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Nope. What "weird stuff"?
Are you considering updating this for WotC? I mean, obviously you are, i'm just feeling like letting you know there's interest, though.
Also had to disable auto-reload for Skulljack and Skullmine. There is no simple way to check for action point cost. Might update in the future if I find a proper fix.
Wow, that was fast! Thanks, will have a look.
XCom2LW Auto-Reload - Launch.log :: https://drive.google.com/file/d/0B43tIzYaFKPdRlpwejZvSjFHYjA/view?usp=sharing
There is launch.log
Mods:
AutoReload
BlackmarketUsage
CalmerColors-Armor
CalmerColorsEyes
CalmerColorsHair
CleanCinematic
CostBasedAbilityColors
DiverseFacepaints
DiversePatterns
EurasianSpecialForces
EvacAll
GotchaAgain
HistoricalCamoPack
InstantLoot
KillCounter
LEBDropDownReplacement
LEBShowMeTheSkills_LW2
LW2BetterSquadIconSelector
LW2InformationDisplay
LW2_Squad_Insignias
LW_Overhaul
LootIndicator
MilitaryCamouflagePatterns
MoreNationsMod
Morearmorcolors
Morecamos
NewHairmod
NewTargetIcons
PerfectInformation
PlasmanCamos
QuickEndTurn
ReplikantsCustomFacePaints
RookieCustomizationOptions
ShakenScars
ShowInfiltrationpercentageinSquadSelect
StopWastingMyTime
UnitSelectionOrder
Upcomingeventsinhours
XXLTattoo
I tested it some hours back, both Quick End Turn and manually activating steady weapon were reloading the weapon when used as first action.
It's a bit unusual that reload is not triggering. Can you share your mod list? I will have a look for any mod incompatibilities.
Or alternatively can you share part of your Launch.log file in pastebin or something? Up to the part where "Checking DLC installation" lines end. The file will be present in "Documents\My Games\XCOM2\XComGame\Logs".
Quick End Turn as first action do not reload, just does steady weapon.
Using steady weapon skill as fist action Auto-Reload do not reload.
Sharpshooter had auto-reload weapon mod but it was all used (if that has something to do with it, both mods should not trigger when auto-reload weapon mod has charges, right? :), just now tested.
Glad it's working for you now. I did some preliminary testing and had a look through Quick End Turn's source and couldn't find anything that would cause a conflict.
Haven't tried changing the load order yet with AML yet.
Quick End Turn does a FastReload, but there is no UI indicator for FastReload. Auto-reload doesn't trigger because the weapon is already reloaded by FastReload.
Whilst I'm not using LW 2 I am using this mod with Quick End Turn. I've managed to fix my issues by using the AML to load this mod late in my load order.
And apologies for double post.
Managed to fix things by jiggering about with load order using the Alternate Mod Launcher. Kind of surprised that worked as mod load order for this game seems to be somethnig of a black art.
Anyway, good from my point of view that it's fixed and I don't have the rigamarole of identifying the mod causing the problem in a tactical save. But bad as I won't be identifying the problem mod for future reference.
I haven't been been able to get the reload anim to play.
I thought I had the anim working in an earlier version, but couldn't find anything in git history.
I am starting to doubt if I really had a version with the anim playing properly...
Thanks, I'll have a proper look this weekend. I'm not actually signed up to any file sending sites or Dropboxes so that could be tricky. I'd also need to make a specific, test game session as my last launch.log was ~50MB so I doubt a freebie Pastebin account would work for that.
The only logs I ended up keeping are for when auto-reload actually triggers. Useless in this case.
I reckon you've already tried the usual "mods not working" fixes. Can you share your Launch.log or save file? I will have a look for any mod incompatibilities.
A bit late, but here you go. This took way longer than I had thought it would.
https://gist.github.com/GauravDas27/244057bbace6e6966a7b92337e6183dc
Not possible to play the animation for all abilities. I suppose I can add a config setting for the animation.
Sorry for the late reply. If the enemy is within range of a single move action, running and slashing will take one action point. It makes sense to reload in this case.
Wait, are you still having aliens reload after the update? Can you try resubscribing? Maybe the config file (XComAutoReload.ini) didn't update properly.
Hey, thanks for reporting. Will update with a fix.
Panic gives 2 bonus action points to a unit which caused the auto-reload trigger.
Also totally forgot how hair-trigger works in vanilla.