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I'm pretty sure the that mod has a compatibility file somewhere that reiterates the above mention code but with the RIGHT identifier for the legs. Also idk why but DO NOT DELETE the other legs LINE OF CODE. Idk why but this seems to break every time I try to delete it after I add the new line. It wont break anything as that line of code doesn't seem to be working anwyays.
Anyhow hopefully the mod author fixes whatever the problem seems to be, idk if this was literally all that was wrong but hey if it was thats a pretty easy fix. Hope you have a great rest of your days :)
1. "C:\Program Files (x86)\Steam\steamapps\workshop\content\268500\1294744824\Config\XComGameData.ini"
( For those who have a C-drive that has all their stuff saved you should be able to copy path)
2. Locate the file called (XComGameData.ini)
3. You can edit the config file with notepad
4. Simply add (+BuildItemArmorCategories="augmentation_leg") below the last line of code.
Should look like this;
[XComGame.X2ItemTemplateManager]
+BuildItemArmorCategories="augmentation_head"
+BuildItemArmorCategories="augmentation_torso"
+BuildItemArmorCategories="augmentation_arms"
+BuildItemArmorCategories="augmentation_legs"
+BuildItemArmorCategories="augmentation_leg" <------ You just add this.
5. SAVE
For those using ----->AML<----- follow the steps below.
1. First Locate Mark Zero Augments Mod
2. Go to the config tab after selecting the mod
3. Locate the file called (Config/XComGameData.ini)
4. Simply add (+BuildItemArmorCategories="augmentation_leg") below the last line of code.
Should look like this;
[XComGame.X2ItemTemplateManager]
+BuildItemArmorCategories="augmentation_head"
+BuildItemArmorCategories="augmentation_torso"
+BuildItemArmorCategories="augmentation_arms"
+BuildItemArmorCategories="augmentation_legs"
+BuildItemArmorCategories="augmentation_leg" <------ You just add this.
5.5. And MAKE SURE TO SAVE
____________________________________________________________________________
additem AugmentationLegs_MkZero 1 (Replace the number with how many you want).
FleshWoundRoll = 95; //the chance for a gravely wounded soldier to need an augmentation, with Only A Flesh Wound active
The Augmentations mod has been released a very longtime after the creation of Augments: WOTC Prosthetics.
From all the reading I have done here is the list of mods I have that I think might be releated to this: squad select by robojumper, augmentations by mushashi, mark 0 augmentations by realitymachina, LW2 Utility Plating, and ammo and vest by mythrell.
Actually a "Mark -1" indicating standard (by 2035 tech) prostheses would make a lot of sense. Make them cost 5 supplies each and use them as a way to get someone back in the fight quickly until better tech comes along.
Do I have prmission to edit this and make it so? mARRRRRk-1 augments sound like they make sense.
https://steamcommunity.com/workshop/filedetails/?id=1293725945
After you subscribe to the Augmentations mod you can disable the automatic cosmetic changing by opening the ini file with a text editor. It's located here:
%Steam%\SteamApps\workshop\content\268500\1293725945\Config\XComAugmentations.ini
...then change;
bAddCosmeticOnAugmentation=true
to
bAddCosmeticOnAugmentation=false
a question, i have a hibryd with a medical marksman class and i cant seem to put a torso augment on him, despite being gravely wonded, it just wont let me place it. any ideas? thkz in advance!
I had the LW2 utility vest/plate AND tons of utility items clashing with this mod, (I used it for the LW Mecs but they updated it to only use the highlander which avoids you using that mod), removing those makes it work just fine
There are two other mods from the same author that disable the higher tier cosmetics. It helps removing the clutter.