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"It's no use!"
but amazing mod!!! You also get one at the start too
But if I have multiple proxian soldiers in my hero pool (as in,saved templates for when I get one),and disable the mod for a run,would the templates be gone from the pool? And if I reenable the mod,would they be back or I lost them and have to redo them?
This decision has turned Proxian Unit into one of my favorite mods.
Your issues with the animations etc come from trying to add extra armours - this is never going to work as per the "Custom Armour Only" comment. This is because all the needed animations etc are tied to the torso armour. This is just a design limitation of the game.
The class was never intended to be GTS trained, they need a custom unit pawn/model to function hence the free starting one and Coverts for recruitment to give the correct special-to-type unit (it is not a 'standard' human frame - in much the same way as Sparks/Heroes are not GTS trainable)
Your crashing issue/startup times/log is just xcom2 being jank, check your modlist. Sounds like you might be running conflicting mods or vanilla mods in wotc. The log itself there is nothing useful, sorry.
] ScriptLog: StartingProxian: Installed In New Campaign
[31904.71] WOTCMusashiModFixes: OnPostSquaddieLoadoutApplied Running PROXIAN-572
[31904.72] ScriptLog: HasAmodMedicalSlot called
[31904.72] ScriptLog: HasAmodSlot called
[31904.72] ScriptLog: HasAmodMedicalSlot called
[31904.72] ScriptLog: HasAmodSlot called
[31904.72] ScriptLog: GatecrasherAlien: InstallNewCampaign
[31904.73] ScriptLog: HasAmodMedicalSlot called
[31904.73] ScriptLog: HasAmodSlot called
For 8-9 hours twice before loading the menu = 18 hours to load
I'm lucky if the computer doesn't crash beforehand from watching youtube while waiting after doing IRL stuff. It has decreased my screen time considerably and I get sunlight now. But I want my damn XCOM and Proxian Class to work alongside amalgamation classes even if it is not amalgamated. It's too "Polished" to be made an amalgam spec. Easily at least.
;ARMOURS - CUSTOM ARMOUR ONLY
+AllowedArmors="proxian"
+AllowedArmors="MJOLNIR"
+AllowedArmors="NANOSUIT"
+AllowedArmors="GHOSTSUIT"
+AllowedArmors="NINJASUIT"
+AllowedArmors="CYBORG"
+AllowedArmors="N7"
But I still can only equip Proxian armor. I'm sure there's a reason for this. I was trying to create a Proxian cyberninja though. Just didn't want to break the class in the process as I allowed AWC abilities and now I can train proxians in GTS but they have issues like teleport shockwave does no "shockwave" and they break concealment just by moving. Otherwise Proxian Androids (GTS trained proxians humanoids) are pretty badass. But broken. School me Rusty
I have over 300 mods and don't have time to go through what caused the conflict with your mod. I had to give it up.
Sorry, but I still thank you guys for this great work - it's almost like an official DLC!
If you want this mod made into specs though, with upto 8 ranks and randomised perks.... that is not something that would be easy to do, and certainly not something I can put time towards, sorry.
Known Issues: point number 1. This issue happens with "any" custom character template trying to start the matinee/cutscenes, the game can't "find/verify" the unit type against the kismet/map details for unit templates.
I just wanted to say just in case that C4 and Black Site animations wouldn't trigger when this mod is activated (for me), leading to an infinite Black Screen during the Black Site animation to take the Black Site item. When removed, no problems at all.
Of course that might be because some other mods that are activated for me don't work properly with this one. Just wanted to report that just in case.
I still had fun with this class while it lasted. lol
b) possibly no issues, but disabled by default because I was worried there might be issues with perk animations etc .. and I just didn't have the energy to test every possible outcome of a gene-modded or psionic gifted Proxian
Retrain him and choose the shock one then
I unlocked my 2nd proxian,Put both of them on a covert infiltration,so until mission start they shouldn't be available.
But 2 ingame days after that,a retaliation strike happened,and one of them was available,and I used it on the mission.It got a promotion and I unlocked the guided missile
And then the covert happened,and it was back in there,and had the missiles when the covert started.
Kinda cool but I don't think its intended is it? Being able to still use them even tho they are in infiltration
btw love the mod so far,nice one.
Also just to know,the influence I need for a second one is mid or high? For the covert
These units are not really meant to use cosmetic options out side the ones given, especially torso replacers as they won't have the correct associated animation sets attached.