安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题






But now I am extremely confused. The main culprit seems to be that the game won't let any class cast if they don't have a focus bar. Just kill me now wtf happened.
Will report errant or not supposed to be abilities still! I know from memory abilities that belong to enemy units were showing up, both vanilla and modded.
Also, what happens if you disable the mod, restart, load an old save and then console > RebuildSelectedSoldiersClass? (from Additional Soldier Console Commands)
As for abilities, if you find anything that's actively broken, please do let me know. Worth noting that most perks are allowed by design, as long as they...
- actually work
- are not something you automatically get anyways (like the "shoot weapon" skill)
- are not a pure debuff
Feel free to add me on Discord (XpanD) if you want to send over pics, might be a bit quicker. (though I do have to head out later)
After going back to my original save and ranking up "normally", character from the pool level into their assigned class created from the pool.
When using the console command to test if the random abilities worked on missions (and good news, they do!), I came to the conclusion that it was ranking them up automatically that causes them to have random classes, and not your mod at all.
I wanted to make this clear in case anyone reads anything I said below and then questions the mods integrity. It works as it should, and does not prevent a custom pool character from advancing into the class you assigned it.
A log would also be good to see, here. Probably easiest to send that over Discord, if you have it -- my username on there is "XpanD".
(continuing here is fine too, but Discord is generally faster when troubleshooting)
It definitely works, but their might be an issue. I have a mod that is "respects" the class assigned to a created character placed in the pool, and did so deep into a previous playthrough before thsi mod. After Operation Gatecrasher, these classes are still respected for the 4 randoms and Kelly/SPARK (6 soldiers total).
However, it doesn't seem to for the characters after Gatecrasher. A simple console command/level up barracks reveals this. And I'm not sure if this is your mod, but it is the only one I subscribed to between the previous playthrough and this one. Again, I'm not saying it's your mod doing this, but this niche scenario you might want to see if it duplicates.
Thank you btw!
The scroll bar is to the right of the perk tree, and to the left of the character. (also to the right of the Respec button if you're still using ITCH)
It is a bit hidden since the actual bar stays small (base game limitation), but you should see an arrow at the top and bottom.
(I haven't tested SuperSoldiers Redux yet, but did see another report there as well... let me know!)
Jane Kelly: Land Fury(start with Jane Kelly mod & Dynamic Duo mod) -All 4 rows are "locked in"
Rov-R: SPARK (start w/ SPARK mod; ALWAYS pulls from Character Pool) : 3 SPARK rows "locked in", but row 4, RANDOM, was full of goodies!
*4 other randoms*
Lily Shen: Hacker (Viper's class *I think*) -All 4 rows "locked in"
Random #4 & 5: N7 Infiltrator and N7 Biotic (SuperSoldiers Redux mod) -All 3 rows "locked in"; 4th row has nothing with no RANDOM title
Random #6: Shinobi (from an Iridar or Musashi mod, can't recall which) -1st 3 rows "locked in", but 4th row had RANDOM goodies!
So it works, just not for certain custom mods. Again, is there a function to interact with on the UI for this mod?
Note that if you're testing this on an existing campaign, these rows will only show up on freshly-acquired soldiers. (or those rerolled from console with something like RebuildSelectedSoldiersClass)
"I'm the Commander Here works with this mod, if the class does not have a XCom tree - so basially, classes not adapted to have the LWotC XCom row will still be able to choose perks from ItCH!"
Just ran a quick test myself, and everything seemed to work from what I could tell. I do think it was seeing the Random perks as extra XCOM row perks, though. (the column of perks to change was so long it went through the box, but they were still clickable)
If you're curious, you can make a copy of an existing save and test on there. (or just don't save with this mod installed until you've verified all is good, that also works)
I would be curious to add this if they can work together, but don't want to bork my game trying to test that if you already know.
It's not a straight up copy paste all of available perks from those mods. Instead, I hand picked those that I deemed to fit. Basically it's mostly passive effects, so no free active skills like Maim, Walk Fire etc.
https://pastebin.com/ekUi9zD1
- actually works
- is not something you automatically get anyways (like the "shoot weapon" skill)
- is not a pure debuff
(if anybody wants to release a stricter add-on filter list as a separate mod they are welcome to, though! that could be kinda cool)
For those other ones... are you sure they don't work? The Sectopod stances actually changed stats correctly when I checked them. Think Boomer also worked, though I'm not sure on that one. (though if it does I'll probably keep it in, that could still be amusing if rolled early or on a throwaway char)
https://imgur.com/a/gkro1TQ
I need to check how AP costs work, but I /think/ they're determined by the class itself? Unsure.
I rank the amalgamation check and it didn't find any unfiltered class name slices. That reminds me, your console command mod is really handy, findability has saved me a tonne of time crawling through inis.
Thanks for your work!
(also, thanks to you both for the extensive reports, that helps a lot! could I ask you two to run "QSCheckAmalgamationFilters" in the console as well? would be good to see if there's any other class filters I need to add for Amalgamation setups)
The SuperSoldiers thing is really weird, would you happen to have a log (Launch.log) for me? There should be some output if we fail to inject. Please find-and-replace your Windows username if you don't want to share that. You can send a link here (if Steam lets you), or add me on Discord. (XpanD)
Does I'm The Commander Here only work for classes without the XCOM tree if my mod is active? Not familiar with it, but that sounds like something may be broken if so.
If possible, It would also be very cool for custom balance to be able to configure which tier the ability can appear in (setting powerful abilities to higher ranks to balance their cost). I think that could also potentially be used for workshop balance patches to smooth out balance concerns.
If you have any compatibility questions, let me know. I'll probably stick through this campaign so I'm sure I'll see a few quirks here and there.
Will keep playing the thrugh the campaing and let you know if somethign else comes up!
Regardless if you plan to add compatibility for other mods, great mod and thanks for it!
- Maprikan's Modern classes received a Random tree! I had one old AntiTank soldier and one Rookie turned AntiTank after installing this mod. One have the Random perk tree and the other don't, as expected (so, if installing mid campaing, people need respec the soldiers and level them up again - which makes sense).
- Didn't work for the SuperSoldier classes, though (I'm using Supersoldiers Restored). Maybe their perk trees are hardcoded to be only 3? Even though they are OP classes, would still be cool to have options
For the classes already adapted to work with LWotC, this mod adds the Random tree below the Pistol tree. So you get BOTH XCom and Random trees (takes a couple of seconds, but it will appear). I personally don't care for balance and since I like having more options than less, this does not bother me. If I could make a request: if you manage to figure out how to hide it for LWotC adapted classes, leave a config option, so we can opt in or out of having both XCom and Random