Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
There are too many class features that depend on having a claymore so it would be bad for Reapers to replace their claymore. What you can do is add a ripjack using my Utility Slot Sidearms Extended WOTC mod (or Ginger's version, which is slightly different but ultimately based on the same mod) and equip a ripjack in the utility slot.
What do you mean? At least the last time I tested it, the two different squadsights didn't clash at all, and Reaper sting gave an extra charge, which is what it was designed to do.
Anyway, as to your other question, I don't use either of those other two mods so I'm probably not going to be able to help very much.
Edit XComClassData.ini. You'll need to add a new block for your new class-- e.g., if your class is called the BadassDude, you add [BadassDude X2SoldierClassTemplate] and then just add +AllowedWeapons lines for whatever weapons you want to allow that class. The ini has some examples that should be enough for you to go on. Feel free to ask if you have more questions though.
I'd recommend making a backup copy (or simply putting these changes into your own mod) because you'll lose your changes if I update this mod.
@Lady Vert
I'm not sure what you're asking, sorry.
Yeah, it only affects weapons that (in my opinion, anyway) don't contribute substantially to the "feel" of the class.
But thanks for the explanation GUA might check that mod out after my current campaign.
With this mod enabled with my other mods, any loaded saved games, plays a fast forward snap shot of that file, then dumps out to the desktop.
With all mods enables - apart from this one it loads and plays fine from where it was saved.
Other than that it is working in being able to give weapons to soldiers that you would like to change.
I can't promise anything, but I haven't had a crash and I've been using this mod in my own game for at least a week.
@0.5x A Press
Not at the same time, but you get ripjack damage if you use justice and you get gauntlet damage if you use rend.
@Deadput
I didn't think of that. That would be quite powerful! Unfortunately there's no real way to give the Templar any psi powers without editing the class, unless I just directly apply the powers to the Psi Amp. Then there isn't much choice in what you can use. I'll have to look into this a little more as well.