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Relevant mods:
ABW, WAIO and dependencies.
Proficiency Class pack and dependencies.
Armor and Vest overhauls.
1) Open \steamapps\workshop\content\268500\1343283560\Config\XComGameCore.ini
2)A Better Weaponry's loot drops to somof the loot tables in that config
I chose to add them to ADVENT tables specifically (seems to make sense) but there are other tables(like Alien or Boss), all clearly defined in the file.
Search for ";Custom Loot Tables". Below it there are three tables for early, mid and late loot respectively.
Edit so that lines including LootPinatas_ADVENTEarly, LootPinatas_ADVENTMid and LootPinatas_ADVENTLate end with
, Loots[7]=(Chance=30,MinCount=1,MaxCount=1,TableRef="ABW_Weapons_CV",RollGroup=8) )
, Loots[7]=(Chance=20,MinCount=1,MaxCount=1,TableRef="ABW_Weapons_MG",RollGroup=8) )
, Loots[7]=(Chance=10,MinCount=1,MaxCount=1,TableRef="ABW_Weapons_BM",RollGroup=8) )
respecitely.
And that is it.
Check out Config>XComGameData_WeaponData.ini
At the end of that file are lines where the vanilla (and TLE) weapon templates are added to which weapons are to be edited. If you have weapons from other mods, you need to know their templatename, then you can add them to the appropriate index.
Again, i don't have MOCX installed (actually, i don't even have XCOM installed right now^^), so i can't give you a specific example, but you can hopefully work out how it's done from what is in the file and the comments i put in there.
Check out Config>Loot>XComLoot.ini
In that file i add my loot to the vanilla loot tables. Those vanilla tables are called ADVENTEarlyTimedLoot, ADVENTMidTimedLoot and ADVENTLateTimedLoot. If any other mods you use cause your enemies to drop from other tables than those, you'd have to edit my XComLoot.ini to add my loot to those other tables instead. I am not familiar with the Loot Pinata mod so i can't tell you specifics.
I do have a question though. What is the condition for getting the scavenged weapons? I am yet to see a single one. I suspect the cause might be Loot Pinatas Light mod that I'm using. If that is the case, any way to make that mod and this mod friends?
Another is - it is stated that there is an option to add ABW changes to MOCX weaponry but I can't find the option in the files - could you please tell me where it is?
Fwiw, once you upgrade to Plasma Grenades, the grenades are vanilla again so the other mod would take from that point again.
Do you know any other grenade mod that works with the new base grenades you add?
Grenade Rebalance does not boost the range of the explosion of your grenades, and playing against more enemies is kinda hard with small explosions.
If you want to use actual ABB with CI and SO, then that falls squarely into the "don't mix ABB with other mods" thing that i have been preaching for years. You might be able iron out some of the kinks with heavy editing, but probably not everything.
The names for the coil, rail, prototype plasma stuff changed a bit during the lifetime of ABB, that's why the ini is a bit confusing. Basically, anything called "Coil" in the ini is Prototype Plasma. So for example, if you find a reference in the inis to CoilSniper, that's the Protoype Plasma Lance.
am i blind or is there no ini for the prototype plasma weapons, only for all other ones?
It's a good introductory thing to practice with the SDK, sure. Although i don't envy anyone who has to wade through my messy coding :D
I guess that's on me (and on RPGO), we should've named our abilities ABW_Spray and RPGO_Spray instead of just Spray to avoid this sort of thing. But nothing i can do about it now, i am afraid.
I will add a note about this to the compatibility bit in the description. Thanks for doing the legwork on that.
[Spray X2AbilityTemplate]
LocFriendlyName="Spray"
I'm gonna guess that's the conflict? It would explain why only cannons have this issue and means the MCM probably does actually do something.
I did do enough testing to verify that the MCM settings do nothing to revert cannons to having Spray or taking 2 actions to fire, but they do still get full reload. Pretty sure there are a few mods that would let me add Spray back to cannons, mods or .ini tweaks to make firing 2 actions again, and Limited Reloads plus Reload Rework lets me achieve my personal spin on that part of the game.
I did take some measures to make ABW a good deal more compatible than my full ABB package, but of course RPGO is a massive beast itself so it might just not be something that works together.
Sorry, i don't have anything more definite to say about it, i am not too familiar with RPGOs inner workings.
If you want to see if any other mod causes it, the change would have to be made in the GameData_SoldierSkills.ini where skills can be added to a list of "ValidHeadShotAbilities". ABW doesn't even have one of those, as none of the skills in this mod are valid headshots, but some other mod might add the StrafingShot there (because they have an ability of the same name perhaps?)
Other than that, i don't have an idea what could cause the issue.
I suppose if you have some other way to make Strafing Shot not end your turn you could run into something similar.
That being said, Strafing Shot isn't supposed to be able to trigger Headshot. So this is only an issue if you added it to the list of Headshot abilities yourself?
You'd have to make an actual mod specifically for that.
it modifiers the same class as eu aim rolls, but this works,
it added ApplyVerticalBadAngleAgainstHigherTargetAsProportionalHeightDisadvantage and
AllowFarCoverToGiveSomeCoverProtection, rly fancy
in its core
xcom2 is so weird
could it just no show up in the preview, so it shows wrong aim and it is actually working without knowing?