XCOM 2
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[WOTC] Build Item Class Requirements Begone
   
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22 mai 2023 la 19:26
15 mart. 2024 la 12:43
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[WOTC] Build Item Class Requirements Begone

În 1 colecție creată de Zelfana
Bugfixes by Zelfana
12 obiecte
Descriere
Overview
Removes soldier class requirements from items and their required techs.

Also adds the classes' squaddie loadout items as starting items.

Default config includes the vanilla classes Reaper, Skirmisher, Templar and SPARK, and modded class RM_Biotic.

Also explicitly added starting armor and weapons for the vanilla classes in config in case of mods changing their loadouts. The weapons are Vektor Rifle, Claymore, Kal-7 Bullpup, Ripjack, Shard Gauntlets, Autopistol, Heavy Autocannon, SPARK BIT.

Configuration
<Steam>\steamapps\workshop\content\268500\2979496634\Config\XComZelfClassRequirementsBegone.ini

Add more classes to be removed as required for items and to add their squaddie loadout items as starting items.

Specify more techs to remove class requirements from if automation doesn't catch them.

Can also specify more items to be added as starting items if a mod didn't do so for its starting tier item(s).

Compatibility
Safe to add or remove at any time.

Only removes the class requirement on affected items and techs and keeps other requirements intact. Any other mod also doing the same thing is okay.

Will add any missing starting items when added mid-campaign.

Shen's Last Gift is not required, SPARK items will just be skipped over if you don't have the DLC.

Companion mods
Be sure to also grab No Class Requirements For Breakthroughs to remove class requirements for breakthrough techs.

Psi Amps can be handled by Starting PsiAmps as a stand-alone mod. They do not have class requirements, that mod only removes Psionics research requirement from the conventional Psi Amp.

Obviously useful with any and all class mods that make use these normally class gated items.

Notes
This does not enable more classes being able to equip the items. Only the class requirements for building and upgrading items are removed.

Can be used by other mods as a dependency to remove these class requirements without needing to do it themselves.

Suggestions welcome as always.
14 comentarii
Boyrdee 11 iun. la 8:33 
lwotc
Danny - druws 19 iun. 2024 la 23:30 
@zelfana err thanks for help anyways and this plugin is very usefull
Danny - druws 19 iun. 2024 la 23:30 
@zelfana i play with long war of the chosen + mod jam and roster mods of mod jam
and other mods to ad dificulty enemies and that

i cant optain the gauntlets even if i use the console comand for it
Zelfana  [autor] 18 iun. 2024 la 4:38 
They normally unlock with Plated and Powered Armor research in Tygan's science research. I don't know if you have mods changing that but that's how they normally work. Either way, this is not a bug in this mod.
Danny - druws 17 iun. 2024 la 17:37 
@zelfana still without gauntlets
i already have the war armor and spectre armor
what armor research exacly i need do.
Zelfana  [autor] 17 iun. 2024 la 17:20 
Templar gauntlets unlock with armor research, not the usual melee weapon autopsy unlock.
Danny - druws 17 iun. 2024 la 16:16 
for some reason the gauntlets of templars dont appear on my tech rewards when i do the respective research

i already did the archon research and i cant see or build celestial gauntlets even using the console comand
? help since i have 3 templars that actualy do no damage no one x,d
HKR31 13 iun. 2023 la 15:43 
Ok thanks
Zelfana  [autor] 12 iun. 2023 la 16:03 
@ hassanrokhri31

That is normal with Covert Infiltration's default config. They intentionally only have deterrence values.

This mod does not touch those values at all. Or anything else except changing to starting items and class requirement for building.

There may be other mods that have infiltration config for those weapons like Weapon and Item Overhaul.
HKR31 12 iun. 2023 la 15:22 
Bullpups and Vektor Rifles are not receiving infiltration hours (Using Covert Infiltration)