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https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1124794449
It's deaconivory
I'm using both mods and they work fine together. This one's a keeper for me.
Both have disclaimers saying they may not work with other mods that change the rapid fire and chain shot abilities, which is what I'm wondering about. Thanks.
He has bluescreen rounds equipped which, as it turns out, are enough to one-shot the mech anyway, making chain shot unnecessary, so maybe the freeze is caused by a successful hit trying to trigger a second hit which is not possible because the target is dead. Implaccable would also be triggered, if that matters.
I loaded an earlier mission and chain shot worked fine on a target that I had to shoot twice. I also disabled this mod and chain shot worked fine, killing the mech on the first hit then triggering implaccable and putting chain shot on cooldown.
As I mention above, this mod doesn't use class overrides, which should minimize room for conflict. It does use a Custom version of the X2Action_EnterCover to change the post shot comment. The main thing it does is update the rapidfire/chainshot 1/2 abilities after they are created. It changes their targetting style & cinematic camera to the standard cameras used by a normal shot, as they used pre the March patch. It also changes their Visualisation function to a custom one to handle getting rid of the return of overhead bewteen shots, and to use my custom X2Action_EnterCoverCRF . I also update the Grimy's loot mod versions of the rapidfire abilities if they exist. Overall the latest version is also coded to much more gracefully handle if things aren't as it expects. As to a specific discussion list, I'll consider it if this general Comments gets too busy
Grimy has reimplemented the first ability, to add the limited use logic, but it still triggers the original trigger ability.
My code which makes the post shot comment relate to both shots, not just the second, "looks back in time" to find the result of the first shot. This fails into an infinite loop when it can't find a previous shot by the normal "RapdFire" or "ChainShot" abilities, since it really triggered from "GrimyRapidFireOne" (or Two or Three).
I'll add Grimy's alternate versions into the list of things it's looking for, and also to gracefully handle if it can't find anything incase there are other similar mods out there, and just respond according to the second shot.
I'll see if I can look into it anyway.
I did this twice in a row: same sequence, same turn, same game lockup.
I then disabled this mod. Performing the same sequence yielded different results this time (whic is odd b/c the RNG is supposed to be constant across game loads) and the game did not lock up. For now, I'm leaving this off. I'll report back if I experience this issue again without the mod.
*Rest of squad is sitting there wide-eyed*
Specialist: "...remind me not to piss her off."
Oh, the damage message pops up right after the cinematic animation so u still get the info. I just don't like them spoiling my screenshots.
Btw, do u think it would be possible to create a mod which allows to switch to 1st person camera view when targeting/shooting ?
For best looking cinematics I can recommend the 'Clean Cinematics' mod which delays the damage massage popup (yellow 13 label in screenshot here) until after the shot animation.
Hopefully those 2 will work together.