Door Kickers 2

Door Kickers 2

PMC squad
Pilzquadrat  [developer] 17 Feb @ 2:31pm
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If an operative wears a helmet, he has some kind of mesh sticking out of his hand that resembles a machine gun bolt. This bug can be seen in one of the screenshots on the Nexus.
Last edited by Baga Valshtein; 26 Feb @ 4:35am
Pilzquadrat  [developer] 26 Feb @ 11:36am 
I tried to replicate it but couldn't. Can you post a screenshot?
I also checked the screenshots on Nexus, all I could find was this pic. If you mean this one, what you see sticking through the arm is the Mini Uzi secondary on a front sling. Kinda sad it overlaps but not related to the helmet, and nothing I can do about it :\
https://staticdelivery.nexusmods.com/mods/4184/images/33/33-1703453453-1188891773.jpeg
Last edited by Pilzquadrat; 26 Feb @ 11:37am
Originally posted by Pilzquadrat:
what you see sticking through the arm is the Mini Uzi secondary on a front sling. Kinda sad it overlaps but not related to the helmet, and nothing I can do about it :\
You're right, I misaligned the facts. Thank you for your response and your work!
Pilzquadrat  [developer] 27 Feb @ 4:55am 
Thanks for reporting anyways!
alex 28 Feb @ 8:34pm 
ig i'll just drop some gear oversights/quirks here:
+ Kestrel's APC9K (loud + suppressed) renders on back when holstered, and has 800ms draw + holster times; it's inherited from NWS ig
+ DMRs and MGs still use the "rifle" category in code, so they won't benefit from perks like commanding fire
+ all 7.62x51 weapons don't have access to the new 1.0 ammo types :(
+ the PKP has instant draw + holster, even though it's not the case for all the other MGs
+ the micro T2 isn't discounted by the CIA's T2, only the M68
Last edited by alex; 28 Feb @ 11:26pm
Pilzquadrat  [developer] 1 Mar @ 1:11am 
Thanks alex!
alex 1 Mar @ 2:40am 
Originally posted by Pilzquadrat:
Thanks alex!
:D
one more: ghosts don't have the Empty option for their big gear slot, so if ur to view said slot, there's nothing for you to click on :/
I believe the new update of which the QRF was updated / sorted broke existing PMC units, causing QRF units to not appear or be selectable. I have yet to find an improvised fix for it. Really sucks because this kneecaps existing PMC units and I got a really stacked unit and was collecting some Tour of Duty badges on one.
Pilzquadrat  [developer] 31 Mar @ 11:09am 
Originally posted by (head, eyes):
I believe the new update of which the QRF was updated / sorted broke existing PMC units, causing QRF units to not appear or be selectable. I have yet to find an improvised fix for it. Really sucks because this kneecaps existing PMC units and I got a really stacked unit and was collecting some Tour of Duty badges on one.
Yeah, sorry for the inconvenience, this was necessary to allow the Ghosts QRF more tactical depth.

I found a relatively easy fix for you:

Now to understand what to do, here's a short explanation of what change broke your squad:
Before the update, the QRF consisted of the following classes:
  • 8 troopers with class="Ghost"
  • 8 troopers with class="Ghost2"
After the update, the QRF consists of the following classes:
  • 4 troopers with class="PMC Ghost 1"
  • 4 troopers with class="PMC Ghost 2"
  • 4 troopers with class="PMC Ghost 3"
  • 4 troopers with class="PMC Ghost 4"

So to fix existing squads, you will need to rename the Ghosts classes in the file that stores your existing squads (roster.xml).
Here's how you do this:
  • Go to C:\Users\YOURUSER\AppData\Local\KillHouseGames\DoorKickers2
  • Find the file roster.xml and create a backup of it somewhere else (e.g. desktop), just in case you mess up
  • Open the original file called "roster.xml" with an editor (basic notepad works but it's a chore, I advise to use Notepad++)
  • Find your PMC squad by looking for an entry starting with <Squad unit="PMC"
  • There's an entry for every operator here. The list starts with the contractors (Nomad, Midas, ...), at the end of the list, you will find all the QRF troopers. There are 8 entries with <Trooper class="Ghost">, and 8 entries with <Trooper class="Ghost2">.
  • Find the 8 entries <Trooper class="Ghost">, and replace the first 4 of them with <Trooper class="PMC Ghost 1">, the second 4 of them with <Trooper class="PMC Ghost 2">
  • Find the 8 entries <Trooper class="Ghost2">, and replace the first 4 of them with <Trooper class="PMC Ghost 3">, the second 4 of them with <Trooper class="PMC Ghost 4">
  • Save the file.
That's it, start your game and your original troopers with their xp and rank will be transferred into the new squad structure successfully.

