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Has anyone else had this problem, and if yes do you know how to fix it? (Yes, I'm greedy. I want BlueScreen PLUS another utility item.)
; Utility abilities
+AbilityUnlocksExtraUtilitySlot=TotalCombat
+AbilityUnlocksExtraUtilitySlot=FieldMedic
; Musashi's Jedi Class Revised
+AbilityUnlocksGrenadePocket=ForcePowerPool
+AbilityUnlocksAmmoPocket=ForcePowerPool
; Lucubration's Sniper Class
+AbilityUnlocksGrenadePocket=PistolStandardShot
+AbilityUnlocksAmmoPocket=PistolStandardShot
; X.C.O.M. Xeno Hunter
; Not needed. SwordSlice and Squadsight are both in the core list
; X.C.O.M. Trooper
+AbilityUnlocksGrenadePocket=PistolStandardShot
+AbilityUnlocksAmmoPocket=PistolStandardShot
+AbilityUnlocksExtraUtilitySlot=FieldMedic
; X.C.O.M. Scavenger
; Not needed. SwordSlice is in the core list
; X.C.O.M. Black Hat
+AbilityUnlocksGrenadePocket=IntrusionProtocol
+AbilityUnlocksAmmoPocket=IntrusionProtocol
; X.C.O.M. Breacher
; Not needed. LaunchGrenade is in the core list
+AbilityUnlocksAmmoPocket=Squadsight
+AbilityUnlocksAmmoPocket=LaunchGrenade
+AbilityUnlocksAmmoPocket=AidProtocol
+AbilityUnlocksAmmoPocket=Soulfire
+AbilityUnlocksAmmoPocket=Stasis
+AbilityUnlocksAmmoPocket=Insanity
+AbilityUnlocksAmmoPocket=Inspire
+AbilityUnlocksAmmoPocket=Overdrive
+AbilityUnlocksAmmoPocket=SkirmisherStrike
+AbilityUnlocksAmmoPocket=Shadow
+AbilityUnlocksAmmoPocket=FirePistol
+AbilityUnlocksAmmoPocket=ReturnFire
+AbilityUnlocksAmmoPocket=Holotarget
+AbilityUnlocksAmmoPocket=ArcThrowerStun
+AbilityUnlocksAmmoPocket=KnifeFighter
+AbilityUnlocksAmmoPocket=Claymore
+AbilityUnlocksAmmoPocket=ShieldWall
+AbilityUnlocksAmmoPocket=Justice
+AbilityUnlocksAmmoPocket=Rend
+AbilityUnlocksGrenadePocket=SwordSlice
+AbilityUnlocksGrenadePocket=Squadsight
+AbilityUnlocksGrenadePocket=LaunchGrenade
+AbilityUnlocksGrenadePocket=AidProtocol
+AbilityUnlocksGrenadePocket=Soulfire
+AbilityUnlocksGrenadePocket=Stasis
+AbilityUnlocksGrenadePocket=Insanity
+AbilityUnlocksGrenadePocket=Inspire
+AbilityUnlocksGrenadePocket=Overdrive
+AbilityUnlocksGrenadePocket=SkirmisherStrike
+AbilityUnlocksGrenadePocket=Shadow
+AbilityUnlocksGrenadePocket=Rend
+AbilityUnlocksGrenadePocket=FirePistol
+AbilityUnlocksGrenadePocket=ReturnFire
+AbilityUnlocksGrenadePocket=Holotarget
+AbilityUnlocksGrenadePocket=ArcThrowerStun
+AbilityUnlocksGrenadePocket=KnifeFighter
+AbilityUnlocksGrenadePocket=Claymore
+AbilityUnlocksGrenadePocket=ShieldWall
+AbilityUnlocksGrenadePocket=Justice
Example:
+AbilityUnlocksAmmoPocket =APT_Guttersnipe
+AbilityUnlocksGrenadePocket=APT_Guttersnipe
Do it for all 37 origins, and additional class plugins
+AbilityUnlocksAmmoPocket=Holotarget
+AbilityUnlocksAmmoPocket=LaunchGrenade
+AbilityUnlocksAmmoPocket=IntrusionProtocol
+AbilityUnlocksAmmoPocket=Soulfire
+AbilityUnlocksAmmoPocket=Stasis
+AbilityUnlocksAmmoPocket=WOTC_APA_Sedate
+AbilityUnlocksAmmoPocket=WOTC_APA_FireDiscipline
+AbilityUnlocksAmmoPocket=Overdrive
+AbilityUnlocksAmmoPocket=SkirmisherStrike
+AbilityUnlocksAmmoPocket=Shadow
+AbilityUnlocksAmmoPocket=Rend
+AbilityUnlocksExtraUtilitySlot=LaunchGrenade
[XComGame.X2ItemTemplateManager]
-UniqueEquipCategories=grenade
Things like WOTC_APA_SwordSlice are the versions which replace vanilla abilities like SwordSlice added by Proficiency class mod. If your running other class mods just find the name of the specific ability in that mod ini to put in this mods ini part. Hope that helps :)
For you guys who use class mods such as Psionic Class mod and Proficiency Class mod here is my copy pasta to make this mod work along side them flawlessly.
