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报告翻译问题
The Flame Viper uses the base game Viper Bind Abilities (the tongue grab and the melee attack versions). The bind animations are included.
I tested it in my environment and both bind abilities work just fine. There's even a screenshot in the slideshow above where she is using the Bind Animation.
Maybe try to validate your game files since the animation is delivered in the base game files? I can't reproduce your issue so I don't have any other thoughts.
I fixed it locally. Looks like it works as expected after correcting the typo.
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Psionic Reaper loaded with Viper Rounds aimed at a Sectopod: Damage 7 - 9
Psionic Reaper loaded with Viper Rounds aimed at a Muton Destroyer: Damage 9 - 11
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I want to tinker with it a little more before deploying an update.
Thanks for the catch!
The Inferno rounds work right so far (no added damage to Flame vipers, purifiers, Mecs), but poison doesn't. So I can confirm what Snyax wrote below that poison damage isn't marked correctly. I'll test if fixing the typo works.
didnt test or anything but cant imagine that works right lol, anyway just felt like I needed to say something :)
Increase the SpawnWeight values for more frequent appearances, reduce them for less.
Thank you for the suggestions and taking the time to reply. Obviously it was a HUGE question, I really appreciate you pointing me in the right direction. And, again, thank you for the mods, they're all great. You're great! End of story.
I think 'where to start' might best begin with setting up the development environment. You need to know the workflow for creating, testing, and publishing mods before trying to mod the game. Here's a video that has the basics.
https://www.youtube.com/watch?v=Si0v_Fgsgdk
I'd probably just try a simple configuration mod. Something like my Loot Pinatas Mod that's just a config file.
I think the best advice is to read the actual game files. It will look like an alien language, but it will help you understand XCOM's class definitions. I can only write so much here, but developers on Discord can elaborate on why reading existing code is so helpful.
Hope that helps!
Quick question, if I may: if I wanted to get into modding XCOM 2, where would you recommend I start? Like, is it something only people with degrees in coding can do or do I just need to read a bunch of stuff online? I asked another modder and he told me to use the Discord and Reddits and ask for help (great advice) but I'm still not sure where to start. Learn Java? Get a book on editing Unreal inis? Pact with satan?
No pressure to answer, just looking for advice from established modders. Thank you for the reply, and again thank you for putting so much time and energy into these mods.
You should be able to build Inferno Rounds from the engineering screen (same place you build utility items like flash grenades) after completing a Flame Viper Autopsy. Inferno Rounds aren't a random reward from the Proving Grounds project like base game rounds because you need Dragon Rounds to build them.
The internal name is UtilityItem_AshInfernoRounds. If you don't see them in the engineering section or didn't get the pop-up indicating their availability after an autopsy, you can try to add them through the console.
I think it's because I started this mod mid-campaign because I didn't read the page because I'm an idiot but I'm not getting the inferno rounds when I roll new ammo. My fault, didn't read the page, but I'm wondering what the item ID is so I can try forcing them to spawn. Thanks again!
I created a German translation for this mod.
In case you want to add it to the mod, you can download the files here [drive.google.com].
There are mods that use this mod as a dependency. Maybe one of those is having an issue now?
To answer your question, yes I have the original 2017 build in my backup folder (which would have been the same version prior to the update). It really can't be published unless it was published as a completely new mod since it's the same publish ID. I could get the files to you one way or another if you think that would help? Happy to assist if I can.
Is there an old build somewhere?
The Flame Viper Mod will receive a small update soon (hopefully this weekend). There should be no issues with existing campaigns but if you've edited the config, you'll want to save your changes somewhere outside of the mod folder.
Change summary is posted in the discussions.
Enjoy!
Of course, I've never tested that!
Use this:
additem Corpse_AshFlameViper 9
The 9 in that command means 'add 9 corpses', so you can change it to whatever number you want.
Think that this is something that should be looked at. Seems the viper can attack through walls.
by any chance have you ported the Black Ice Codex in WoTC?
~\Program Files\Steam\steamapps\workshop\content\268500\1160638944\Config\XComAshFlameViper.ini
There are several variables you can tweak to make Unblockable Flame Viper Spit less brutal. I'd probably start with the Flame Spit's Radius (set them all to 3 instead 3,4,5). There are comments in the file for guidance.
Here's the link to the Warlock:
http://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1144417938
Glad you enjoy the Mods!