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+BuildableItems=( \\
ItemName="PlatedVest", \\
TradingPostValue=15, \\
Tier=1, \\
RequiredTechs=("HybridMaterials"), \\
Cost=( \\
ResourceCosts=((ItemTemplateName="Supplies", Quantity=30)), \\
ArtifactCosts=((ItemTemplateName="CorpseAdventTrooper", Quantity=4)) \\
) \\
Thanks! I'll see if those work.
I'm trying to add these to the "ammo as weapon upgrade" mod, but I can't seem to figure out the naming used for these new ammo types. For instance I tried adding tiger rounds as;
"+AmmoNames=TigerRounds"
Did you use a different naming convention for your templates? I tried looking through the files with your mod but couldn't figure out the item naming. Thanks!
I will say that I just don't see Light 'em Up being very good. Tactician is insanely good, particularly since it combines with a stock, and the free overwatch from RfA is hard to beat. Either option basically means you can take a low-percentage shot without really risking much - you either guarantee some chip damage (potentially a LOT of chip damage if using a stock too) or you get another chance to pop them when they move next turn.
It should be fixed as soon as Steam cooperates.
Neither, I'm using the individual class mods.
Can anyone else confirm that the mod is working for them?
Tried that. Nothing.
@Col. Jack O'Neil: Most things in my mod are ini editable. Look at XComGameCore.ini and XComGameData_WeaponData.ini.
No problems though, I've already got a heavily modded game that makes it pretty tough
The Nanofiber Vest showed up just fine but I did not see any Hollow-Point Rounds. Flashbangs still required buying.
On the other hand I have some concerns about the balance if you combine the mods...
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=738751056&searchtext=Smoke+grants+concealment+