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报告翻译问题
Hi. There is a minor typo in the config XComPistolSlot.ini:
+ADD_SLOT=(SOLDIER_CLASS+"WOTC_APA_Phalanx", WEAPON_CAT="combatknife", ALLOW_EMPTY=true)
I believe it should be:
+ADD_SLOT=(SOLDIER_CLASS="WOTC_APA_Phalanx", WEAPON_CAT="combatknife", ALLOW_EMPTY=true)
If you could update the config it would be great. Thanks.
I tried moving travel light first in the config as well, but that didn't work either.
[code]+ADD_SLOT=(SOLDIER_CLASS="WOTC_APA_FieldSupport", WEAPON_CAT="pistol", ALLOW_EMPTY=true)
...
+ADD_SLOT=(SOLDIER_CLASS="WOTC_APA_FieldSupport", TEMPLATE_NAME="CrystallizedMeld", ALLOW_EMPTY=true)[/code]
I've only excluded the line related to the Claymore.
Could you please (briefly) elaborate on the overwrites ?
The features of your mod here look very good to me, but I could probably live without them if I can keep :
- Vanilla specialist classes as they are
- using [WOTC] Dedicated Pistol Slot 2.0
Again, your time and advice is appreciated.
PS: I don't expect you to go out of your way for a single player like me, but I've painstakingly built my mod list around not using the "new" Vanilla reapers, and hopefully I can keep it that way, to save me time and frustration.
Is there still a way to play :
- with a dedicated pistol slot
- with the "Phalanx" class
- without the aforementioned changes to the vanilla specialist classes ?
Thank you for your advice.
(2/2)
are the :
- [WOTC] Proficiency Class Plugin: Reaper
- [WOTC] Proficiency Class Plugin: Skirmisher
hard requirements to this mod ?
I (strongly) dislike the changes the mods above introduce to the vanilla classes, and would like to avoid them.
Please do not take as a critic to your work, which I otherwise admire and respect, but personal preference.
(1/2)
after removing all travel light in the files of the mod it works. no more strange weapon selection . an interesting point: with activated travel light the whole game speed was ok. without it is faster than before. maybe a side effect from my heavy modlist.
1. Using a UBGL grenade pack from Iridar's underbarrel mod in the slot removes your ability to throw regular grenades in your utility slots(You can equip regular grenades but they won't show up in mission).
2. As the campaign went on I've had more and more empty items show up in the list. Not the "Travel light" thing(Although at some point I've had two of those) but just empty entries. I think it may be related to using "Unequip Barracks". I was playing with prototype armory/covert infiltration if that's relevant.
I just launched two new campaigns, with and without this mod : with the mod activated, my combat knifes are duplicated, but without there's no duplication.