XCOM 2
[WOTC] Zelfana's Assorted Fixes Config
OtoshiGami 7. okt. 2024 kl. 23:17
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.
Sidst redigeret af OtoshiGami; 7. okt. 2024 kl. 23:18
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Zelfana  [udvikler] 8. okt. 2024 kl. 13:00 
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 11. okt. 2024 kl. 2:02 
Oprindeligt skrevet af 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)
Sidst redigeret af OtoshiGami; 11. okt. 2024 kl. 2:08
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