XCOM 2
[WOTC] WSR Weapon Skin Replacer - Core
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Update: Feb 2, 2020 @ 5:54pm

New command for CHANGE_TEMPLATE

SET_COSMETIC_UNIT_TEMPLATE - allows to surgically change the cosmetic unit used by an equipment template.

Useful when making changes to Gremlins and the like.

Update: Jan 30, 2020 @ 10:18am

New commands:
SET_GAME_ARCHETYPE

Assigns the specified Game Archetype to the specified equipment template.

Example use:

This is necessary if you would like to convert Claymore to a utility item:

+CHANGE_TEMPLATE=(TEMPLATE="Reaper_Claymore", SET_ITEM_CAT="grenade", SET_WEAPON_CAT="grenade", SET_INVENTORY_SLOT=eInvSlot_Utility, SET_GAME_ARCHETYPE="WP_Claymore.WP_Claymore", SET_ANIMATION_FOR_ABILITY=(ABILITY_NAME="ThrowClaymore", ANIMATION_NAME="FF_Grenade"))

+GIVE_ABILITIES=(TEMPLATE="Reaper_Claymore", ABILITY="ThrowClaymore")



SET_STARTING_ITEM

Allows to set whether this item will be available from the campaign start or not. Note: will not have any effect on campaigns in progress.

Update: Jan 24, 2020 @ 12:16am

New parameter for CHANGE_TEMPLATE command: SET_WEAPON_TECH. Allows to change a weapon's WeaponTech; its technological level.
WeaponTech values used in XCOM 2 WOTC are:

conventional
magnetic
beam

Example use:
+CHANGE_TEMPLATE=(TEMPLATE="Sword_CV", SET_WEAPON_TECH="magnetic")

Update: Jan 21, 2020 @ 8:29pm

PRINT_ANIMSETS = true now prints Animation names as well.

New command: CHANGE_RATE_OF_FIRE

It allows you to change how many shots and at what interval are fired by each Fire Weapon Volley animation notify during specific animations. Example use:

+CHANGE_RATE_OF_FIRE=(TEMPLATE="AdvStunLancerM1_WPN", ANIMATION_NAMES[0]="FF_FireConvA", ANIMATION_NAMES[1]="FF_FireMagA", ANIMATION_NAMES[2]="FF_FireBeamA", NUM_SHOTS = 5, SHOT_INTERVAL = 0.08f)

Note that these changes are applied to ALL weapons that use this specific AnimSet. So, for example, the configuration above will apply its changes to ALL weapons that use Soldier_ANIM.Anims.AS_AssaultRifle AnimSet. So by changing this Advent Stun Lancer weapon, you will also change rate of fire of rifles used by XCOM and other kinds of ADVENT troopers.

Update: Jan 14, 2020 @ 2:51pm

Added a new console command: WSRDeleteHiddenItems
It will scan the current Avenger inventory, and if there are any items that have been hidden on the Inventory screen, it will delete them.
This should be necessary under normal circumstances, because WSR already does that every time you load a saved game.

Fixed an issue that prevented my DLC Run Order configuration from working, which should make WSR much more consistent at keeping Hidden items from appearing in Avenger inventory.

Update: Oct 9, 2019 @ 9:44am

Changing strategic costs and requirements through CHANGE_TEMPLATE should now work for Item Templates as well.

Example syntax:

+CHANGE_TEMPLATE=(TEMPLATE=RM_X1Pistol_CV, SET_CAN_BE_BUILT=1, CHANGE_REQUIREMENTS=true, REQUIREMENTS=(RequiredTechs[0]=Tech_ETCWeapons), RESOURCE_COSTS[0]=(ItemTemplateName=Supplies, Quantity=30), RESOURCE_COSTS[1]=(ItemTemplateName=AlienAlloy, Quantity=5))

Also, since Templates cannot have CanBeBuilt and InfiniteItem true at the same item,
CanBeBuilt will be automatically set to false if you set InfiniteItem to true, and vice versa.

Update: Oct 6, 2019 @ 5:19pm

New configuration option for CHANGE_TEMPLATE:

SET_CAN_BE_BUILT

Used the same way as SET_INFINITE_ITEM added previously.

+CHANGE_TEMPLATE=(TEMPLATE=MZShredderRounds, SET_CAN_BE_BUILT=0)

Update: Oct 6, 2019 @ 5:05pm

Two new configuration options for CHANGE_TEMPLATE:

SET_INFINITE_ITEM = 0

Will make an item not infinite.

SET_INFINITE_ITEM = 1

Will make an item Infinite.

Example:
+CHANGE_TEMPLATE=(TEMPLATE=GrenadeLauncher_CV, SET_INFINITE_ITEM=0)

REWARD_DECKS

Specify reward deck names that can contain this item template.

Example:
+CHANGE_TEMPLATE=(TEMPLATE=MZShredderRounds, REWARD_DECKS[0]=ExperimentalAmmoRewards)

Update: Sep 17, 2019 @ 9:42pm

Hide/Unhide functionality should now work for items that are added to the game when loading a save, a.k.a. vast majority of proper weapon mods.

Update: Sep 17, 2019 @ 4:28pm

New functionality: you now can Hide/Unhide items in Inventory screen in Engineering.