[XComGame.X2AbilityTemplateManager]
+AbilityUnlocksGrenadePocket=WOTC_APA_SwordSlice
+AbilityUnlocksGrenadePocket=Holotarget
+AbilityUnlocksGrenadePocket=LaunchGrenade
+AbilityUnlocksGrenadePocket=IntrusionProtocol
+AbilityUnlocksGrenadePocket=Soulfire
+AbilityUnlocksGrenadePocket=Stasis
+AbilityUnlocksGrenadePocket=WOTC_APA_Sedate
+AbilityUnlocksGrenadePocket=WOTC_APA_FireDiscipline
+AbilityUnlocksGrenadePocket=Overdrive
+AbilityUnlocksGrenadePocket=SkirmisherStrike
+AbilityUnlocksGrenadePocket=Shadow
+AbilityUnlocksGrenadePocket=Rend
+AbilityUnlocksAmmoPocket=Prodigy
+AbilityUnlocksAmmoPocket=HotShot
+AbilityUnlocksAmmoPocket=EagleEye
+AbilityUnlocksAmmoPocket=Runner
+AbilityUnlocksAmmoPocket=Praetorian
+AbilityUnlocksAmmoPocket=MovingTarget
+AbilityUnlocksAmmoPocket=IronWill
+AbilityUnlocksAmmoPocket=Stalker
+AbilityUnlocksAmmoPocket=Juggernaut
+AbilityUnlocksAmmoPocket=Bulletproof
+AbilityUnlocksAmmoPocket=LightningReflexes
+AbilityUnlocksAmmoPocket=Blastpadding
+AbilityUnlocksAmmoPocket=CyberAdept
+AbilityUnlocksAmmoPocket=Hitman
+AbilityUnlocksAmmoPocket=Panoptic
+AbilityUnlocksAmmoPocket=DamnGoodGround
+AbilityUnlocksAmmoPocket=Scout
+AbilityUnlocksAmmoPocket=XenoBiologist
+AbilityUnlocksAmmoPocket=DeepCover
+AbilityUnlocksAmmoPocket=RpgScrounger
+AbilityUnlocksAmmoPocket=RpgDrivenByVengeance
+AbilityUnlocksAmmoPocket=SyntheticGenes
I saw that you link it to abilites, if I linked it to other starting ones would that work?
any suggestions??
http://steamcommunity.com/sharedfiles/filedetails/?id=1171631441&searchtext= / Infiltrator / Samurai
But not for the classes in Richard's pack
http://steamcommunity.com/sharedfiles/filedetails/?id=1143304826&searchtext=
Is the ammo disappearing bug still a problem? If yes, I am not sure if I want to subscribe.
All good!
I've erased my config and reloaded to no avail...
Is there any way to add one utility slot for all armors in this mods?
I have to use "Ammo and Vests slots" along with your mod.
All work fine, but it seems to me it will lead to trouble.
To anyone who encounters the same issue, here is the fix!
Go to the following directory: Steam\steamapps\workshop\content\268500\1148730057\Config
and the XComGameData ini file.
Then add the following two lines:
+AbilityUnlocksGrenadePocket=PistolStandardShot
+AbilityUnlocksAmmoPocket=PistolStandardShot
Just tested it and it works!
I do have one question that I'd like to ask, though! I'm currently using the A Better Barracks mod, which moves the Squadsight ability to the Sniper rifle rather than the Sniper itself. Because of this, this mod doesn't go into effect for the Sniper.
Would it be possible to tie this to the 'Fire Pistol' ability? Or at the very least, would you be able to share with us what the ability name is so that we could add the line in ourselves? I've been trying various permutations of 'Fire Pistol' in the XcomGameData.ini but haven't gotten any luck. Any help you can provide would be amazing, thanks!
Would you make a mod to avoid the reward soldiers to be colonel? That's way overpowered, I think soldier reward should be one or two level UNDER the max level soldier we have.
Thanks for considering, I've tried to find anything related to that in the .ini files but failed.
Anyway, I agree with you on the SPARK launching grenades old fashioned way thing ^^
What you meant is that grenades should be launched from SPARK equipment, and not from hand?
Thanks!
I will disable Ammo&Vests Slots, and enable your mod to see it that makes a difference, maybe that'll do :-)
@José I encountered the issue you mentioned about disappearing ammo. I tried to look at the code to see what's causing the issue, but I coudn't trace it just by quickly scanning so I'll try fix it when I have time.
As for compatibility with other grenadier rebalancing mods, I'm afraid it won't be compatible since both mods are editing the same ability tree.
So, about Ammo and Grenade slots, could it be that it is the mod Ammo&Vest Slots that makes it so the slots do not appear in Robojumper Squad Select Menu?
I could try this mod and see if there's a difference.
Also, I can't edit the soldiers I'm sending in Covert Ops... I just have the 'Remove' button, the 'Edit' button is not there...