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Many players ask for this, we need a mod that stops the automatic unequip.
So that soldiers mantain their equip and the player can decide their best equipment just once in the entire campaign (till you change mind, for example if you got a new kind of equip).
Since you have done this, maybe you're finally the modder that can do the opposite, disable the automatic unequip from the vanilla game + WOTC.
I'm really tired of clicking "Make Armor Available" "Make Weapons Available" "Make Utility Items Available" on all six soldiers, every single mission.
I can't even how this is how the base game works.
So is there a way to actually unequip the barracks now?
And now that I tried out "Unequip Barracks", it is just a huge relief! So useful. "Unequip Squad" certainly has its place also. Thank you, well done!
Any advice on this issue?
Hey RavePirate, I've implemented a "fix" for this. Problem is the bottom buttons refresh at the end of the squads walking forward animation and it directly calls the vanilla function - clearing the quick unequip buttons and adding the vanilla ones. Only way to stop that happenning would be to override the class and doing so would make this mod incompatible with others. Instead I've made the buttons refresh using my function after a short delay, so you will likely see the buttons flicker quickly between the vanilla ones and quick unequip but at least you won't have to reload the screen.
That limits what we can overwrite, or rather, it means we have to overwrite all listeners as well!
I was trying out the steam mobile app and I'm pretty mad with it now. It has "delete" it gray text next to commenters names, and if you tap it (in my case accidentally) it immediately and without confirmation deletes the comment, with no way (that I know of) to undo it. Really infuriating.
To try and answer your issue Demolisho, the unequip barracks button in the mod unequips all soldiers that aren't in the current squad, this includes wounded soldiers. You mentioned in the comment that got deleted that you thought you might be missing items - have you had a soldier die by any chance? If a soldier dies and you don't carry them to evac you lose their items. This could explain it, if that hasn't happened please let me know and I'll try to look into it further.
I've also moved all of the text to a localization file, if anyone is willing and able to translate to any of the localization languages please let me know.
A line of mods that also is not compatible are the ones that extend the selection to 8 soldiers. The one I'm looking at also extends UIScreenListener and does work together with the upgrade reminder.
I'm not sure that I can help in any way, but I will be tinkering a bit more :)
Looks like I have to check the original classes to see where this goed wrong.
What happens when all mods are run together is that only the first 6 soldiers have a selectable equipment screen. The upgrade icons do not show and after deselecting a soldier the list of soldiers does not show which soldiers are on the mission or not...
Whereas quick unequip alters the existing buttons on the UI. I don't think this can be done with a listener, though I could be wrong - I've not looked into their exact functionality yet.
I'm assuming upgrade reminder does not use a listener and overrides the existing UI, same as quick unequip, so they conflict.
As I said I don't currently know how to alter the existing buttons with a UI listener, or whether this is even possible. I'm currently working on another mod and will not be looking into this with any urgency, but if I do find out its possible and how to do this I will update the mod.
i know the "strip primary weapons" mod https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=618504171 works with "upgrade reminder". but i like this mod better, because why press 3 buttons when you can press one :)
This mod doesn't edit the existing buttons strings because these are used elsewhere - if you go to the armory and go to a soldiers load out, you'll see the original make available buttons in the bottom right.
Once I solve this issue I will update the mod to correctly use the localization file, until then sorry for the inconvenience.