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+Edit_X2WeaponTemplate = (T = "TLE_AssaultRifle_CV", P = "Abilities", V = "GenericSingleFire_T1")
+Edit_X2WeaponTemplate = (T = "TLE_AssaultRifle_CV", P = "Abilities", V = "GenericFullAuto_T1")
+Edit_X2WeaponTemplate = (T = "TLE_AssaultRifle_CV", P = "Abilities", V = "ALTFIREMODES_Anim_Passive")
+Edit_X2WeaponTemplate = (T = "TLE_AssaultRifle_MG", P = "Abilities", V = "GenericSingleFire_T2")
+Edit_X2WeaponTemplate = (T = "TLE_AssaultRifle_MG", P = "Abilities", V = "GenericFullAuto_T2")
+Edit_X2WeaponTemplate = (T = "TLE_AssaultRifle_MG", P = "Abilities", V = "ALTFIREMODES_Anim_Passive")
+Edit_X2WeaponTemplate = (T = "TLE_AssaultRifle_BM", P = "Abilities", V = "GenericSingleFire_T3")
+Edit_X2WeaponTemplate = (T = "TLE_AssaultRifle_BM", P = "Abilities", V = "GenericFullAuto_T3")
+Edit_X2WeaponTemplate = (T = "TLE_AssaultRifle_BM", P = "Abilities", V = "ALTFIREMODES_Anim_Passive")
+Edit_X2WeaponTemplate = (T = "ChosenRifle_XCOM", P = "Abilities", V = "GenericSingleFire_T3")
+Edit_X2WeaponTemplate = (T = "ChosenRifle_XCOM", P = "Abilities", V = "GenericFullAuto_T3")
+Edit_X2WeaponTemplate = (T = "ChosenRifle_XCOM", P = "Abilities", V = "ALTFIREMODES_Anim_Passive")
The alt fire abilities will use the highest tier (plasma) rifle stats.
Reduced XCOM/ Alien Weapon FX
which conflicts with your mod. After removing it there are no problems anymore.
So imagine this with conventional weapons at early game....
- Single Fire : 1 damage, 1 ammo used, 1 roll with 65% aim +25% chance to hit
- Full auto : 1 x (rolls) damage, 1 x (rolls) ammo used, 5 rolls with 65% aim with a stacking penalty of -5% at every roll (at the last roll thats -25% aim).
Then maybe you can change things like hair trigger to add to the rolls per shot (which will also increase ammo consumption per shot) and then make both stock and scoped add to aim then make laser sights add crit chance per 1 bonus aim (more bonus crit the more bonus aim you have).
-RESISTANCE FIREARMS SUPPORT NOW AVAILABLE!
Editable in the config. No extra assets required.
- You can now use the config to add alternate fire to your own modded rifles!
Check out XComTemplateEditor.ini !
NOTE: Only assault rifle modded weapons are compatible right now.
- Added Russian localization by Aks.
Are the abilities not there? Are the animations not working? Have you modified the configs in any way? I don't even know what mods you are running.
There might be conflicts with other mods which change the looks/animations of vanilla weapons.
You can't also just add the abilities to other weapons through the config and expect them to look properly either, as these abilities refer to custom animation sets linked with the very same archetype.
XSkin will only work partially, as the reskinned weapons will play the same animations for alternate modes as standard fire. Basically it's the same issue like with adding the alt fire abilities to new weapons.
+Edit_X2WeaponTemplate = (T = "AssaultRifle_CV", P = "GameArchetype", V = "Alternate_Fire_Modes.WP_AssaultRifleALTFIRE_CV")
Do we need to rename only the "T = "AssaultRifle_CV" " or it's not that easy?
It is stated that it wants to load last BUT before those other mods. And that's simply not possible!
I guess the update provided compatibility with the Five-Tier Weapon Overhaul mod by Iridar, so you need it to work properly.
2021 - XCOM 2 becomes 3D Xenonauts.