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Excellent Mod, I'm really enjoying using it!
I seem to be having trouble getting attachents to be visible with a Utility Pistol. I'm not sure what I'm doing wrong. I have tried with Utility Slot Sidearms and then Utility Slot Sidearms Extended.
When I go to the Upgrade screen for a utility Pistol the weapon becomes invisible. I'm playing without LW2 or WOTC but with quite a few mods.
I'm probably being thick so hopefully it's something simple!
Thanks for the Mod!
An override file maybe smarter but i edited in a copy of the long war 2 XComClassData and replaced the secondary weapon for the gunner (knife) and the ranger (shotgun) with "pistol".
I did not play a mission but it is now equidable as a secondary weapon in the loadout screen.
To that end, I've been busy working on a new backend for E3245s Mega pack, which is mostly done. It will also be used for the Redux of this mod, which i'm currently working on.
;XComClassData LW2 override.
[LWS_Sharpshooter X2SoldierClassTemplate]
+AllowedWeapons=(SlotType=eInvSlot_SecondaryWeapon, WeaponType="pistol")
And what about the Tier 2 and Tier 3 in the mod? Unfortunately, I was not ready to get T-weapons in the game.
Is there Tier 1-3 pistols in the Vanilla game? Why is in the XComGame.ini this mod the entry Tier 2-3 = false? Is there a reason that only the Tier 1-3 guns are modifiable, but not the first standard pistol?
For Pistol-damage: Currently, the damage is 5 in the Ini files (3-5 in the game). If I change the value to 2, the damage value of the guns in the game changes to 1-3. The original pistols have 2-3 damage. How do I get this damage value set in the ini files?
I don't quite understand this mod, although I love their function.
Even if I put my gun "invisible" in the equipment manager (which goes), the added upgrades are not seen on the gun on the soldiers.
What can be the reason?
"Customizable Secondary Weapons" and "XComPistols_Enhanced" both fill different features that "Mod Everything" didn't cover.
So you can use both mods to round out missing secondary weapon features that Firaxis never implimented themselves.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=775863632
"Mod Everything" by default gives access to the attachment screen for secondary and armor slots, but you won't visually see any of the attachment changes. So yes "Mod Everything" is allowing for balance issues.
"XComPistols_Enhanced" is just a visual filler for the attachments for the default pistols when using "Mod Everything".
Now if you don't want to bork your game balance, but still want some of the attachment visuals. My config files allow you do front load attachment parts. There's a reference list in the "Features" thread.
So do me a huge favor and link me a screen shot of what's going on.
In fact I have several mods weapons, and certain guns do not appear and of other are displayed on the screen of the options.
Can your add the taking into account of others mods?
Plus, would XSkin compatibility be plausible?
I have no plans to rebuild someone eles work when they're still active, and only need to do a small update to wrap u a loose end.
Does somebody have the same problem?
The pulldown menu to select the weapon skin will show up in when you enter the upgrade screen.