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Some issue I have encountered:
- Some of recruits that level into these classes don't get a "free" skill from the level up, and instead have to pay using their ability points (or the communal one)
- I use the 'lost ability/melee/overwatch headshot' mods that give the 'headshot' ability (you gain one free action) when you kill a lost by any means. For some reason it sometimes doesn't work with these particular soldiers. From what I understand those mods check for the ability, not the class (As I know that these are technically new classes in the files) so as long as they abilities are named the same in the "Trainable Skirmisher/Templar/Reaper" they SHOULD work, however they just sometimes don't :/
Does anyone have a fix for either of the above? I can kind of deal with the first one, but I really want to find a fix for the second as I really enjoy that mod.
Thanks!
Would be really cool to have the many og reapers in my rooster except some of their abilities are half working or not working at all. For instance, "Shrapnel" skill supposed to increase the damage by 3 and radius by 1 or 2 of the "Claymore". Doesn't. "Remote Start" supposed to doesn't reveal the soldier, it does.
I have tried to edit the classdata.ini file of the mod, Couldn't figure out how to edit the "Shrapnel" skill. Tried to add some of my own preferred skills to the MARKSMAN row, like marauder,open fire etc. For some reason mod doesn't recognize those skills and the skill tree shows blank on the respective skills slot.
Wanted a mod that gives me OP Reapers as many as I want ended up with a one that gives me autistic snipers than can that can be invisible for 2 turns. Meh.
If the Proficiency Plugin also targets the 'RecruitableReaper' class - yes. If it does not, no
No plans to change at this time.
@kenruof
Thank you for sharing
Yeah, base gameplay has those items unlocked at connection with their respective factions.
@kenruof
Any existing reapers will not be updated with config changes, new reapers will. Class skills are generated at promotion for that character. You can use the 'Rebuild Class' mod's console commands to get around this.
@killjoint666
No plans to update but yeah that'll be the exact fix if anyone else needs it - Glad it worked out.
Yep yep, you got it
The replacement mods will work alongside this mod, however they won’t impact it. For all intents and purposes, these classes are completely independent new classes that just happens to be share the names and abilities of the faction classes.
Yep, you got it - adjusting the skill tree is exactly what you’d do to bring over the proficiency abilities
No, they are completely independent functionalities unfortunately.
You can make a character in the pool and he should show up as a recruitable-reaper naturally as part of this mod (remember to use "Use-My-Class" or a similar mod).
@shadow onion
Yeah, you can set the variable "NumberInDeck" to 0 in the configuration file. (Deck meaning the list that the game will pull from when randomly generating a class. If there are 0 reapers in the deck, they'll never get chosen for a random class.
@wanebehind, @PriceofPryde
Thanks for sharing, this is true that the true reapers need to be present.
@kono
Known issue, some aspects of shadow/concealment rolls are hardcoded to true reapers.
- you need an actual reaper (unable to change their nationality) in the barracks to unlock the next tier of the strife rifle. You can either recruit one through covert action or use the console and make a soldier a reaper. The command is:
makesoldieraclass "FirstName LastName" reaper
You can easily activate the console in the settings of the Alternate Mod launcher, and press ù or % in-game to invoke it.
WARNING: changing a soldier's class will put them back to squaddie.
PS: If you don't mind the extra soldiers, you could just use this command which gives a soldier for every faction
givefactionsoldiers
- You cannot dismiss the reaper or the upgrades will vanish if not purchased yet. Which means the next tier will also require a reaper so yeah, don't get rid of them.
Glad it worked out!
This mod essentially adds a new class that is a replica of the original reaper class so no it will have the original skills not the prof skills, if you want to make the proficiency class recruitable & trainable then follow my comment 4 posts below.
Hey mate you don’t actually require this mod to do what you want, all you need to do is add some lines into the proficiency reaper class data file called “XComClassData.ini” found in the proficiency mods config folder.
Your drive:\Steam\steamapps\workshop\content\268500\1864618184
The lines are;
+NumInForcedDeck=1
+NumInDeck=1
Just paste them in above the line that says
bAllowAWCAbilities=1
And you should be golden, hope this helps.
Under this implementation, that is correct