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The others are disabled. That's not something that you can change per ini.
You might be able to add them to your inventory via console, but they'd not use ABB mechanics, so that's not recommended either.
ABB doesn't play nice with other mods that change classes or the research tree.
Let me refer to the Prerequisite section in the description:
"I will put this in simple terms: Do not use other class or item mods with ABB or you will likely mess up your game and are on your own."
Thanks in advance
It's a vanilla perk.
I quote:
Prerequisite is also the will to drop most other mods, as ABB is not exactly compatibiliy-friendly.
I will put this in simple terms: Do not use other class or item mods with ABB or you will likely mess up your game and are on your own.
This should also answer your question about RPGO :)
Might be worth adding a section regarding compatibility.
But I can deal with the missing text since I now know where I can find descriptions to the perks the attachments bring. Love the mods, great work, excited to see what happens further in ^^
For aim bonuses, you need a stock in ABB which will give you a new ability called "Stabilized Shot". Stabilized Shot uses two actions, but gets +5/+10/+15 aim.
Not sure why your text would be broken. ABB has text in it for english and for russian. Afaik you would get the english text if you use any other language that doesn't have a specific localisation in the mod.
Did I or is there actually no text for the attachment perks and the old attachment text broken? Or has that something to do with the language of the game?
ABChosen is maybe one that you could also drop. If you are new to War of the Chosen, you don't really need a mod yet that spruces up the Chosen. They do hold up very well in their vanilla state as well and ABChosen is something that you could leave for a later playthrough.
After the first mission of modded WotC with all the aforementioned mods plus more mods that added more classes, I did find myself overwhelmed. I decided to disable the mods that added more classes. I’ll follow your advice and not play with Better Barracks and AB Militia.
So, you would recommend playing with (in Veteran difficulty), for my first WotC playthrough (although again I am somewhat familiar with the vanilla XCOM 2), ABA, ABCampaign, ABChosen, and ABDLC? I was thinking just playing with A Better AI instead, but if you think those mods are viable for a first playthrough, I’ll go for it! I do like the enemy variants and AI improvements, as long as there are no new playable classes added to the game and not too many new weapons and utility items and such, as I find it a bit overwhelming.
ABMilitia is probably one to skip as well for now. It makes some parts of the game a lot more difficult and if you are new to WotC, you should probably keep the vanilla Militia for now.
ABAdvent, ABCampaign, ABChosen and ABDLC are perfectly viable for a first play though. Note the difference between ABCampaign and ABCampaign PLUS (use PLUS only if you increase your own squadsize).
I’m just wondering whether these mods, A Better Barracks in particular, changes the game too much or makes it too difficult? Planning to play on Veteran difficulty.
Do you mod a different game nowadays?
But to be clear, either one is perfectly fine.
That just wasn't a thing yet when i was still modding, that's why this page is referring to what was the default then.
Personally, i never really bothered too much with psi in the first place and basically skipped it. But i am sure there are psi reworks out there that are good. So I would put that as a question into the room for others to answer.
Opinions, anyone?
Ultimately use your own discretion, it's probably not going to cause technical issues. But as far as balancing and intent of ABB goes, it's too far away from the rest to gel in a satisfying way.
I kinda quite modding a while ago (Better Weaponry was an exception because i needed it for myself) else i would be all over that now. Alas, as it is now i don't have any plans of picking up the modding SDK (or XCOM2 itself, tbh) right now. If i ever were to in the future, i might actually go back to those templates and do something with them!
If i knew what i know today back then when i made ABB, i would've gone for a more modular approach, but that ship sadly has sailed.
Upgrade components are a thing you need to pay as costs for some research. You get it from enemy drops (most non-ADVENT aliens are able to drop these), but as a failsafe you can also break down a valuable Elerium Core to make components. Sacrificing one Core gives you either 2 Tier 2 Components or 2 Tier 3 Components.