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thanks Iridar
There is a non-automated Loadout Manager now available: https://steamcommunity.com/sharedfiles/filedetails/?id=2810261755
I think the new mod is better, and suggest you check it out.
This mod's functionality is tied to the squad select screen. It shouldn't do anything anywhere else. I don't see how it can affect Covert Actions at all, unless you're using Covert Infiltration, and even then it should function normally, same as on the regular squad select.
Начни с установки SDK:
https://www.reddit.com/r/xcom2mods/wiki/firsttime
Для мода с переводом достаточно обычной, не full_content версии.
Затем следуй этой инструкции чтобы сделать пустой проект мода:
https://www.reddit.com/r/xcom2mods/wiki/wotc_modding/guides/firstmod
Это будет проверкой на серьёзность намерений. Если получиться выполнить оба шага, приходи в xcom 2 modding дискорд и напиши мне в личку или пингни.
https://discord.gg/ZytsZ93
The game automatically unequips items from wounded soldiers, not sure why the mod would fail to equip them back, though. I'll investigate.
А про мод, добавляющий локализации, хорошая идея. Подскажи, пожалуйста, как его сделать? Или хорошие туториалы по созданию модов к ХСОМ.
Ну и уродская формулировка вопроса. А ты голодным неграм в Африке помогаешь? Нет? А почему? Ты лентяй, расист или просто нехороший человек?
Уважай чужое время. У меня дела поважнее есть чем вставлять плохой перевод в мод в котором и текста толком нет, особенно когда это "просят" сделать таким тоном.
Если тебе так хочется ты можешь сделать свой мод который будет добавлять русскую локализацию хоть ко всем модам в мастерской.
Даже готовую локализацию в мод не засунул. )
This mod saves loadouts for individual soldiers, it does not copy loadouts between soldiers.
Да ладно?)
Нужно создать текстовый файл SecondWavePickYourChosen.rus и сохранить его в папке мода Localization с этим текстом:
[UIScreenListener_ALS]
strSaveLoadout="СОХРАНИТЬ ЭКВИП"
strLockLoadout="БЛОК. ЭКВИП"
strUnlockLoadout="РАЗБЛОК. ЭКВИП"
strSaveSquadLoadout="СОХРАНИТЬ ЭКВИП"
strLockSquadLoadout="БЛОК. ЭКВИП"
strUnlockSquadLoadout="РАЗБЛОК. ЭКВИП"
strSaveSquadLoadoutTooltip="Сохранить экипировку текущего отряда."
strLockSquadLoadoutTooltip="Блокировать экипировку текущего отряда."
strUnlockSquadLoadoutTooltip="Разблокировать экипировку текущего отряда."
Phew and I thought when my soldier still had that scattergun after bying the shard gun that i broke the game somehow XD
Luckily the only broken thing rn is my reapers claymore vanishing when thrown lol
i am planning to start a new game tonight and thought i will change some small things in my modlist anyway.
and a huge compliment and thanks for your mods, they are fantastic.
It should work for all slots.
The solution is when you notice this happening you remove the soldier from the squad and hit unequipbarracks that solves the problem and gives you back the weapon. NOW the problem is that if you use THIS mod you can't do that so you can't prevent multiple stacks of weapons and dissapearing ones. Until musashi figures out the bug this is the only solution.
their hack stat would go up by 50 every time I clicked it because gremlins give a bonus, I got it up to like 2000
the S W A R M was pretty hilarious to see in game
I'm fairly sure its a bug caused by this mod combined with one of my other 300 mods, but its pretty comical.
here's hoping that troubleshoot command fixes the gremlins, and a few others that have duplicate weapon icons.
Thx for the quick reply
Damn! that's too bad
No, those functions are pretty hardcoded.
However, the point of this mod is to make the game's fiddling with the loadout a non-issue, though it doesn't manage weapon upgrades yet.
I am so sick and tired of constantly having to correct my loadout for my characters after they have been on covert/bonding/infirmary/etc, seems I am spending half my time in the game removing attachments from weapons, equipping the correct weapon and then adding the previously removed attachments to the correct weapon, it is a none stop job at this point
Sorry to hear that, I'll brush through the code again to see if there are any bugs.
In the meantime, you can get your Chosen Katana back with this console command:
AddItem ChosenSword_XCOM 1
So, uh, yeah... that's a thing that happened to me. o_O
Technically possible, but I don't think it's warranted.
Yea So the use of mods and INI edits I have 3 Utility slots PLUS
A Grenade
A Ammo
And a Vest slot
once loadout is saved and locked it all works fine except the Item in the first Utility slot is always changed to a plasma grenade NFI lol
It should automatically pick up any slots you can interact with.
ALM sometimes doesn't work with some slots, I haven't been able to track this issue yet.