The portraits will not work properly on startup, but you can fix that easily by selecting "another" portrait in the equipment screen by clicking the left arrow (it will load the new files here, which are the identical images as before, but renamed).
If you'd like to avoid this, you can also directly edit the entry in roster.xml, but just selecting a "new" portrait ingame is probably easier to do.

Just for completeness sake, here's how to fix that in roster.xml:
The line portrait="data/textures/portraits/ghost1_p.dds needs to have a pmc_prefix added for the game to find the renamed files. So you rename it to portrait="data/textures/portraits/pmc_ghost1_p.dds
(if the file is called .../portraits/ghost2_p.dds you name it .../portraits/pmc_ghost2_p.dds and so on). But doing it ingame like described above works just fine.

If you have problems doing this, find me on dk2 discord dk2_mod_discussion and I'll help you doing it,
Last edited by Pilzquadrat; 31 Mar @ 11:18am
Originally posted by Pilzquadrat:
Originally posted by (head, eyes):
I believe the new update of which the QRF was updated / sorted broke existing PMC units, causing QRF units to not appear or be selectable. I have yet to find an improvised fix for it. Really sucks because this kneecaps existing PMC units and I got a really stacked unit and was collecting some Tour of Duty badges on one.
Yeah, sorry for the inconvenience, this was necessary to allow the Ghosts QRF more tactical depth.

I found a relatively easy fix for you:

Now to understand what to do, here's a short explanation of what change broke your squad:
Before the update, the QRF consisted of the following classes:
  • 8 troopers with class="Ghost"
  • 8 troopers with class="Ghost2"
After the update, the QRF consists of the following classes:
  • 4 troopers with class="PMC Ghost 1"
  • 4 troopers with class="PMC Ghost 2"
  • 4 troopers with class="PMC Ghost 3"
  • 4 troopers with class="PMC Ghost 4"

So to fix existing squads, you will need to rename the Ghosts classes in the file that stores your existing squads (roster.xml).
Here's how you do this:
  • Go to C:\Users\YOURUSER\AppData\Local\KillHouseGames\DoorKickers2
  • Find the file roster.xml and create a backup of it somewhere else (e.g. desktop), just in case you mess up
  • Open the original file called "roster.xml" with an editor (basic notepad works but it's a chore, I advise to use Notepad++)
  • Find your PMC squad by looking for an entry starting with <Squad unit="PMC"
  • There's an entry for every operator here. The list starts with the contractors (Nomad, Midas, ...), at the end of the list, you will find all the QRF troopers. There are 8 entries with <Trooper class="Ghost">, and 8 entries with <Trooper class="Ghost2">.
  • Find the 8 entries <Trooper class="Ghost">, and replace the first 4 of them with <Trooper class="PMC Ghost 1">, the second 4 of them with <Trooper class="PMC Ghost 2">
  • Find the 8 entries <Trooper class="Ghost2">, and replace the first 4 of them with <Trooper class="PMC Ghost 3">, the second 4 of them with <Trooper class="PMC Ghost 4">
  • Save the file.
That's it, start your game and your original troopers with their xp and rank will be transferred into the new squad structure successfully.

The portraits will not work properly on startup, but you can fix that easily by selecting "another" portrait in the equipment screen by clicking the left arrow (it will load the new files here, which are the identical images as before, but renamed).
If you'd like to avoid this, you can also directly edit the entry in roster.xml, but just selecting a "new" portrait ingame is probably easier to do.

Just for completeness sake, here's how to fix that in roster.xml:
The line portrait="data/textures/portraits/ghost1_p.dds needs to have a pmc_prefix added for the game to find the renamed files. So you rename it to portrait="data/textures/portraits/pmc_ghost1_p.dds
(if the file is called .../portraits/ghost2_p.dds you name it .../portraits/pmc_ghost2_p.dds and so on). But doing it ingame like described above works just fine.

If you have problems doing this, find me on dk2 discord dk2_mod_discussion and I'll help you doing it,

i love you
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