ติดตั้ง Steam
เข้าสู่ระบบ
|
ภาษา
简体中文 (จีนตัวย่อ)
繁體中文 (จีนตัวเต็ม)
日本語 (ญี่ปุ่น)
한국어 (เกาหลี)
български (บัลแกเรีย)
Čeština (เช็ก)
Dansk (เดนมาร์ก)
Deutsch (เยอรมัน)
English (อังกฤษ)
Español - España (สเปน)
Español - Latinoamérica (สเปน - ลาตินอเมริกา)
Ελληνικά (กรีก)
Français (ฝรั่งเศส)
Italiano (อิตาลี)
Bahasa Indonesia (อินโดนีเซีย)
Magyar (ฮังการี)
Nederlands (ดัตช์)
Norsk (นอร์เวย์)
Polski (โปแลนด์)
Português (โปรตุเกส - โปรตุเกส)
Português - Brasil (โปรตุเกส - บราซิล)
Română (โรมาเนีย)
Русский (รัสเซีย)
Suomi (ฟินแลนด์)
Svenska (สวีเดน)
Türkçe (ตุรกี)
Tiếng Việt (เวียดนาม)
Українська (ยูเครน)
รายงานปัญหาเกี่ยวกับการแปลภาษา
I think the dedicated pistol slot was not compatible for my mod-setup.. so this is looking like an alternative
Оружие из первого списка работает сразу, делать ничего не нужно, только в Mod Config Menu поставить крестики.
Оружие из второго списка работает если отредактировать конфиги чтобы нужные для их использования способности выдавались бойцам автоматически.
@ALEXX
Заходите в дискорд, участвуйте в обсуждении:
https://discord.gg/mgZ5khh
Для русскоговорящих есть отдельный канал.
I allowed the claymore and edited the files you commented on, however, the game still doesn't allow me to use the claymores in the utility slots
I can work a little with mods, but not much... I have very basic knowledge, and I believe that this claymore issue must be beyond my capabilities XDXDXD
my plans were to be able to replicate a Starcraft 2 character, Croocked Sam... in the game, he uses 2 pistols and a detonation charge... I believe that the claymore was the most similar to these detonation charges, but, unfortunately mine limitations frustrate me
XDXDXDXD
Anyway, I really appreciate your help and attention... I simply love your mods, that's why I have more than a dozen of them that I use XDXDXD
You need three things:
1. Allow equipping the utility Claymore via MCM.
2. Uncomment two lines related to Claymores in this mod's XComTemplateEditor.ini
3. Uncomment three lines related to Claymores in this mod's XComAbilityToSlotReassignment.ini
This is enough for any soldier to be able to equip and throw utility Claymores. If you can't do that, you have a mod conflict.
The only ability required to use the Claymore in tactical is "ThrowClaymore". Claymore abilities that come from soldier classes can be technically mapped to a utility slot and the claymore weapon category, but I don't see why you would want to have soldier class abilities for a utility item they may or may not have.
> how do you know by what name the specific perk is referenced in the game codes?
https://www.reddit.com/r/xcom2mods/wiki/index/template_names
I had already read the description but I still have 2 questions:
1. I checked the option in the mod menu to allow the claymore to be used by my soldier, however, it did not appear for me in the utility slot. I believe I need the settings you mentioned in the description and here comes my second question.
2. The claymore perks that are usable in missions are varied, and I wanted to know if I would have to link all of them to claymore, or just the claymore launch perk. And another thing... how do you know by what name the specific perk is referenced in the game codes?
I really appreciate your attention and patience XD
Configure this mod to allow for utility slot claymores. Read this mod's description for instructions.
i want to build a soldier with akimbo perks and claymore perks, but, i cant use 2 pistols with the claymore
how can i do this?
I wanted to equip his Holotargeter in the now blank Pistol slot using Open Class Weapon Restrictions Config, but none of my changes to the .ini file made it appear. I gave up and decided I'll try this mod instead, even though it's an unfortunate waste of a Utility slot and that soldier's Pistol slot is now empty and useless, but even this mod isn't working for me.
I checked "Holotargeter" under Mod Configuration Menu and have all the listed required mods installed. I use XCOM AML.
2. Ты может про конфиг? .ini файлы это конфиг, не код. Код это .uc файлы, но в готовых модах они только для общей информации, так сказать. Функциональный код мода находится в .u файлах, и его менять можно только через перекомпиляцию с помощью моддерских инструментов.
1. Аааааааа -.- я ведь про это даже думал в процессе, но забыл туда ткнуть -.- Плохо быть тупым и невнимательным -) Спасибо огромное!
1. Убери галочку "Запретить классовое оружие" в Mod Config Menu.
2. "Переписывание кода" без перекомпиляции - пустая трата времени.
> is there a way to forcefully start with the Warlock's Crown right off the bat, so I can use it as alt Psi Amp, or will this involve the other mod, not this one?
The other mod. Easiest way would be to just give yourself it via console.
I have 3 Tier Weapons added so I can use reg weapons or Plasma weapons, regardless of the Tier, however this does allow me to use the Psi Amp, but it defaults itself back to the Psi Amp itself and not the Underlay Psi Amp.
Mods like I have, tend to break things like this, I'm afraid.
As far as equipping Psi Amps, it doesn't make a difference.
Everything with the exception of Psi Amp works in the utility slot, however I did notice this in the Default Config, were the Psi Amp doesn't have a string attracted to it
Exp: +WeaponCategorySets = (WeaponCategorySetName = "Claymores", WeaponCategories = ("claymore"))
(Link): https://ibb.co/Sn0Pxvh
All other weapons have the "WeaponCategorySets" in the config with the exception of the Psi Amp, as you can see here, I have not edited anything, this is right out the box, should I be added anything here?.
So I've looked into a possible Mod Conflict on my end and after uninstalling everything, with the exception of required mods for this one & No More Psi Amps & a few cosmetic mods (Such as yours) and I am still yet to be able to equip the Psi Underlay, even on basic classes.
So I'm really not sure what is causing this on my end, regardless of the outcome of this, I still thank you for helping me o7
I tested and had no issues equipping a psi underlay into a utility slot with this mod. Look for a mod conflict on your end.
As you can see if the pic (If you checked) the Check Boxs are X inside them allowing me to use them, including disabling what you mentioned. (I have also done vice versa just to be sure)
Also I'll mention that inside the Config were I have to attach some abilities to them, I have done was needed to be done by removing the ";" and allowing it to be enabled, as exp:
+MandatoryAbilities = (AbilityName = "Soulfire", WeaponCategorySetName = "PsiAmpLike")
The last thing I can tried and was to set the: DISALLOW_CLASS_WEAPONS = true (to False) in the Config itself, rather then the MCM (even if that does the same thing) and it did nothing.
I Checked in a new campaign and the same thing happens
Check if it works in a new campaign. Disabling the mod mid campaign making items disappear is not surprising.