XCOM 2
Chosen Reward Variety Bridge: Warlock's Crown
28 Comments
nekus 23 Dec, 2024 @ 6:20am 
Ande then
+Edit_X2SchematicTemplate = (T = "ChosenCrown_Schematic2", P = "ResourceCosts", DT = "ChosenCrown_Schematic", OP = "Replace")
with
+Edit_X2SchematicTemplate = (T = "ChosenCrown_Schematic2", P = "Cost", DT = "ChosenCrown_Schematic", DP = "Cost", DP_Index=0,OP = "Replace")
+Edit_X2SchematicTemplate = (T = "ChosenCrown_Schematic2", P = "Cost", DT = "ChosenCrown_Schematic", DP = "Cost", DP_Index=1,OP = "Replace")
+Edit_X2SchematicTemplate = (T = "ChosenCrown_Schematic2", P = "Cost", DT = "ChosenCrown_Schematic", DP = "Cost", DP_Index=2,OP = "Replace") replace
because, you know, array and "The rule is that one command can change one template property at a time. "
nekus 16 Dec, 2024 @ 10:40am 
Don't forget sdoing the same with
ChosenCrown_Schematic3
ChosenCrown_Schematic4, and
ChosenCrown_Schematic5
nekus 14 Dec, 2024 @ 6:18am 
Ande then
+Edit_X2SchematicTemplate = (T = "ChosenCrown_Schematic2", P = "ResourceCosts", DT = "ChosenCrown_Schematic", OP = "Replace")
with
+Edit_X2SchematicTemplate = (T = "ChosenCrown_Schematic2", P = "Cost", DT = "ChosenCrown_Schematic", DP = "Cost", DP_Index=0,OP = "Replace")
+Edit_X2SchematicTemplate = (T = "ChosenCrown_Schematic2", P = "Cost", DT = "ChosenCrown_Schematic", DP = "Cost", DP_Index=1,OP = "Replace")
+Edit_X2SchematicTemplate = (T = "ChosenCrown_Schematic2", P = "Cost", DT = "ChosenCrown_Schematic", DP = "Cost", DP_Index=2,OP = "Replace") replace
because, you know, array and "The rule is that one command can change one template property at a time. "
nekus 14 Dec, 2024 @ 6:13am 
And, replace
+Edit_X2SchematicTemplate = (T = "ChosenCrown_Schematic2", P = "bVisibleIfPersonnelGatesNotMet", DT = "ChosenCrown_Schematic", OP = "Replace")
with
+Edit_X2SchematicTemplate = (T = "ChosenCrown_Schematic2", P = "Requirements", DT = "ChosenCrown_Schematic", DP = "Requirements", DP_Index=2,OP = "Replace")
nekus 14 Dec, 2024 @ 6:09am 
Hello there
Requirements is an array son you need use DP_Index, .RequiredEngineeringScore just result to be Requirementes1, so you just replace in XCom TemplateEditor.ini
+Edit_X2SchematicTemplate = (T = "ChosenCrown_Schematic2", P = "RequiredEngineeringScore", DT = "ChosenCrown_Schematic", OP = "Replace")
with
+Edit_X2SchematicTemplate = (T = "ChosenCrown_Schematic2", P = "Requirements", DT = "ChosenCrown_Schematic", DP = "Requirements", DP_Index=1,OP = "Replace")
Dragon32 30 Jun, 2024 @ 9:20am 
Hmm. Maybe the redscreen is academic as Template Master seems to have a problem with the configuration, for e.g.
[0065.64] TEMPLATE_MASTER: ERROR :: CopyPropertyFromTemplateToTemplate :: unknown property RequiredEngineeringScore in class: X2SchematicTemplate of the Acceptor Template: ChosenCrown_Schematic2 or Donor Template: ChosenCrown_Schematic
[0065.64] TEMPLATE_MASTER: ERROR :: CopyPropertyFromTemplateToTemplate :: unknown property bVisibleIfPersonnelGatesNotMet in class: X2SchematicTemplate of the Acceptor Template: ChosenCrown_Schematic2 or Donor Template: ChosenCrown_Schematic
[0065.64] TEMPLATE_MASTER: ERROR :: CopyPropertyFromTemplateToTemplate :: unknown property ResourceCosts in class: X2SchematicTemplate of the Acceptor Template: ChosenCrown_Schematic2 or Donor Template: ChosenCrown_Schematic
Dragon32 28 Jun, 2024 @ 2:31pm 
Changing the RequiredEngineeringScore parameter from
RequiredEngineeringScore = "999999"
to
RequiredEngineeringScore = 999999
Stops the Redscreen errors
Dragon32 28 Jun, 2024 @ 2:08pm 
If you do ever look at this again then I'd ask you to look at the mod's XComGame.int

