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Nahlásit problém s překladem
i was running starting spark
i now see my problem
If, as mentioned in my first post, if you use the Configure Upgrade Slots and assign 7 upgrade slots to each weapon, you can create some pretty OP weaponry.
In the Configure Upgrade Slots mod, adding the aforementioned lines into the XComUpgradeSlots .ini file in the config folder, you can equip all 7 prototype upgrades onto the ADVENT Mec SPARK Rifle.
The ADVENT Mec SPARK Rifle before the Beam research has only 3 slots and this increases to 4 on completion of the research.
In the main game, the Continent Bonus 'Armed To The Teeth' grants most primary weapons an additional upgrade slot as well as the respective Modular Weapons research, taking most primary weapons up to 6 upgrade slots using the all of the Superior upgrades with an restriction of using either the laser sight or scope, but not both.
Whereas, in the mod Weapons Upgrades Expanded (https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1159373456) , a naughty little perk with the prototype upgrades is that you can equip both a laser sight and scope onto a weapon, together with an expanded mag, hair trigger, repeater, stock and auto loader taking the total number of equippable upgrades up to a total of 7.
My question is in a similar theme to Flamew1ng's question.
I was having some issues adding upgrade slots to your mod weapon and I've done it via Musashi's Configure Upgrade Slots mod. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id= https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1171964288
Add the lines:
+SlotConfig = (TemplateName=ADVENTMecSPARKRifle, NumUpgradeSlots=x)
+SlotConfig = (TemplateName=ADVENTMecSPARKRifleBEAM, NumUpgradeSlots=x)
Where 'x' is the number of upgrade slots you want to add to the weapon.
Also, would it be possible to make this weapon compatible with weapon upgrades?
Makes me actually try to get SPARKS now :)
@Legion Prime Many thanks dude.