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Note to self (translation): With this mod, my game crashes every time a Sectoid raises zombies on the map or a faceless appears from a civilian. Disabling it still allows you to play normally with (Advent Angels - Steam Workshop).
Отключение его все еще позволяет нормально играть с (Advent Angels - Steam Workshop)
I'll do it next time I play (could be a bit,since I'm not on my modded pc so I play vanilla right now,and it suck lol but I'm oversea)
Tho can confirm that after disabling it,did basically 12h of gametime with 0 crash,so I'll def send you logs when I'm back to see what could be the conflict here.
Replace the Advent unit cosmetics. With this mod. Cause im trying to replace most of Advent with the Locust from gears.
1. Enable this mod
2. Turn on Runtime reskins in Advent Angels MCM (relaunch if necessary)
3. Use the 'AdventAngelsSetLogMode 1' and 'RRASetLogMode 1' command
4. Play until a crash
5. Send me your Launch.log in a Discord PM.
But after installing this mod (not the angel one,this one specifically) I do see a up in the crashes,easily 1-2 per sessions,and it seem to happen more when theres a Lancer around and its the Chosen turn,just wondering if others had the same unfortunate experience with it. (Will add that since removing that tho,no more crashes,but at least Angels still work fine)
I've tested this with LW's Archon, by adding it to my unit replacement definitions and passing it my base Archon model with its gold metals. LW changes its metals to black and this persists even after restoring the mesh and then re-applying the reskin. So, in that sense, there is compatibility, since LW's override is neither destroyed nor overwritten. I'm not sure if the outcomes will be as expected with fully custom models.
Rules Provider: when you want to reskin the passed-in unit, return true along with your outPriority.
Mapping Provider: return true and put the archetype path you want to use for the passed-in unit in the outArcPath (e.g., 'AdvStunLancerM1' to <Droid archetype path, as a string>).
Registration: Register your rules and mapping providers in your OPTC. See the sample code in the interfaces.
To validate registration, use the RRAShowRulesProviders and/or RRAShowMappingProviders console commands ingame. To view logging related to the rules and mapping evaluations, for troubleshooting, use the RRASetLogMode 1 console command.
If you’d rather learn from code, the next Advent Angels update will ship with working providers you can copy and adapt.
I'm not sure that the first version of the interface is well suited for the granularity of configuration (all the slots, all the camos, all the colors, etc) that you want. It's more for swapping enemy meshes with modified variants wholesale. But feel free to experiment. You could even build an interface V2 (and the corresponding rules, mapping, and reskinning logic) for that granularity and submit it for consideration, if you're that passionate about it. ;)
I would love my Agent 47 to change his suit on his own. Or Tommy Vercetti to sometimes run in his shirt and other times in his suit.
I don't know about flickering in the other mod, but it doesn't happen here. This API is tested and working. Stay tuned to see how Advent Angels integrates with it if you want a functional sample.
The V1 interfaces are based on an archetype-driven system, which suited my needs perfectly. I left it open to other implementations by versioning the interfaces. Who knows what the V2 interfaces might look like. Could be config driven! I have no need for that, but with collaboration it's definitely a possibility. The way I'd design it, any version could be used by any mod, simultaneously.
@PhatJoe: Of course! :) That was one of my requirements from the get-go. It even covers main menu actors. All that is mentioned in the mod's description in the first section under Features .
I assume that it won't work on units "decorated" using LWOTC's integrated config-based mechanism, like all LWOTC ADVENT variants, right?
FYI, the behaviour when using Enemy Skinner REdux on one such unit is that the new model is applied *ovelayed on top of the old*; you have to also remove their associated config entry on that array (can be done on another mod's .ini) in order for that to work without flickering.