Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I would just go ahead and install this mod were it not for the incompatibility with Augmentations.
I have Iridar's Armor Overhaul, but it doesn't say those platings are part of it.
I ask because I never installed it on my current run, yet chitin plating and alloy plating showed up after doing some autopsies.
The vest slot does not appear, and there are a lot of empty spaces in the sidearm slot.
You could probably do Alias Pairs if you really wanted to make those go away (Would require the Tech Templates - Core mod), but ...
You do need to make some Changes.
In AML,set the 'LW2 Utility Plating' to "Ignored" in Dependencies tab.
In:Config\XComWeaponSkinReplacer.ini, comment out or remove all lines -except- the first one (the header)
Put in this instead:
;;; LWotC Version
+CHANGE_TEMPLATE=(TEMPLATE="CeramicPlating", SET_INVENTORY_SLOT=eInvSlot_Vest, TIER = -4, SET_CAN_BE_BUILT=0)
+CHANGE_TEMPLATE=(TEMPLATE="AlloyPlating", SET_INFINITE_ITEM=1, SET_INVENTORY_SLOT=eInvSlot_Vest, TIER = -3, SET_CAN_BE_BUILT=0)
+CHANGE_TEMPLATE=(TEMPLATE="ChitinPlating", SET_INFINITE_ITEM=1, SET_INVENTORY_SLOT=eInvSlot_Vest, TIER = -2, SET_CAN_BE_BUILT=0)
+CHANGE_TEMPLATE=(TEMPLATE="CarapacePlating", SET_INFINITE_ITEM=1, SET_INVENTORY_SLOT=eInvSlot_Vest, TIER = -1, SET_CAN_BE_BUILT=0)
Then in Config\Base\XComGame.ini, remove the line for
+RequiredMods="WOTC_LW2_Plating"
PS; my utility items are already a mess. :')
Probably only one of the mods will win out in the end, not sure which.
I don't remember the details, but the fact that it's written in BIG LETTERS is probably an indication that the incompatibility goes pretty deep.
I'll actually try and see if I can root out all of them or perhaps find the reason why they were not converted in the first place. Since I didn't get modules. Something must have been fixed because I now do.
One possible culprit, only for not being converted/being double I could easily find might be Buildable Vests (Plated) and definitely Buildable Items (which adds many new ones but also makes vanilla buildable) but I have found Ceramic Plating and its upgrades as well as Pathfinder (3 Mobility) and Bio Division Stuff (at least the Viper).
What may have fixed some things may be Rain's or Lalup's Tweaks since those are the only mods I added which may touch upon the inventory. Not that I see where they may have done something,
Armour Upgrades has a config entry which kills the slot under all but perhaps one circumstance.
+arrSlotsToKill = (DLC = "WotC_VestSlot", SlotName = "VestSlot"
in
XComArmourUpgrades(dot)ini
has to be commented (;) out
A circumstance either may be CI and its bridge or the RPG Overhaul.
well, at least you found the "culprit". Sorry I got the name wrong.
iirc, TeslaRage's mod does have contingency/plans/compatibility for this mod built into it... though I've obviously forgotten the specifics.. you just need to know/understand how they all play together for the desired end results
Ok I am an idiot, as it turns out I did have the one mod you mentioned by TeslaRage, but it was under the name [WOTC] Armour Upgrades, which destroys vests entirely, but at least I found the bloody culprit.
Don't have TeslaRage's Armour Modules mod, but I do have RoboJumpers Squad Select as well as Mod Everything Reloaded. Guess I'll just have to do the old activate one mod after another method to figure out whats going on.
THIS mod uses the Vest slot from Musashi.
These two slots are different and take different items, even though they are doing similar things.
((3rdly, just in case you also have it .. TeslaRage's Armour Modules mod completely obliterates the Vest slot and vests, turning them all into modular-upgrades for armours.. which requires the MCM setting of RoboJumpers Squad select set to NOT "only primaries".. OR .. the Mod Everything Reloaded mod --as noted in the description-- ))
> does this mod conflict with Dressed for Success
Yes, obviously.