XCOM 2
[WOTC] WSR Weapon Skin Replacer - Core
Viser 41-50 af 76 forekomster
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Opdatering: 22. aug. 2019 kl. 16:16

Yet another fix to WEAPONS_TO_HIDE that I broke with the previous update.

Opdatering: 22. aug. 2019 kl. 11:15

Another fix for WEAPONS_TO_HIDE and WEAPONS_TO_HIDE_KEEP_SCHEMATIC.

Opdatering: 15. aug. 2019 kl. 15:17

CHANGE_TEMPLATE now can change item's TIER, which determines item's position in lists in the armory.

Opdatering: 15. aug. 2019 kl. 5:53

Reverted to the old way of calling the Update Storage function since the "new" one stopped working for some reason. WEAPONS_TO_HIDE and similar commands should be working once again.

Opdatering: 13. aug. 2019 kl. 19:54

Fixed a bug that prevented WEAPONS_TO_HIDE_KEEP_SCHEMATIC from working.

Opdatering: 12. aug. 2019 kl. 21:24

New functionality for CHANGE_TEMPLATE. Too many additions to lay them out here, in short - WSR can now change a lot of weapon stats. Check WSR documentation here: https://steamcommunity.com/sharedfiles/filedetails/?id=1689878874

Opdatering: 3. aug. 2019 kl. 1:33

New functionality for CHANGE_TEMPLATE, can now specify the Typical Action Cost for a weapon. This value is mostly used by Sniper Rifles so that it takes two actions to shoot them. Examply syntax:
+CHANGE_TEMPLATE=(TEMPLATE=SniperRifle_CV, TYPICAL_ACTION_COST=1)

New functionality for WEAPON_REPLACEMENT, can now replace only the weapon's mesh by specify a full path to another mesh. This may break weapon animations and special effects. You can also now use the Invisible Mesh to completely hide the weapon, example syntax:

+WEAPON_REPLACEMENT=(ACCEPTOR_TEMPLATE=Cannon_CV, REPLACEMENT_MESH="WSR.InVisibleWeaponMesh", HIDE_ACCEPTOR_ATTACHMENTS=true)
+DEFAULT_ATTACHMENT=(TEMPLATE=Cannon_CV, REMOVE_ORIGINAL=true)

Might be useful for Heavy Weapons and Templar Gauntlets so they don't clash with custom armor cosmetics.

Opdatering: 2. juli 2019 kl. 19:22

Also added PRESERVE_SPECIAL_REQUIREMENT_FN to CHANGE_TEMPLATE so when you change Template's Requirements, you have more control on whether you want to completely wipe the original requirements or not.

Opdatering: 2. juli 2019 kl. 18:24

1) PROJECTILE_REPLACEMENT now allows to override projectile travel speed. This can be done with or without actually changing weapon's projectile. Example syntax:

+PROJECTILE_REPLACEMENT=(ACCEPTOR_TEMPLATE=IRI_X2Rocket_Standard, OVERRIDE_PROJECTILE_SPEED=3000)

2) CHANGE_TEMPLATE now allows to set a different inventory image for an item. Example syntax:

+CHANGE_TEMPLATE=(TEMPLATE=FragGrenade, INVENTORY_IMAGE="img:///IRI_RocketLaunchers.UI.Inv_Rocket_Standard")

3) CHANGE_TEMPLATE now allows to change an item's Creator Template Name and Base Item, which lets you set which Engineering Squad Upgrade will create this item, and from what. This is convenient if you're trying to integrate a weapon tier inbetween two others. Example syntax:

+CHANGE_TEMPLATE=(TEMPLATE=Pistol_BM, CREATOR_TEMPLATE_NAME=AssaultRifle_MG_Schematic, BASE_ITEM=Pistol_CV)

4) CHANGE_TEMPLATE now allows to change Costs, Requirements and Time for Research, Proving Grounds projects and Engineering Schematics. Example syntax:

+CHANGE_TEMPLATE=(TEMPLATE=PoweredArmor, TECH_TEMPLATE=true, CHANGE_REQUIREMENTS=true, REQUIREMENTS=(RequiredTechs[0]=MagnetizedWeapons), RESOURCE_COSTS[0]=(ItemTemplateName=EleriumCore, Quantity=1), POINTS_TO_COMPLETE=1000)

+CHANGE_TEMPLATE=(TEMPLATE=AssaultRifle_MG_Schematic, SCHEMATIC_TEMPLATE=true, CHANGE_REQUIREMENTS=true, RESOURCE_COSTS[0]=(ItemTemplateName=EleriumCore, Quantity=1))

Opdatering: 6. juni 2019 kl. 7:02

GIVE_ABILITIES now has additional parameters. CHARACTER allows you to add or remove abilities from specific character templates, and REMOVE_ABILITY allows you to specify which one ability you want to remove.

REMOVE_ORIGINAL_ABILITIES is still available, but it removes ALL abilities, which usually is far too destructive to be useful.