Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Gender Bias
conflict
I would recommend using the Uniforms Manager mod for outfits instead. As for weapons I'm not entirely sure since the other mods I can find have comments suggesting they might not be compatible with LongWar or also have the random breakage issue.
Once WotC expac comes out, I might revisit this mod and do a complete rewrite.
Doesn't work. Meh.
630101688\Src\RetroactiveUpgrades\Classes
And open Retro_Weapons.uc with Notepad/Else
Change the slots number. Enjoy. Just be carefull : 5 slots is the absolute max I recommend, due to not having scrollbar for Mods.
After the latest patch, no proving ground project is needed(except armors).
Once you get the squad upgrades, the higher tier of conventional / mag weapons will be automatically added to your inventory. If you pick 'Sniper Rifle (Mag)' and get beam weapon upgrade, this weapon will automatically upgraded to 'Sniper Rifle (Beam)', remaining attachments.
But be noticed that if you don't have any squad upgrades, customized conventional weapons(weapons with attachment)'s model will be changed like vanilla.
As for Anarchy stuff not showing with the upgraded tiers; that's expected until I update the mod. Although I don't know how I can make this backwards compatible for people who dont have the dlc.
Thanks for taking time to reply! :)
This is the best "conventional/magnetic at higher tiers" mod I've seen.
Unfortunately I think they may have broken how armors and weapons are hidden when certain tech requirements are met. I've disabled that for now until they fix the issue, assuming it is a bug.
EXO armor and Spider armor is handled the same way as before, converting through the Proving Grounds.
PS. I have a feeling the resistance armor wont play nice if you dont have the mod. If someone can test that I would greatly appreciate it!
When I try to load up the game, I don't even get to the main menu before I get "Xcom 2 had to close" error message. If I disable this mod the game seems to boot up fine. (though obviously my saves are broken due to missing mod)
I had the feeling that a compilation was requested to keep modification in the .uc file.
I will try the mod you wrote, a wonderful idea ! :D
Thanks !
First, thanks for your mod, it's a real pleasure to play with old weapon's skins !!
And a little question : Is there an easy way to set a different number of upgrade slot for the new "old" weapons ?
I found the parameter in your Retro_Weapons.uc file but it might be something to do to apply this modification in dbase ? Maybe...
Thanks in advance !