XCOM 2
Strategy Overhaul Bridge: WOTC_TLP_3_Weapons
28 条留言
Crazy_eyed1  [作者] 3 月 16 日 下午 2:39 
@mirdini the sniper update should be live please let me know if it worked
Mirdini 3 月 15 日 上午 5:23 
Edit: I was off by one in my earlier comment, the other wrong-tech sniper entry is actually on line (72-)73, not (71-)72.
Mirdini 3 月 15 日 上午 5:02 
And to be clear, thanks for responding/still updating the mod! Really appreciate it.
Mirdini 3 月 15 日 上午 5:01 
@Crazy_eyed1 as a follow-up, I got to mag tech in my campaign and noticed that T2 sniper rifles are unlocking at Magnetized Weapons, rather than Gauss which is supposed to be their unlocking tech.

You need to adapt lines (31-)32 and (71-)72:
[TLP_V_Sniper_MG X2WeaponTemplate]
Requirements=(RequiredTechs[0]="MagnetizedWeapons", RequiredEngineeringScore=10, bVisibleIfPersonnelGatesNotMet=true)

[TLP_V_2_SniperRifle_MG X2WeaponTemplate]
Requirements=(RequiredTechs[0]="MagnetizedWeapons", RequiredEngineeringScore=10, bVisibleIfPersonnelGatesNotMet=true)

to read "GaussWeapons" instead if you weren't intending that.
Crazy_eyed1  [作者] 3 月 6 日 下午 2:50 
@mirdini The below fixes were made but the update failed to publish hoping to resolve soon.
Mirdini 2 月 23 日 下午 8:01 
@Crazy_eyed1 it's on Line 60 of XcomWeaponTuning.ini (below what it looks like before correction, which is what Gguy posted):

[TLP_V_2_Shotgun_BM X2WeaponTemplate
Requirements=(

You are also still missing an "R" from Line 53, which I think was last reported in the comment on 1. December 2021:
[TLP_V_2_AssaultRifle_BM X2WeaponTemplate]
equirements=(

Just ran into this myself, the missing closed bracket means the magnetic T2 shotgun is always buildable from the start of the campaign, or the Assault Rifle is if only that one is corrected.
Crazy_eyed1  [作者] 2024 年 8 月 10 日 上午 9:57 
@Gguy are you able to tell me what line that is on in the config cause I am not seeing anything missing in my files.
Gguy 2024 年 8 月 7 日 上午 2:51 
Right after "WeaponTemplate"
Gguy 2024 年 8 月 7 日 上午 2:51 
I'd just like to let you know you forgot to write a " ] " in the following o the XcomWeaponTuning:

[TLP_V_2_Shotgun_MG X2WeaponTemplate]
Requirements=(RequiredTechs[0]="MagnetizedWeapons", RequiredEngineeringScore=10, bVisibleIfPersonnelGatesNotMet=true)
Cost=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=13), ResourceCosts[1]=(ItemTemplateName="AlienAlloy", Quantity=2))
Gguy 2024 年 8 月 6 日 下午 6:30 
If you're gonna use these, I suggest opening up the localization files for the original 3 mods and fixing up some grammar in there. Personally (since I edited the original mod to disable non-tier appropriate versions) I also removed the (T#) in each gun's name.
RustyDios 2023 年 6 月 5 日 下午 5:56 
Yes.
Delta 2023 年 6 月 5 日 下午 5:08 
do we need covert infiltration for this?
Who 2022 年 6 月 22 日 下午 11:38 
Thank you for the response! Uninstalled the weapon overhaul due to an incompatibility (still not sure what with yet), but when I reinstall it I'll try this with the submod
RustyDios 2022 年 6 月 22 日 下午 10:57 
Possibly if the template names for the All-in-One are kept the same between versions
Who 2022 年 6 月 22 日 下午 9:05 
Will this work if instead of the separate mods listed in the required items we use the all in one TLP submod for the weapons and items overhaul?
Crazy_eyed1  [作者] 2021 年 11 月 30 日 下午 7:19 
Thanks, update with the fix is now live
PSY 2021 年 11 月 30 日 下午 5:00 
Heads up to author or anyone using this.

XComWeaponTuning.ini has some mistakes in the code.
Line 53, missing R
Line 56, missing ]

I'm not sure if there's anything else, those were just the two I saw when my T2 shotguns were buildable from the start and with no resource cost
=[NK]= Col. Jack O'Neil 2021 年 11 月 6 日 上午 9:32 
Ok, thanks :)
Crazy_eyed1  [作者] 2021 年 11 月 6 日 上午 8:15 
@=[NK]= Col. Jack O’Neil I do not know if this mod will work for that one seeing as this mod does not use WSR.
=[NK]= Col. Jack O'Neil 2021 年 11 月 6 日 上午 2:10 
Do we need the requirements, if we use this mod that pretty much combines them?
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1755459004
Rekkless_Gecko 2021 年 9 月 23 日 下午 7:18 
@Crazy_eyed1
Oh ok, thanks.
Crazy_eyed1  [作者] 2021 年 9 月 23 日 下午 6:56 
@ISIS_Gecko if you only use one of the Redux mods it should still function as intended although that has not yet been tested.
Rekkless_Gecko 2021 年 9 月 23 日 下午 5:31 
Nice, are all 3 REDUX mods (Conventional, Magnetic, Plasma) required? Or could I just use, let's say, Conventional REDUX, since that's the only I really use?
Crazy_eyed1  [作者] 2021 年 9 月 15 日 上午 9:03 
Peyez 2021 年 9 月 14 日 下午 9:04 
@crazy_eyed1
I think so, yes.

My understanding is that the TLP weapons are irreplaceable, much like the Alien Hunter weapons. So if a soldier dies while carrying one, that's it, the weapon's gone for the rest of the campaign.

Buildable Hunter Weapons is a mod that allows you to build new Alien Hunter Weapons, and I've been looking for a mod that does something similar with TLP weapons. Yours is the closest I've found, but I'd prefer not to have to have to adopt the whole Strategy Overhaul framework that comes with it.

In any case, just thought I'd make the request. Hope this makes sense!
Crazy_eyed1  [作者] 2021 年 9 月 13 日 下午 7:03 
@Peyez just to make sure I understand what you want, you are asking if i would be willing to make TLP Weapons single build for a non Strategy Overhaul campaign?
Peyez 2021 年 9 月 12 日 下午 9:44 
Any chance you'd be interested in making a standalone mod that just makes the TLP weapons buildable? I'm looking for something like Buildable Hunter Weapons, but for the TLP guns. This is the only mod I've found that does that, but I'm not interested in using the mods that it is patching.
RustyDios 2021 年 8 月 26 日 下午 9:07 
Nice.. if only there was a version that covered Iridars 5 tier weapon overhaul ...

oh wait....
This mod with costs balanced for 5 tiers
Very sweet !!