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You can remove it in XComGameData.ini if you're starting a new game. The ability is called ChosenImuneMelee.
If the ability is already on the Chosen you will need Repurpose Ability or WSR by Iridar to remove it.
With Repurpose Abilities or WSR by Iridar you can attach abilities to other abilities. Same, look at the code, adapt and you have your mod 👍
1- Create the ability granting poison immunity.
2- Attach the ability to Untouchable.
+CharacterImmunities = (Mark'Blaster'Briggs=Soldier, AddImmunityName[0]=Fire)
I'm very new to xcom modding myself, just trying to make one soldier have some immunities. I would greatly appreciate any help.
Well, I still gotta get my new rig before I start up a new campain, so I'll wait for your mod :)
Weak to Bluescreen/Emp is something defined in the Character template.
Had a mod almost ready to allow you to change those but didn't have much time to test with the heatwave this week.
Because the final enemy to show up in the (vanilla) game should not be possible to counter by simply flashbanging it, and it being weak to bluescreen and EMP makes zero sense since it's not a robot.
Gas grenade can also sometimes make it bug out and waste all it's actions on opening and closing it's shell repeatedly.
It's such a small change that adds so much more quality to the fights without needing to rely on something like insanely buffed hp or armour.
Meaning if you want ChosenBalanced for all Chosen you add the ability using Repurpose Abilities (or other method if you want) and remove it from the Strength in XComGameData.ini
Also, would I need to re-define the Blanaced strength as a perk for it not to take up a strength slot?
You just have to add the ability ChosenBalanced to all Chosen.
Personally I REALLY like this method of making the chosen a little harder to kill, as it removes the whole "chosen will die to crits in 1 turn once their cover gets destroyed" crap. The only problem is that it's a strength they need to randomly roll (and takes a strength slot). I want it to be a basic perk that all 3 of them always have (kinda like how all 3 has the same summon trooper ability).
The ability to crit is tied to the ability, not the character.
After that I will upload a mod which will apply my changes.
It was not smart to include default changes in the first place when the mod is supposed to be used by other mods, my bad 😅
Meaning if you did you own changes in the file they will be removed so better backup!
Iridar's Weapon Skin Replacer - https://steamcommunity.com/sharedfiles/filedetails/?id=1517938486
It will allow you to hide weapons individually. Although I haven't used it myself, I believe you will need to do the configuring of each weapon. Should not be too hard.
I appreciate the time and effort you mod making guys put in.
Didn't realise that all the original game code came with the SDK. That is pretty dumb of me to be fair. Well I've already got the full WOTC version installed so I guess the world is now my oyster. :D
As stated in the description there are limitations where it won't remove immunities acquired with abilities. I can think of something for that too.
Take the Viper King for example, he has an ability to make him immune to unconscious. This mod won't remove that even if you set 'RemovePreviousImmunity' to true. It would however remove Poison and Mental.
By setting the variable to false it won't remove Poison and Mental.
Yes, just download the SDK, available in Tools from your library :)
So just to be clear with the new variable.
RemovePreviousImmunity=false means that the character that has been specified (by using their specified TemplateName) will retain any immunities they originally had and then I can add on top any extra immunities from the list that this mod supports?
Or
RemovePreviousImmunity=true means that the character that has been specified (by using their specified TemplateName) will be stripped of any immunities that they originally had and I can then have full control of which immunies they have using immunities from the list that this mod supports?
Also is it actually possible for me to gain access to the original game code? There have been a few occasions where I would like to look at certain code as I wish to try my hand at mod making.
- Added 'RemovePreviousImmunity' variable. If set to true it will remove the unit previous immunities, set to false it will add the new ones.
- Removed Commander Avatar previously added immunities.
To find about the Sectopod immunities for example you have to look at game code X2Character_DefaultCharacter.uc. I don't believe everyone has access to those files.
That is the reason I am making this update.
If you could add a list of already existing immunites for all enemies that would be fantastic. Or could you possibly point me in the right direction as to where I can find them out myself?
Great Mod by the way as the only other WOTC version that added Ruler immunites had another feature I did not want. Also the addition of being able to add immunities to ANY enemy is massive.
@Lebowskichild he deserves at least that. And you deserve to be crushed by his cannon :D
Will probably update soon to include another variable. Because as of now you have to include the character previous immunities to not remove them accidentally.