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A while ago I disabled all the additional class and weapon categories except for the Hunter Rifle. Than I found it had no ammo for the vanilla classes. Was that disabled for them or did I skip something in the .ini files?
There are other classes which are better, the health thing might be because I borrowed some stuff from the code of the LW2 classes mod when making this one.
Any idea what could be causing the issue?
I seem to have Both Barrels from the beginning with my Scouts, however you have put that ability in their tree so I'm assuming this was an oversight/unintentional.
+SawedOffShotgun_CONVENTIONAL_INCLUDEDABILITIES = BothBarrels
Perhaps the above line needs to be removed/commented out in the XComGameData_WeaponData.ini file included in the [WOTC] LW2 Secondary Weapons mod? Or maybe add that file to your mod and adjust it internally?
Outside of the mobility boost the SMG is a literal worse weapon compared to the assault rifle, I loved the model so much though I wanted to find a way to make them useful which was basically to not let a class use assault rifles instead.
Anyways they can be enabled for other classes in the class data, similar deal to letting classes use the LW2 weapons.
A gremlin with a useful scanning protocol would be fitting for a Tactician also, with long, short range hacking but don't make it into a specialist. Squad-sight, long-watch and sentinel as well in the GTS for a Tactician, not all just suggestions. Ever Vigilant, Lone Wolf would be good GTS skills. If the Tactician could make the Chosen visible, but that may require stealth. Lastly, a Tactician would have some type of situational or combat awareness and maybe an enhanced overwatch but balanced.
I'm under the impression that changing;
Template.WeaponCat = 'rifle'
to
Template.WeaponCat = 'smg'
is all that you've changed in your version of the X2Item_SMGWeapon.uc that is in this mod.
If I made the same change in the aforementioned Weapon Tier Overhaul mod would that make it work with this mod?
Sorry if that seems like a dumb question but I'd really like to use this class mod but don't want to have to drop Weapon Tier Overhaul either.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1275622993
I'm specifically talking about the changes you've made to SMG's being their own weapon type as that mod adds Laser and Coil SMG's and obviously requires the SMG pack if I want them included in the new Tier system.
But there are like a lot of lines to replace, hence the tedious part.
You need to use the Mod editor though of course.
Maybe I'll make it a later update
I wouldn't try it even though their now in different weapon categories I feel like because the mod has a lot of the same names in the files that they wouldn't be compatible.
If you do so you gotta make sure you enable your class or whatever to be able to use SMG's via the Class Data.ini.
The last thing to do is make sure the game knows about the new weapon categories, for example my mod has it in XcomGameData.ini like this.
[XComGame.X2ItemTemplateManager]
+WeaponCategories = "smg"
+WeaponCategories = "crossbow"
+WeaponCategories = "hunterrifle"
Also the 3 bonus skills can show up on the vanilla classes as well.
This mod is meant to be used alongside the vanilla ones, this would be a really ♥♥♥♥♥♥ class replacer.
Alien Hunters required for Crossbow.