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Added
+GRANT_WEAPON=(GrantWeaponType[0]="psiamp", Slot[0]=eInvSlot_SecondaryWeapon)
To the ini config
No luck :(
Any ideas?
This mod will do anything only if you or some other mod provide configuration for it.
A semi-colon in front of a line will comment it out, the game will ignore it.
;+GRANT_WEAPON=(AllowedWeaponType[0]="shotgun", GrantWeaponType[0]="SMG", Slot[0]=eInvSlot_PrimaryWeapon)
; Any class that can use either Pistols or Autopistols gets access to both.
;+GRANT_WEAPON=(AllowedWeaponType[0]="pistol", AllowedWeaponType[1]="sidearm", GrantWeaponType[0]="pistol", GrantWeaponType[1]="sidearm")
I don't know what ITM is. Template Master? Neither this nor that mod can do what you want, though it's possible in general.
It won't "conflict" no matter what you do.
This mod can do essentially what this mod can do for secondary weapons as well.
Thanks for pointing me in the right direction @Iridar!
Have you checked if that still happens with this mod disabled? Class weapon restrictions are *normally* adjusted via XComClassData.ini, but some mods can bypass them altogether, I believe that's how True Primary Secondaries work, unless that was changed.
Correct.
No.
No.
No idea, but in principle, this mod doesn't do anything you can't do through .ini editing, so probably not?
You can open the XComClassData.ini of the ABB mod to add a config line to allow a specific class to use SMGs, it's very straightforward, you can use existing config as an example.
I'm using this mod: [WOTC] Renamed SMGs Mod (Compatible with A Better Barracks) and have changed the weapon category from "rifle" to "SMG", meaning the SMGs will now be treated as their own weapon (instead of being treated like a rifle variant) via that mods INI as suggested.
I have both this mod, and [WOTC] Open Class Weapon Restrictions Config installed as well as ABB.
What line from the SMG mod would I need to add to the XComClassData.ini for the classes of ABB (specialist, scout, ranger, agent, saboteur) to allow them to use the SMG's?
Or, how can I do it with this mod / [WOTC] Open Class Weapon Restrictions Config becuaseI don't understand I'm sorry.
Again, any help would be greatly appreciated. Thank you
The mod will not do anything unless you configure it. Please read mod description.
Did you enter any configuration for the mod?
ah, that's sounds interesting. i'll check your mod as well as RPGO out. Maybe i'll find a way to get the customization option for the Commando class i'm looking for. thanks for pointing those things out
Okay, that makes sense. It is possible to have empty slots in general, but the Secondary Weapon slot is not allowed to be empty. Which can be changed, of course, but that would require a separate mod.
RPGO solves this by adding an "Emtpy Slot" secondary weapon which can be used as a slot filler.
You could try to achieve something like that by using my Weapon Skin Replacer mod to change some equipment item so it is equipped in the Secondary Weapon slot, but doesn't add any abilities, and doesn't do anything by itself.
i kinda understand why you're confused so let me try to explain it
the main reason i asked is because i wanted to play the Republic Commandos with no secondary weapon. on the other hand i was hoping to be able to play regular Clone Commanders with dual pistols, while both units are usind the Commando class. IF it would be possible to add an empty slot i would have gotten exactly what i was hoping for - one class able to played in two different ways simultaneously (no secondary and dual pistols). but you explained to me that it won't work the way i was hoping it would, because i can either have a secondary weapon OR no secondary weapon at all. and that is the response i was afraid of, because it forces me to change my plans for my upcoming playthrough
i hope this time i explained it better
Then I don't understand your response. I explained how to easily do exactly what you want, and you're all like "I was afraid of that".
don't worry, i did read the whole comment
Read the whole comment, lol
i kinda was afraid you'll say something like that. guess i have no other choice than to give them a pistol then, since i was planning on using the Commando class for some regular Clone Commanders as well, mainly those who use dual pistols. i know there's a Akimbo class for that, but i like the Commando class skills more......yeah. damn, but thanks either way. at least i know the answer now :)
You can't add an "empty slot", it doesn't work like that.
You can, however, remove secondary weapon from a class. It's just one config line in XComClassData.ini. Look up how K's Officer class is set up, the version that only uses a primary pistol.
the reason i ask is that i'm planning to do a vet playthrough with the Republic Commandos from Star Wars with the Commando class mod from Alpha115. And even though the claw as a secondary weapon is kinda nice, my RC's neither need those, nor any other secondary weapon. and before i try things that won't work at all, i wanted to ask if i can add the option for an empty secondary slot i.e. by adding "+AllowedWeapons=(SlotType=eInvSlot_SecondaryWeapon, WeaponType="none")"
would that work?
if you configure the mod to do so.