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https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1124840874
I've got a rough version of my class pack working (with 2 class trees and no LWPP perks) which seems to work fine so far so what I might do is salvage some of the LWPP perks into that and focus on making the 2 trees as good as possible. Hopefully some integration will come along at some point to resupport 3 trees with WotC, even if its not the LW version (I know there was one for vanilla made).
Sorry for my bad english, I wrote this with the google translator.
ShadowFireRS, IronResolveRS, HiddenPotentialRS, FocusedFireRS, CombatVigilanceRS, LethalityRS, ShakeItOffRS, IncognitoRS, RapidResponseRS, OverclockRS.
What you could do if you wanted was make your own class mod (its not too hard to do a simple one) and then just assign it perks from other mods you like and then you could give it a custom GTS.
https://www.reddit.com/r/xcom2mods/comments/44jyzv/stepbystep_how_to_make_a_simple_class_mod_complete/
I'm wondering if you know if it's possible to reassign GTS perks to a different class just through the ini's or is it part of the code writen into a mod that can't be messed with?
I've been having a lot of fun modifying classes since you enlightened me in how to swap out skills and I appreciate that greatly! The reason I'm asking is because I took a mod class that was pretty useless and mixed and matched abilities from about 7 or 8 different mods to come up with something I like. However, it has an equally useless GTS skill.
Do you know if it's possible to reassign em through ini edits? Thanks for all your help!
can i use aba 2 without having too weak soilders?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1113737016
Current Changes (to this version):
-Storm Position now has an ammo cost
-Survivalist Icon now reimported to fix weird blue on border
-Survivalist charge perks now have a configurable ammo cost (by default it is 0 for sword/pistol)
-Ability Tags added (Credit to shiremct for helping me with this) so you wont have to manually edit your changes from the config file into the localization, the game will now generate the new info.
-Following Skills can now be aquired via the AWC: First Aider, Hip Fire, Mark Target
You must have hit enter by mistake, which causes the game to unable to recognise any abilities under it.
Sincerily, thank you for all your help!
I'm curious if abilities can be swapped out for a different ability via the ini by changing the name of it in the, "(AbilityName="*****", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon)? As long as applied to the proper InvSlot of course. Not sure if you'd know seeing as I'm sure you use something like SDK for making your classes, but it won't be hard to test. If so that'll make it super easy to make some custom classes or change up some that I feel could be just a hair different. Thanks though for all your help. You rock!
If anyone is new to editing .ini's & .int's these would be excellent for learning the ropes I think. High quality and very well done.
So, every rank a Psi soldier goes up there's the stat like;
StatType=eStat_PsiOffense,StatAmount=5,RandStatAmount=10,CapStatAmount=100
I'm just wondering if I understand this correctly. Psi offense goes up a guaranteed 5 + a random amount up to 10 and can't go over 100... Is that right? And if that's the case, can I set the CapStatAmount higher as long as I set it the same on every rank? Say, like 120?
I basically NEVER use Psi soldiers so I'm pretty Noobish in that department. Thanks in advance!