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Example file:\Steam\steamapps\workshop\content\268500\879862455\Config\Vanilla\ XCom_XCPistolAdv_Weapon.ini
Use a text editor and change the "CVWPdata_T1_iNumUpgradeSlots=1" to "CVWPdata_T1_iNumUpgradeSlots=3".
I would say 4 is the max before the UI behaves oddly so keep that as the limit.
For Legacy Pistol Upgrades by Musashi and you is this location the same place to change the count? \Steam\steamapps\workshop\content\268500\879862455\Config. If its not the same location folder please tell me.
Sorry for the questions.
From my understanding after selecting [LW2] XCom Pistols Enhanced Redux + Mod Everything Reloaded in the manage mod menu then firing up the game I play the 1st mission and get my first sharpshooter with a pistol default. After modular weapons has been completed under research will only 1 slot be available with the sharpshooter @ this stage tier 1 I think you said under one of the types you listed XCPistolLS_T1, XCPistolMG_T1 or XCPistolBM_T1? Or do I have wait to progress in the game to unlock more slots for this weapon?
XCPistolLS_T1
XCPistolMG_T1
XCPistolBM_T1
This is the value you'd tweak in the config files if you wanted to more slots earlier.
CVWPdata_T1_iNumUpgradeSlots=1
What am I doing wrong? All other mods are generating a numbered folder in the content folder except this one? No code is coming up or any folder for this mod when activated? The 3 slots to show for legacy vanilla pistols sounds simple enough could someone make a new one please?
For the attachments, you will need to copy all ten of the "; CV" attachments, and change the "MatchWeaponTemplate" value to whatever it is, in the stand alone Advent Pistol mod your using.
Attachment Example:
+PistolAttachements=(Type="CritUpgrade", AttachSocket=XC_OpticA, UIArmoryCameraPointTag=UIPawnLocation_WeaponUpgrade_Shotgun_Optic, MeshName="ConvSniper.Meshes.SM_ConvSniper_OpticB", ProjectileName="", MatchWeaponTemplate=MyAdventPistolModTemplatenameHere_Primary, AttachToPawn=, IconName="img:///PrimaryPistolsMod.UI.ConvPistol_OpticB_Crit", InventoryIconName="img:///UILibrary_StrategyImages.X2InventoryIcons.MagSniper_OpticB_inv", InventoryCategoryIcon="img:///UILibrary_StrategyImages.X2InventoryIcons.Inv_weaponIcon_scope")
Archetype replacement Example:
+ArchetypeReplacements=(TemplateName=MyAdventPistolModTemplatenameHere_Primary, GameArchetype="PrimaryPistolsMod.Archetype.WP_AdventPistol_CV", NumUpgradeSlots=2)
For the pistols that show up in the Primary slot. The mod is cloning the pistol template and appending "_Primary" to the template name which makes a new template from the available player build list.
Now if you had a stand alone Advent pistol mod, the "Primary Secondaries" mod I think should be able to see it in the user build list, and make a clone of it for the Primary weapon slot.
For the Advent pistol in the secondary slot, "Primary Secondaries" mod I believe would let you change values in the config file once it has gone through the weapon list.
You can add the Advent pistol into the template list via his XComPrimarySecondaries.ini file.
Example enabling Advent pistol in place for Xcom Mag pistol for testing.
;+ArchetypeReplacements=(TemplateName=Pistol_MG_Primary, GameArchetype="PrimaryPistolsMod.Archetype.WP_Pistol_MG", NumUpgradeSlots=2)
+ArchetypeReplacements=(TemplateName=Pistol_MG_Primary, GameArchetype="PrimaryPistolsMod.Archetype.WP_AdventPistol_CV", NumUpgradeSlots=2)
If you add a new weapon template to his list, make sure you extent his attachments section to match with the new template name. Otherwise if you replace the Mag pistol archtype you don't need to mess with the attachments list.
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1125431597&searchtext=
My brute force solution when I had it happen to me. I did a steam game file repair and it went away.
As for the extra flags, yeah I can add those.
so I:
CVWPdata_T1_iNumOfAbilities=4
CVWPdata_T1_Abilities[0]=PistolOverwatch
CVWPdata_T1_Abilities[1]=PistolOverwatchShot
CVWPdata_T1_Abilities[2]=PistolReturnFire
CVWPdata_T1_Abilities[3]=PistolStandardShot
;CVWPdata_T1_Abilities[4]=HotLoadAmmo
;CVWPdata_T1_Abilities[5]=Reload
then:
CVWPdata_T1_iClipSize=10000
But the bullet number will be displayed.
If can setting "Template.bHideClipSizeStat = true" and "Template.InfiniteAmmo = true" is great .Maybe you can do it ,thank you.
Written above is to use translation software, may not be smooth, but I think should be able to read it.
Pistols that are working in Utility slot without an update:
Coil
Beam
Mag
Advent
Laser
XcomPistol
For LW2 the weapons will unlock in your build list as soon as you meet the Tech Requirements.
Tier 1 = ModularWeapons
Tier 2 = LaserWeapons
Tier 3 = MagnetizedWeapons
Tier 4 = Coilguns
Tier 5 = PlasmaRifle