There're what appears to be vanilla game entries for Holo Targeting and Battle Scanners, and an entry from (I think) Claus' ADVENT Military Assault MEC
Dragon32 19 Jun, 2024 @ 5:43am 
Hello. I'm seeing some Redscreen errors with this mod. For example
[0029.96] Error: Redscreen: ImportText (Requirements): Property import failed for RequiredEngineeringScore in: (RequiredEngineeringScore = "999999", bVisibleIfPersonnelGatesNotMet = false))
[0029.96] Error: Redscreen: ImportText (Edit_X2SchematicTemplate): Property import failed for Requirements in: (T = "WarlockPsiAmpSchematic12", P = "Requirements", Requirements = (RequiredEngineeringScore = "999999", bVisibleIfPersonnelGatesNotMet = false))
TheArcaneArts 20 Oct, 2023 @ 8:37pm 
@TrooperCoon regretfully i must inform you that they are not compatible since reward variety restructures how the research works and the spark arsenal needs the " chosen weapons" research project completed first
Ruler of Chaos 20 Oct, 2023 @ 5:01am 
Interesting. now all that remains is to combine this with "Chosen SPARK Arsenal" and "[WoTC]Legacy of Chosen(Chosen Hero Weapon mod)Ver 1.5" so that it fits perfectly and works together
Nero 19 Oct, 2023 @ 12:58pm 
From what i remember chosen reward variety works with chosen spark arsenal, i might be wrong though
Alno05  [author] 18 Oct, 2023 @ 11:59pm 
Alr, I'll add it as soon as i get the chance.
MrMister 18 Oct, 2023 @ 10:04am 
It should be perfectly fine to add those two lines - if someone is not using New Default Appearance, they will have no effect.

If a config line has
-Array = something

then the game will remove an element from that array that is EXACTLY the same as something, otherwise the game won't do anything.

So adding those two lines will remove the default helmet appearance added by New Default Appearance if, and only if, New Default Appearance is loaded.
Alno05  [author] 18 Oct, 2023 @ 2:55am 
I'd rather avoid having to add another dependency.
Alno05  [author] 18 Oct, 2023 @ 2:54am 
Have you tested it to make sure it doesnt make the game explode if you arent using new default appearance?
MrMister 17 Oct, 2023 @ 9:10am 
It's to remove the helmet accessory from the Fortress Armor if using Chosen Reward Variety's New Default Armor Apperance, as now that helmet is reserved for the crown.
MrMister 17 Oct, 2023 @ 9:10am 
Oh, one more thing - could you also add an XComContent.ini with the following?

[XComGame.X2BodyPartTemplateManager]

;Removing the helmet accessory from Fortress Armor if using Chosen Reward Variety's New Default Armor Apperance
-BodyPartTemplateConfig=(PartType="Helmets", DLCName="ChosenRewardVariety", TemplateName="SM_Fortress_Helmet_M", ArchetypeName="ChosenArmor_Warlock.Archetypes.ARC_Helmet_M3_TB_M", Gender=eGender_Male, bCanUseOnCivilian=false, bVeteran=false, ArmorTemplate="FortressArmor", CharacterTemplate="Soldier")
-BodyPartTemplateConfig=(PartType="Helmets", DLCName="ChosenRewardVariety", TemplateName="SM_Fortress_Helmet_F", ArchetypeName="ChosenArmor_Warlock.Archetypes.ARC_Helmet_M3_TB_F", Gender=eGender_Female, bCanUseOnCivilian=false, bVeteran=false, ArmorTemplate="FortressArmor", CharacterTemplate="Soldier")
TheArcaneArts 17 Oct, 2023 @ 12:57am 
regretfully the mods are not compatible, your version or the old version
i suspect its because the spark weapons have the prerequisite of completing "chosen weapons" research and the reward variety changes the way the research works
Alno05  [author] 17 Oct, 2023 @ 12:03am 
This mod doesnt actually change how reward variety works, so if the spark weapons work with reward variety normally this shouldnt change that.
TheArcaneArts 16 Oct, 2023 @ 5:13pm 
ill just edit the config of this mod to give me everything!
at the very least could you verify that this mod works with the spark chosen weapons?
Alno05  [author] 16 Oct, 2023 @ 2:45pm 
That would be possible, but i dont think it would be in the spirit of the original mod since you get them guaranteed then.
TheArcaneArts 16 Oct, 2023 @ 11:05am 
what if you found a way to make the spark items not need their own research, and simply added the built items to the reward pool? i know very little of modding this game beyond altering the configs for certain things so sorry if its a stupid question
Alno05  [author] 16 Oct, 2023 @ 2:57am 
@TheArcaneArts That would be astronomically more work and probably be a seperate mod from this one due to having to add more techs (6 per chosen if my math is correct) and hook them into reward variety.

Its possible but dont expect it anytime soon-ish.
TheArcaneArts 15 Oct, 2023 @ 4:38pm 
very good, very good,
now i was wondering if you could combine it with the chosen spark arsenal by alterd-rushano
if so it would be a perfect mod
Alno05  [author] 15 Oct, 2023 @ 2:12pm 
P.S; That error has popped up for me as well, im working on a fix.
Alno05  [author] 15 Oct, 2023 @ 10:54am 
@MrMister It is generally ill-advised to add mods mid-playthrough, try starting a new save and see if that fixes it.
MrMister 15 Oct, 2023 @ 9:38am 
Added this (and the Crown) on a campaign I had already started with Chosen Reward Variety, and even before meeting any Chosen there are five Warlock Psi Amp entries in Engineering I can build for free.