Instalar Steam
iniciar sesión
|
idioma
简体中文 (chino simplificado)
繁體中文 (chino tradicional)
日本語 (japonés)
한국어 (coreano)
ไทย (tailandés)
Български (búlgaro)
Čeština (checo)
Dansk (danés)
Deutsch (alemán)
English (inglés)
Español de Hispanoamérica
Ελληνικά (griego)
Français (francés)
Italiano
Bahasa Indonesia (indonesio)
Magyar (húngaro)
Nederlands (holandés)
Norsk (noruego)
Polski (polaco)
Português (Portugués de Portugal)
Português-Brasil (portugués de Brasil)
Română (rumano)
Русский (ruso)
Suomi (finés)
Svenska (sueco)
Türkçe (turco)
Tiếng Việt (vietnamita)
Українська (ucraniano)
Comunicar un error de traducción
+RESKIN=(EnemyName=ViperM3_LW, SkinName="ArmorViper.Archetype.ARC_ArmorViper", OverwriteSkins=True)
This isnt working
This mod functions by expecting/changing a units 'full body mesh'.
So for LWotC this mod will be changing the units ""torso"" part. You will need to adjust the LWotC configs to '-' the config entries that add the units head/arms/legs/shins/thighs etc.
+RESKIN=(EnemyName=Viper, SkinName="GameUnit_ViperNeonate.ARC_GameUnit_ViperNeonate", c=True)
This should have changed all vipers to the neonate skin, but I got a mix. Changing 'c=True' to 'OverwriteSkins=True' fixed it.
The line below (with c=false) worked, giving a mix of both vipers (deleting 'c=false' also worked). But the comment mentions Mutons?
; For example, this command will add the Muton Centurion skin, giving you a mix of both Vipers.
Lines to change the general didn't work.
+RESKIN=(EnemyName=AdventGeneralM1, SkinName="SkinName="GameUnit_AdvTrooper.ARC_GameUnit_AdvTrooperM2_M", OverwriteSkins=True)
+RESKIN=(EnemyName=AdventGeneralM1, SkinName="GameUnit_AdvTrooper.ARC_GameUnit_AdvTrooperM2_F", OverwriteSkins=False)
Deleting the extra 'SkinName="' didn't fix it. The generals still looked like generals.
as example possible to change muton to muton centurion?
and if yes - where should i seek model names? thanks
It would be cool if you could detail your configs and the required steps/mods in a discussion for others to see/use :)