XCOM 2
[WOTC] Zelfana's Assorted Fixes Config
OtoshiGami 2024 年 10 月 7 日 下午 11:17
Hide Unresearched items from Engineering
Is it possible to make a change that would hide anything from being built that hasn't been researched first? My game starts with a bunch of magnetic and beam weapons from mods available to purchase and use?

I would have left a comment but steam isn't allowing me to do that for some reason.
最后由 OtoshiGami 编辑于; 2024 年 10 月 7 日 下午 11:18
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Zelfana  [开发者] 2024 年 10 月 8 日 下午 1:00 
That's a problem in those mods, you can probably fix them with Template Master or hide them with Item Hider if you're just using them for XSkin anyway.
OtoshiGami 2024 年 10 月 11 日 上午 2:02 
引用自 Zelfana
That's a problem in those mods, you can probably fix them with Template Master or hide them with Item Hider if you're just using them for XSkin anyway.

What specific command could I use to hide the items until researched in template master?

I have also been trying to make my smgs use the rapid fire ability.

I put down this in template master and managed to get the ability in the armory but it doesn't show in tactical on a new game:

+Edit_X2WeaponTemplate = (RDLC = ("ValhallaRifles"), T = "SCAR_MK_CV", P = "Abilities", OP = "AppendNoDup", V = "RapidFire")

Also tried this in WSR:
+GIVE_ABILITIES=(WEAPON_CAT=smg, ABILITY=RapidFire)
最后由 OtoshiGami 编辑于; 2024 年 10 月 11 日 上午 2:08
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