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If you're trying to run this mod with LWotC, and parts of it get overriden by LWotC (for example, if you try to change vest stats, LWotC will take priority and nullify the changes made by this mod) then you need to add the following lines:
[LWOTCAblativeVests CHDLCRunOrder]
+RunAfter=LWUtilities
+RunAfter=LW_PerkPack_Integrated
+RunAfter=LW_Toolbox_Integrated
RunPriorityGroup=RUN_LAST
This goes in this mod's XComGame.ini, located in it's Config folder. This needs WOTC Highlander to actually work.
Yes to "vigilance", no to "delete everything else"; I don't think it's that simple.
When I said .ini tweaking, I meant the vanilla files, not the mod's. Sorry if that wasn't clear.
If more utility slots is all you're looking for, check these out instead:
https://steamcommunity.com/sharedfiles/filedetails/?id=1148730057
https://steamcommunity.com/sharedfiles/filedetails/?id=1448532065
Tactical Rigging in particular can provide exactly what you're looking for, especially with a little tweaking of the mod's config.
Honestly, the entire reason I use this is to grant utility slots to all armors, because I think that was a silly mechanic.
So, if I delete EVERYTHING ELSE, and just leave the Utility Slot=True part in, and then run Complicated Red Fog, that should get this mod to play nice. All of it's stat adjustments should be gone, and Red Fog will load ModBase 2.0.wotever the newer version is.
It should be perfectly fine on its own. The problem is that it's prone to causing conflicts with other mods, because of the way it's designed. It won't break your game or anything, but it can interfere with other mods that change armor stats / behavior. It also uses an older version of XModBase (a modding tool) which will undo some bug fixes from Highlander.
[WOTC] Complicated Red Fog apparently fixes this issue by forcing the game to load the latest version of XModBase. So if you're using that mod, you needn't be concerned.
https://x2communitycore.github.io/X2WOTCCommunityHighlander/tactical/GetStatModifiersFixed.html
(See the Compatibility section)
I would also like to echo what RustyDios mentioned about the mod's invasiveness, but at least with that, I'd know what I'd be getting myself into.
If I need to drop the INI listed in the Xcom main folder or do I leave it in where it is and make adjustment to that file there?
There is no tool or interface for me to use this mod unless I am completely missing it.
When I try to use it via 'mod manager' the tool shows up but only lists a shield adjustment.
What am I missing?
The config is caused by this mod removing ALL previous abilities of a vest/armor. This is a really invasive method and would seriously mess up any modded vest with abilities if someone was to use this mod to adjust them.
The issue happens because this mod doesn't add back the base game abilities to the vests, but replaces them with it's own. Preferably this line "Vest.Abilities.Length = 0;" should be gated behind a boolean toggle. I'm all for adding new abilities, but removing any/all others is really problematic.
Thankfully my mods only need a tweak in the config of this mod to add back the original abilities, but thought I would pass the bug report along :)
Question: Is it possible to add a plating category to allow integration for the LW2 Utility Plating mod?
I was wondering if there was some way to add the Playable Titan Armor mod to the list of armors this mod can cover. I want to be able to change its health over to shields, but that mod is very...limited in the information it provides and what it allows you to edit. I am unsure what information I would need to pull from it to make it work.
I used the Author's choice ini (renamed and in place of the XComArmorConfig.ini file) so starting armors should show shield (ablative) and mobility buffs accordingly.
In barracks and on mission - nothing.
if anyone can help me, i will be very thank fully :) sry for my excellent anglish ^^
Ichanged in ini
+ArmorList=(ItemName=KevlarArmor_DLC_Day0, AbilityName=KevlarArmor_DLC_Day0_Chrm, \\
hp=0, shield=0, armor=0, mob=0, dodge=0, defense=0, will=0, \\
aim=0, hack=0, crit=0, pierce=0, psi=0, flankcrit=0, flankaim=0, sneak=0.0f, \\
utilityslot=true, utilityslot=5, heavyweapon=false)
in ini utility slot on true, plus utility slot=5, but not working :(
The primary config, XComArmorConfig.ini, is located at steamapps\workshop\content\268500\1129753213\Config
... but once back in the game the vests and armor still have their vanilla stats. I went through my list of mods and as far as I can tell I don't have anything else that would alter vests and armor. Anyone have any ideas?
1) Negative sneak values definitely work. (My heavy armor wearers and SPARKS are gonna be a bit less easy to overlook from now on…)
2) From some limited testing, armor piercing, flank crit change, and flank aim all seem to be working. Flank crit and flank aim I'm pretty sure of, though they both get lumped in with the normal 50% you get for both values while flanking so it's not immediately noticeable. Armor piercing I think works, though unfortunately so far I've only seen it with a value of 1 against someone with an armor of 1, so I'd like to test non-matched values just to confirm that the numbers work. All three are a bit funny to add to armor since they don't show up in its stats in the armory, but work otherwise.