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Whatever mods you have that add items, armor pieces, or change the armory UI in any way stand a good chance of tripping over mine...or rather, mine will just fail as I built it to step aside rather than fight with other mods. (Nobody wins in those fights, so it's best to not engage. ;) )
At some point the devs changed how mods load and are marked for loading...and so unchecking them doesn't necessarily actually turn the mod(s) off. Check out /XComGame/Config/DefaultModOptions.ini and you may see that the mods are still listed as "active" even tho you've unchecked them. Delete em all (every line in that file) then load the game back up with them unchecked and you may get to see my mod working finally. Then you can activate mods one by one til you find the one that conflicts.
I hope that helps!
WOTC version is up! It's here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1215679398
This particular project will take me a while as the best way to do it is basically from scratch, keeping the UI elements I built but changing how everything's wired up under the hood.
To be honest, I miss having this for bog standard soldiers but don't really see much utility in it being used for the three new classes as, frankly, they have so few things to randomize, so I may explicitly omit implementing it for them. (That's where I currently am, but that may change.)
I have no timeline on this, but I am working on it in what little spare time I have.
So, if you have feature requests or change requests, now's the time to put them out to me because I'm in the design phase.
Only the best deserve honor
That said, you do you. :)
Is it possible that the character pool draws one unit multiple times?
Normally when you have for example "Martin Luther" in your character pool as only character and you set "CharacterPoolOnly" then you will get him in your first mission and then the game starts creating random soldiers.
But sometimes I would love to have multiple "Martin Luther"s. As long he has the same name he will only get drawn from the pool once. Even though I got him in the pool like ten times. Which is sad when you make a pool full of "Clone Trooper"s
You have any idea to encounter my problem?
Maybe you make it work!
Thanks for the quick and detailed answers, my lord
Potentially I could add code to read the mod's config file for prop names to ignore; that I can look into. I'll add it to the list. :) I'm about to dive into making the WOTC version which will require a really heavy refactor so that's on my plate first.
I meant parts which were taken from the generator for random characters before a fix would have been applied
If you know these Star Wars Species mods where you also get "Invisible Heads" or Alien Heads on normal human heads, you're done with live when this rolls randomly. Do you have any idea where I can pull this out of the randomizor? x)
Like specific armor props. Am looking for something like this
or face props etc
I'm not sure how I could make your feature in a satisfying way. Off the cuff, I could make a "Lock filters" checkbox that persists across the parent UI classes (Armory or the Character Pool) but that could get ugly. Maybe I could require it be turned on in the config file.
I'll give it some thought. :) Thanks for the suggestion!
is there any way of having some things in the options checked by default (like head / race and so on)?
Also, making it more complicated, sometimes custom VPs can straight up conflict with my mods for reasons I've never been able to determine. :\
So, I'm afraid, I'm still stuck on "Won't implement." Sorry for that.
Not a quick fix, that's for certain. Sorry I don't have better news.