, making possible to select one more item.. like smoke grenade). Is a mod like this doable?
*(Clearing confusion) This Mod replaces or just adds new weapons?
From the few people who posted missing weapons, I think all of them had classmod, I wonder how it works.(or some other mod that changes who can equip what)
Military Camo Patterns, Evac All, Capnbubs Accessories, Restart mission, Classmod, Zomby's Semi Auto, Accurate Swords, XCOm Legion, Disable Timers, Free Camera Rotation, SMG pack, Muton Centurion, Leader Pack. Hope this helps :)
I keep getting incosistent bug reports and I don't know what to do about them since I'm currently playing with the gun, with no bugs(and i'm guessing most of the subscribers as well). I'm hoping that most of the errors are just patching or downloading gone wrong.
but the gun shouldn't have disappeared, from the ivnentory, what mods are you using?
So either keep using the invisa-gun or ignore the gun until you finish that campaign. It's all the advice I can give,
I don't feel very, what's the word, I don't know, humble, saying this but the mod has 1,162 Subscribers, Rate it what you think it needs to be rated. I'm not going to tell you what it needs to be rated, but I think it needs more than 27 ratings. :P
edit: just did a little test, won;t affect on-goign camaigns (ARGHHHHHHH), but new campaigns will have visible scopes.
@ Mulqueeny (EveryDayJesus) Thanks :D
This mod in my opinion is "code complete".
look I don't want to make even more invisible guns, it's fine.
the .uc is the uncompiled code, look for the stuff under the src folders, that stands for "source" or the source of the compiled code.
@gojira I disabled the scopes so that I could make the snipe rifle mod distinct, apperently the devs attached the particle effect to the gun's base. The guns becoming invisable is from me updating the models, but this is the last time, so they're safe now. Just wish this didn't adverse affect on-going campaigns. :/
I plan on re-adding them after I figure out how to make my own gameplay package for them, so that i can make a sniper rifle model that fires an assault rifle particle effect. that won't be for a very logn while though.