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Please how to do one thing with your great mod !?
please tell me how do I keep Tier 1 and Tier 2 weapons in my equipment rooster in game ?
i have weapon 3 already but i want give my rookies tier 1 or 2 of TLP DLC weapon. And they dissapeard...
Please help me with this one ..
The crossbar attachment is part of the hair trigger combination together with the stock; I didn't put it because I thought you only wanted the stock. Again, my bad. Glad to hear all is well now.
As per your question, the way my mod is set up is pretty hostile towards users due to excessively complicated set ups I did because I did not know better. To do what you want, use the following commands:
+DEFAULT_ATTACHMENT =(TEMPLATE=TLP_V_Rifle_CV, SOCKET=Stock, MESH="Better_V_AR.Meshes.Stock_AR", REMOVE_ORIGINAL=true)
+DEFAULT_ATTACHMENT =(TEMPLATE=TLP_V_Shotgun_CV, SOCKET=Stock, MESH="Better_V_SG.Meshes.StockBt2", REMOVE_ORIGINAL=true)
+DEFAULT_ATTACHMENT =(TEMPLATE=TLP_V_LMG_CV, SOCKET=Stock, MESH="Better_V_LMG.Meshes.StB", REMOVE_ORIGINAL=true)
if you want to make it work also for the magnetic and plasma variants of these weapons, rewrite the lines swapping "_CV" with "_MG" for the magnetic variants or "_BM" for the plasma variants.
First off; you can never modify the src file of any mod. At best you'll do nothing and at worst you'll break things. To properly modify the code of a mod you need to properly compile said code with the mod tools.
+ATTACHMENT_REPLACEMENT=(TEMPLATE=TemplateName, SOCKET=SocketName, ORIGINAL_MESH="Mesh.Path", REPLACEMENT_MESH="Mesh.Path")
or would i just be able to replace the Template.AddDefaultAttachment in the src file with the mesh from your upgrade version from the same mod?
See Here for the 'combined' project
Im a manchild when it comes to what you said to keep things nonclutter
Do I have to do to each file to do this? like in the mag and then the beam?
I ask this as each file as three of what you typed so where should I go from there?
(Change CV to MG for magnetic, and CV to BM for beam)
+WEAPONS_TO_HIDE_KEEP_SCHEMATIC=TLE_AssaultRifle_CV
+WEAPONS_TO_HIDE_KEEP_SCHEMATIC=TLE_Cannon_CV
+WEAPONS_TO_HIDE_KEEP_SCHEMATIC=TLE_Pistol_CV
+WEAPONS_TO_HIDE_KEEP_SCHEMATIC=TLE_Shotgun_CV
+WEAPONS_TO_HIDE_KEEP_SCHEMATIC=TLE_SniperRifle_CV
It will make your armory a lot cleaner, and a lot more immersive. And best of all, it even works with the "Infinite TLE weapons" mod, meaning that you'll be able to use the infinite swords without the additional firearm clutter.
If I'm getting this correct your mod adds an additional pair of all TLP weapons?
And that those pair of weapons can display attachments visually?
I was able to equip that second pair I believe but it was completely invisible when I went to upgrade it. I also still noticed the weapon appearing on the soldier but the attachment I added wasn't there.
Any ideas?
And thanks in advance.
Sure. To do that, you need to go in the config folder of my mod and open the XComWeaponSkinReplacer.ini file. Inside you'll find a bunch of commented entries (lines of text that start with a ";"); simply uncomment those of the weapons you wish to hide (by deleting the ";" character) and they won't appear in your armory anymore.
The lines are separated by tiers, as written on the file itself, so you shouldn't have any issues figuring out what to uncomment and what to leave alone. In any case, if you need more help, write another comment or better yet, reach me on Discord (Veehementia#5679) since I'm not very active on Steam lately.
Have fun!