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Сообщить о проблеме с переводом
Either i use the line
+Edit_X2WeaponTemplate = (T = "MyweaponTemplate", P = "BaseDamage", V = "4")
nor the line
+Edit_X2WeaponTemplate = (T = "MyweaponTemplate", P = "BaseDamage", \\
Damage = (Damage = 4, Spread = 1, PlusOne = 0 , Crit = 3, Pierce = 999, Shred = 0, Tag="", DamageType = "Electrical"))
the weapon have no damage in tactical missions. So what i do wrong?
The conflicting mods I have in mind are the Walker Servos and Reinforced Underlay Plus, which grants defensive items a configurable bonus. But it also applies the bonus to the Walker Servos, due to them being classed as defensive items. I'd like to change the Walker Servos to just be regular utility items.
Jamming them all into those files is creating some maintainability/organizational issues in my project - but they don't seem to get picked up if I put them in other .ini files
I will try to research it more
i tried using
+Edit_X2WeaponUpgradeTemplate = (T = "CritUpgrade_Sup", P = "CanApplyUpgradeToWeaponFn", V = "sawedoffshotgun")
but still the sawedoff wont accept any upgrades
I am unable to figure out how i can allow the LW2 secondary item "Sawed off shotgun" to be allowed to have scope and crit and hairtrigger weapon upgrades.
I know how to let it have upgrade slote, i just dont know how to allow upgrades into these slots
Template Master has been updated with functionality to create and edit ability trees and stat progression for soldier classes. This is something you can do with base game config, but it's super annoying due to overcomplicated syntax. Template Master simplifies things. Usage is explain in documentation.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2363090327