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Two posts down. Assume mods that don't say they're WoTC-compatible aren't. That's safest.
Disable Any Class
Seems that LWT mod breaks the damage spread on weapons, regardless of damage roulette being used.
This is second hand info l'm just passing it on:
For anyone that has a weapon mod, the Author needs to add the following line to the end of their weapon template.
defaultproperties
{
bShouldCreateDifficultyVariants = true}
Have fun playing and slaying!
Finally got it working.
I had a "," missing in the HitAndRun tree, and that previous post; i don't know why, but the Ranger needs the Sword skill to make the first rank work.
So the entire tree works now! :D if you want a Ranger based on the Assault class hit me up XD
Progress!
I put back the Sword slice skill and it let Corporal rank skills both work, now only HitAndRun doesn't work
Corporal Perks: Left: Shake it Off Right: Shadowstep
Seargent Perks: Left: Executioner Right: Blademaster
Lieutenant Perks: Left: Stick and Move Right: Implacable
Captain Perks: Left: Established Defenses Right: Staggering Shot
Major Perks: Left: Deep Reserves Right: Untouchable
Colonel Perks: Left: Rapid Fire Right: Reaper
Executioner is unselectable at the SGT Rank location, even w/ a fresh AWC retrain.
Swapped Corp and SGT ranks and then it makes Blademaster unselectable and auto-assigns Executioner to the class. Stick and Move has no issues (unable to test deeper down the tree)
I found an issue -
I switched around Flush and ZoneOfControl, and now Flush works in the left tree, but now ZoneOfControl is the one that gets duplicated/nulled.
Something buggy with the right tree? lol
I'm just a tinkerer though, not a modder, but let me test it on a save I have and see if i can duplicate and then correct it.
More to come.
Woops, sorry, Flush is one of the ones that don't work.
Squaddie is Run&Gun, Corporal is ZoneOfControl and Beags_Escalation_Flush, Sergeant is Harrier and Shredder/BlastPadding, Lieutenant is LightningHands and Beags_Escalation_HitAndRun.
These are the only ranks that cause trouble, Corporal's Flush gets replaced by Squaddie skill Run and Gun, but the display text says "None (Icon) Missing template for ability 'None', and the same for HitAndRun, replaced with a duplicate Shredder saying the same thing.
The other Escalation abilities work (Flush, + Lucubrations Infantry Harrier and Zone of Control, Sniper VPT).
I've put the Executioner Perk on both a Vanilla class and on the Sniper Class w/out any issues, so it should be possible. I did have an issue w/ Flush when adding it to the Rocketeer -- but that was tied to the 'Apply to' string as I had it referencing the Secondary Weapon instead of the Primary Weapon.
Are you cut/paste from Lucubrations source text, or typing it in fresh?
I changed around the Ranger's skills with stuff from Lucubrations soldier classes, word for word, syntax for syntax, but in-game, two skills "Beags_Escalation_Flush" and "Beags_Escalation_HitAndRun" are replaced with unselectable non-descriptive copies of the skill above them on the tree (ie. Flush becomes unselectable copy of Run and Gun, and HitAndRun becomes Blast Padding.
As an example, I replaced Conceal on my Rangers w/ the follownig:
(AbilityName="Beags_Escalation_Executioner", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon)
So my Rangers now have Executioner from the Escalation Perk set (Scout)
I like the Scout, but I tend to use it as an Assault, and not having R&G as Squaddie is weird, so I'd like to make my Ranger a pseudo-Assault by replacing some of their skills with ones from here.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=654431933
Mainly this is because l use Grimy's class rebalance which gives suppression as an ability to rifles / cannons already. But regardless the gunner's suppression perk should stand out more?
Thedeejnylv76 - I'm being kept pretty busy with RL stuff right now; work has picked up and I'm in the middle of moving cross country. Once things are more settled I might pick back up with Xcom 2 modding.
I kind of stopped working on the Escalation classes when Beagle took a break and reoriented on different content. I'm not planning on doing further work except for maintenance on the Escalation classes mod, specifically; I've got different projects and goals in mind for future mods.