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5. Last but not least, if you want to give any new abilities to your new item (like a stats boost), you would have to create a "X2Ability_*InsertItemNameHere*" which would specify the definition for the abilities. These abilities would then have to be applied to the item inside the X2Item_*InsertItemNameHere* via the line Template.Abilities.AddItem('*TheNameOfYourAbility*')
That is more or less a very basic tutorial on changing the equipment slot of weapons or just creating new items based on the original ones. Hope that answers your question. If it was a mod request, I'm sure that, by now, most of the secondary weapons have been converted into primary via some mod, so it's just a matter of looking for it ;)
3. Create a new item (X2Item_*InsertItemNameHere*) - Most of the code should just be copy/pasted, but with attention to any special properties or effects that need customization (such as the name of the item). To change the equpping slot, edit the line "Template.InventorySlot = eInvSlot_PrimaryWeapon" or "Template.InventorySlot = eInvSlot_PrimaryWeapon" to whichever slot you want the weapon to be equipped in.
4. That is the basic part. - Next, if you want to be thorough, you also need to provide Schematics for your item to be upgradeable via some form of research. The schematics for the default weapons can be found in "X2Item_DefaultSchematics.uc". Similarly to creating an item, most of this code can be copy/pasted, but make sure to provide the schematic with the same name for the item to upgrade as the name of your new item.
1. Get access to the XCOM 2 classes - Create a new Default Mod Template via ModBuddy, inside the Src folder, you will find all the classes that make up the game (more or less).
2. Find the source code for the weapon of interest - Among those classes there should be quite a few named "X2Item_Somethingsomething.uc" and one in particular "X2Item_DefaultWeapons.uc", that contains the definitions for all in-game weapons.
Either way, I hope this cosmetic bug is not too big of a deal - at least the mod is functional now :D
I really hope, you'll find a solution for your scout; it looks confusing, when she
has her "I hold a rifle"-stance
I use the "flsuh"-ability on an ADVENT-lancer, who was in cover and had no action points left.
He was hit, took one damage, moved out of cover, then charged one of my soldiers, who was about three tiles away and killed her with his stun baton.
I tried it again on a soldier, who also had no action points left; it was my turn after all. This one didn't even bother to leave cover. He shot cross the map to kill one of my soldiers.
All that means, that "flush" gives the enemy additional action points, which they can use for any action, just like the "refresh"-spell of our PSI-soldiers.
In my understanding "...forced to move" should mean, that they are forced to leave coverage and nothing more.
I've looked at the UnconventionalWarfare code as well and there doesn't seem to be any problem other than the fact that the author "forgot" all the available game classes in his mod, which I'm pretty sure would make the mod incompatible with any other mod that overwrites a class.
Either way, I hope this fix addresses the issue. In addition, the mod should now be compatible with literally any other mod, since no more overwritten classes or adjustments are done to the original skills.
I will look into why that conflict occurs and see if there's any fix asap ;)
There seems to be a conflict with another class mod:
My insurgent (grenadier with shotgun) has only one grenade to launch, but three ... I don't know what, because the description says "...missing all help txt..."