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
There's a version of Ready Up for WotC. IIRC, that mod's .ini can be tweaked so it'd work just like this one.
Four posts down.
Have a look for the Ready Up mod.
"Played a Gatecrasher the other day. Didn't go too well (Better AI mod) and hit Restart Mission. When I re-started none of my rookies had the Steady Weapon ability. No biggie."
Since then RealityMachina's released More Default Soldier Abilities to cope with mod-added abilities like this and situations like that (including RM's own Reinforcement Missions and reinforcements on Avenger Defence.
Trouble is that when the Steady Weapon ability is added it's not respecting the INI settings (i.e. disabling for shotguns etc.)
According to RM:
Steady Weapon's issue, sorta, it would involve me having to modify the ability with a new condition since Steady Weapon does its weapon check with the screen listener.
Not sure if there are plans to update this mod at all? Could the weapon check be moved into the ability instead of the screen listener?
STEADY_WEAPON_DISABLED_ARRAY[2]=sparkrifle
Worked fine throughout my most recent campaign. Probably a mod conflict as there's not been an official update to XCOM 2 or this mod since:
Troubleshooting: Mods not working properly / at all
(About restarting a mission, i'm playing impossible with increased squad sized and a few other buffs to the enemy. I had to fight 18 enemies on gatecrasher because the officer called in reinforcments...)
I think it was Steady Weapon, gain +20 aim, end turn, aim bonus still active, then overwatch, and that reactionshot had the +20 aim bonus, no?
Maybe the Longwar mod uses this key for the skill and the modder make it this way for this reason (I didn't played the Longwar mod), so I suggested to make it configurable, could be in the .ini file. I think every mod that adds an skill should have an option to configure the key.
But if is too much work to do that, no big deal. I'll still use the mod anyway.