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I dunno of people would consider it OP, but if I send a group on a covert mission it might allow some interesting options for ambushes and or blending into the troops on missions I was thinking if I took a whole squad of just aliens... just a thought.
Since I run a highly customized LWOTC Campaign I want to avoid additional issues where possible.
Any chance this would work without those ?
it was a feature in The Dreamers LW2 playable aliens mod and was wondering if the same could be implemented here?
This was originally answered here . You can also check the Community Pack 's version of SavItems or Amalgam to ensure their configuration is carrying the latest formatting updates, ensuring no lingering bugs that contribute to load times.
The current Community Pack's average load time is 4 minutes without amalgam, and 13 minutes with it (with the optimised AML O+E variant of Amalgam). Take that as you will.
A game not booting is normally due to one of these factors;
- missing DLC/required mods for a mod
- trying to use a vanilla-only mod in wotc
Check your mod list :)
[1185.60] ScriptLog: HasAmodMedicalSlot called
[1185.60] ScriptLog: HasAmodSlot called is that from this mod??
You need ModJam by Kiruka or its analogues
game wont start with this mod and Memory Allocation DLL"
So this is why I can't get it working...
Also, not related to this bug probably, but vipers dont angle their weapon when firing on targets that are below or above
Dunno if its because of some mod conflicts that are not listed here or something else
game wont start with this mod and Memory Allocation DLL
Or use secondary slots?
Or even utilities?
Climbing buildings, scaring units, charging through walls and smashing Advent Troops looks and feels great.
Apparently aliens on your team (Not mind controlled, actually selected squadmembers) cannot cross the gateway.
I took my spark, shinobi, Viper, Sidewinder and Sectoid and barged through the Assassins stronghold, but when I placed them all in the box for the gate to the inner sanctum it listed them as soldiers not in the évac' zone.
Moving them in and out did nothing to change that. Upon activating the gate I got the message 'soldiers sent back to the avenger' and only the shinobi and the spark where left to fight the assassin.
Can confirm the same happened for the Chosen Warlock.
Known issue, you can fix it yourself in like 10 seconds
if you are playing with my expanded playable aliens then that has the fix included, but you can just add it yourself given its simple, few config lines
+CHANGE_TEMPLATE = (TEMPLATE = "PA_SidewinderGun", INVENTORY_IMAGE = "img:///LWSidewinderSMG.LWBeamSMG_Common")
+CHANGE_TEMPLATE = (TEMPLATE = "PA_SidewinderGunLaser", INVENTORY_IMAGE = "img:///LWSidewinderSMG.LWBeamSMG_Common")
+CHANGE_TEMPLATE = (TEMPLATE = "PA_SidewinderGunMagnetic", INVENTORY_IMAGE = "img:///LWSidewinderSMG.LWBeamSMG_Common")
+CHANGE_TEMPLATE = (TEMPLATE = "PA_SidewinderGunCoil", INVENTORY_IMAGE = "img:///LWSidewinderSMG.LWBeamSMG_Common")
+CHANGE_TEMPLATE = (TEMPLATE = "PA_SidewinderGunBeam", INVENTORY_IMAGE = "img:///LWSidewinderSMG.LWBeamSMG_Common")
Add these lines to the Playable Aliens, to the config file XComWeaponSkinReplacer
... its not for LW2 (vanilla, non dlc version)
I fixed it with replacing all the skills from others pack ( Long War - Wotc )
And the Extra perk pack ( From Favid )
I tried in multiple ways but can't get it working