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Nahlásit problém s překladem
+MoreColorsPalette=ePalette_ArmorTint
But that only adds my colors to the primary's palette
What's the secondary palette called?
It brings up the default level up choices somehow, so you have to pay points for the third row of abilities even if they are a classes row. But only if clicked from the armory screen, leveling from the mission return screen or the training center itself has the expected behavior.
This is just a cross post from the one on the other mod page, just in case.
Probably not, as they're usually right next to other advent in their detection radius.
It sounds like you're referring to the "mod config menu".
If so, that's not the ini. the inis are found in your workshop folder (C:\Program Files (x86)\Steam\steamapps\workshop\content\268500)
the numbers are the mod ids, which match the id in the url on the workshop posting.
Theres about a million and a half options in the config folder once you get there.
To find/manage it easier, you can use the xcom 2 aml.
Very excite.
What kind of things are you doing for it?
Also, would you consider ever adding a "tactical overwatch", like a cone based overwatch that you aim and that doesn't have aim penalties?
That's the one thing I would miss switching to this from "Wotc Tactical options", which I kind of need to do to get System infiltration working properly.
I'm not seeing a conflict on AML... but.... does this edit any of the same things?
@Feezec Ey, i've had similar issues.
I started a Blacksite mission through the Skirmish menu.
My concealed Reaper interacted with the Vial.
My Reaper lost concealment and the nearby enemies activated.
My Reaper's Shadow ability was disabled due to carrying the objective item.
The only other active mods are Mod Config Menu and XCOM Highlander.
does it cause any problem?
(UIArmory_Loadou)
Sorry for not doing this sooner, it just slipped my mind, which is very much unlike me :(
Um, I copied and adapted Tesla's copy of your Show Research functions from here to create a 'plug-in' for the Psionics Ex Machina new facility.
I've already got links back to this project and credit identifications to you too. However the original idea and code came from here, so I just wanted to check that you were okay for me to make the required plug-in...
The original was a marvelous inspiring piece of code btw!!
I tried setting neon colors to false as well as commenting out all the lines related to adding/replacing colors but my sneaky shades of green cannabis flower paterns are stuck as solid bright green D:
if that was enabled, would it disable the breakthrough aswell? or does the breakthrough still appear but technically not do anything because its effects are already applied?
I'd have to check if my changes have been merged, tho i'm currently playing and modding other games, so i'll come back to Xcom 2 later.
I've redone alot of stuff for the next update, i'm just waiting for some of my highlander changes to be merged before i can push the update for this mod.
It should be possible to toggle all individual changes.