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报告翻译问题
Even when wearing predator armor (vanilla predator) the soldiers look like they are wearing regular kevlar/resistance ballistic armors.
I am not sure where to look for a solution to this... I like the armors from the above mentioned mod series for practical reasons, so I can live without this but it would add to immersion if they would show up.
I saw in the discussion on that mod that Unrestricted Customization was mentioned, but I have no idea what I should change / adjust.
Any idea what might be the reason?
Once in a campaign you can then utilise changing the appearance for each new armour equipped.
Your "pool" soldiers and your "campaign" soldiers are two different items. Adjustments made in the pool will not auto-update to any running campaigns (this is vanilla behaviour)
I like to save some characters for future campaigns. So I save their different armor customizations: kevlar and predator, sometimes warden and the others. Thus I end up with 2+ versions of the soldier in my character pool.
The problem is that very often when I get in the character pool, all versions of the soldier, or 2 out of 3, or similar, will show with the same armor. Kind of hard to explain, but for example: I'd save a soldier with their kevlar, predator and warden, and in the character pool I have two with kevlar and one with warden. Or two with predator and one with warden.
@Rusty Any possible insight into this? Thank you in advance.
This is because it makes changes to the SPARK script packages to allow them to also have the same unrestricted customisation features.
The new armour will copy the previous one, but from then on both will remember any changes independently.
If you want a previous armour to remember changes made to newer armours then you also want Progressive ON.
Equip Kevlar. Design Kevlar.
Equip Predator (new never before worn armour)
--> Global ON = Copy Kevlar.
--> Global OFF = Generate new Predator random appearance.
Design changes made with Predator on.
Equip Kevlar. (previously worn armour)
--> Progressive ON = Copy Current Predator style
--> Progressive OFF = Revert to previously 'stored' Kevlar style
Now, I've re-read your mod description and English is obviously not my first language, so I'm confused as to how those two statements differ : "retains armour-specific appearance" & "always updated to the current appearance". Both seem to state the same thing, in my mind, so I'm obviously not understanding what they mean. "Retains" and "current" (current as in, what my soldier is currently wearing) suggest, to me, that the armours appearance don't change when you buy an armour upgrade. Presently, in my game, when I buy a new armour, all my soldier's armour appearance are getting changed which bothers me a little, since I have to change them back all.
That is basically what the "post-ucr fix/restoration mod" does, by reinstalling the appearance store (and basic cosmetic options) to those units.
Sorry to say, but for that one functionality of the store its either have the store (including mods that utilise it, like Iridars Appearance Manger) or not have it (UCR). There is no midway point. :(
You can't have both UCR and the appearance store together. Well, not in the conventional way the store is used. UCR quit literally rips out the store (which is what ties cosmetics to armour pieces), so that the cosmetic can be used on any armour piece instead.
But if you're asking for "the mod that obliterates the appearance store for unrestricted clothing options" to work fully at the same time as "the mod that expands the appearance store in a multitude of ways" to have both functions together .... it's just not going to happen anymore than it already does. It's two conflicting states of the same thing.
you can't really the mods like that
Basically, when I untick the "Global Appearance" box in UCR's Mod Config Menu, I am unable to equip non-tier specific torsos on my characters without the loadout automatically switching to that armor. To illustrate what I mean, I have a character who has Kevlar Armor equipped but I want them to look like they are wearing the Wraith Torso. When I untick that box in the Mod Config Menu as I mentioned, the game refuses to let me equip the Wraith Torso without it also changing the character's loadout item to Wraith Armor!
If anyone knows of a fix, I will be really grateful!
The project doll house mod is currently a failure.
The user experience is extremely inconvenient, and the integration of many mod functions is causing a lot of 'damage' to the UI code.
There are frequent cases where it is not properly compatible with existing mods such as xskin. Even if this mod has problems, it has been loved for the longest time because it is intuitive, easy, and compatible.
This mod is still needed by all users and has room for further development.
I will say this:
after the last AML mod, things did improve a bit (its 25/5/2025) it did improve a bit, both loading the game and loading armour pieces.
AML added some streamlining features to mod loading / simplified the loading system for the mods.
But in this case I don't think RustyDios can do anything to improve the loading times , I think you would need some sort of large overhaul to the selection of mods to maybe do it and that point you might as well hope for X-COM 3.
this is my advice, take it or leave it:
- set the armour pieces you wanna use to the 'common' catagory, so you quicken things for yourself (it wont fix the loading time, but it will quicken your selecting time, so the percieved duration of time overall is reduced)
- reduce the quantity of customisation mods you want to use (best but most depressing one)
- if its too slow, just swap over to appearance manager, it was quickish for me.
And body usually have way more cosmetics than the other parts cause mods add variants and stuff
Although, I had the invisible body parts with UCR for a while with no issues until I enabled and tried out Project Dollhouse.
I misread unstable as stable, so k thought it was a few mods here and there, just reading project dollhouse comments set me straight.
Anyhow thanks.
By perchance do you guys have any clue why certain mods don't work on project dollhouse?
I have a decent variety of mods, some old some new so before I switch on dollhouse in two hours or so I'D like to know What are the typical attributes with the issues.
And if you ask, yeah i'm sacrificing my entire character pool.
Appearance Manager: Best option for tiered armour progressions. Built in Uniform Manager. Makes changes and fixes to the Character Pool UI. Can be used with a wide range of modded cosmetics. Made by the renowned Iridar (now 'retired'). Relatively bug-free.
UCR: Best option for one-soldier-one-appearance. Has copy&paste functions. Text Filtering/item Searching. Existed for ages. Works well with modded cosmetics, mixing and matching all parts equally. Relatively bug-free. Made by Me. (Final version on workshop, I can't bring myself to work on the mod anymore)
~~ I hope that was the summary you are looking for.
For all my time I have used appearance manager, due to reliability and usability and just the appeal (back then this mod did not exist) . Now that modders have created, in-built compatibility and what have you , it seems like appearance manager (for all its merits and reliability) seems a bit outdated.
Now I am looking into new customisation mods, I would like to ask:
the differences between :
Appearance manager v unrestricted v project dollhouse
I'm not asking for specifics, or grandiose details/information, just the views of people so I can make a informed decision. Cheers!
I highly recommend using the AML for playing modded xcom2.