XCOM 2
Musashis RPG Overhaul
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Mordakai 23 Jun, 2020 @ 3:12am
Configurable Perk Selection
I was trying out RPGO recently, when I noticed that the Light Em Up perk that is offered by the Infantry tree isn't the same as how it is described on the google document detailing the available perks. After some further testing, Light Em Up as it works in LW2 does exist, but is unused. I was wondering if there was a way to configure RPGO to use the original version of Light Em Up. Sort of like providing a way to configure which variation of a particular perk can be used. I'm actually perfectly ok with restricting usage of Light Em Up to certain weaponry, but would still like the option to shoot and then move.
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bstar  [developer] 23 Jun, 2020 @ 3:18am 
Yes, you can switch out perks in XComRPG.ini. It's pretty self-explanatory. For more information, check out this thread: https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/1280477867/1762481957305827362/
Mordakai 23 Jun, 2020 @ 4:41pm 
Thanks for the help bstar. I did manage to figure it out, and it was self-explanatory - until I overestimated how much I actually needed to do. This was before I realised I could just change the configuration in the mod itself rather than making a dedicated mod for this.

I ended up applying these changes to the XComRPG.ini for the "Even More Specialisations" expansion for RPGO (since I usually play with a ton of additions for the mod because it's awesome):
[Infantry X2UniversalSoldierClassInfo]
-AbilitySlots=(AbilityType=(AbilityName="RpgTacticalSense"))
-AbilitySlots=(AbilityType=(AbilityName="Deadeye", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon))
-AbilitySlots=(AbilityType=(AbilityName="SurgicalPrecision"))
-AbilitySlots=(AbilityType=(AbilityName="RPGO_LightEmUp", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon))
-AbilitySlots=(AbilityType=(AbilityName="RpgAggression"))
-AbilitySlots=(AbilityType=(AbilityName="RapidFire", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon))
-AbilitySlots=(AbilityType=(AbilityName="KillEmAll", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon))

+AbilitySlots=(AbilityType=(AbilityName="RpgTacticalSense"))
+AbilitySlots=(AbilityType=(AbilityName="Deadeye", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon))
+AbilitySlots=(AbilityType=(AbilityName="SurgicalPrecision"))
+AbilitySlots=(AbilityType=(AbilityName="LW2WotC_LightEmUp", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon))
+AbilitySlots=(AbilityType=(AbilityName="RpgAggression"))
+AbilitySlots=(AbilityType=(AbilityName="RapidFire", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon))
+AbilitySlots=(AbilityType=(AbilityName="KillEmAll", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon))

This did achieve the intended result - sort of. I might someday make my own mod for this sort of thing, but this works for now as a stop-gap measure. I might also monkey around and see if I can get LW2WotC_LightEmUp to be mutually exclusive with RunNGun, because I'm fairly sure that can be easily achieved given how accessible the file itself is.
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