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 just finished (and published) the plugin for the hero soldiers (now I only have sparks to do, but it should be a lot easier)
I could have missed something, but, up until now, I've never seen reapers/skirmishers/templars been affected by your mod. The color option, when enabled, worked very well for standard classes, but heroes (and spark) seemed to always choose their color within a predetermined vanilla list (and no armor pattern was ever selected).
So I tried to have them impacted as well by modifying their respective charactergenerator classes, and, from my current version, I can indeed see the difference in color choice and patterns.
A small question, though, I'm only thinking about now : since I'm replacing classes specific to WOTC or the spark DLC, could it render your mod unusable for non-WOTC versions (or without the Spark DLC) if they were assembled into it ?
Since I'm currently discovering the XCOM modding tool, would you mind if I released plugins for it to concern heroes soldiers and spark as well (or would you want to integrate into yours) ? For now, I am at least obtaining encouraging test results for reapers, with only just a few adaptations of your code for this specific class. I would mark your mod as a dependency (I'm reusing the same mod config option in any event) and of course give credit.
Thanks for the recommendation - using that Alternate Mod Launcher now makes it work. Thanks.
Working for me in my current campaign.
Some great Mod Troubleshooting advice
That recommends the excellent Alternate Mod Launcher [github.com] Everyone who uses mods should be using it
As well as AML's own wiki and FAQs, this guide gives some more detailed advice on using the Alternate Mod Launcher: Troubleshooting: Mods not working properly / at all
If you're using the Community Highlander then read its specific troubleshooting advice [github.com]
https://steamcommunity.com/sharedfiles/filedetails/?id=1311131438
It would be neat especially for engineers and scientists who are stuck with these ghoulish appearances.
That's a classic sign of a mod conflict. Grab the Community Launcher and have a read of these:
Troubleshooting: Mods not working properly / at all
Mod not working? Mods still have their effects after you disable them?
https://steamcommunity.com/sharedfiles/filedetails/?id=767471263
Causes the infamous hologlobe 10 fps glitch.
Is there a way to solve it perhaps?
But I love this mod. Saves tons of time to make sure that your non-CP soldiers look varied and interesting with little imput to fix'em to your taste.
As for "paypal good money" - there's a donate button above, or my Steam wishlist is here ;)
Actually, as far as I can see, the author says nothing about armors:
Does it work with (mod that adds new colors/camo/tattoo/etc)? Yes!
There is nothing in there about armors. Armor inclusion from mods is part of the base game MCM, as functional or not as it is. All his mentions are things the base game will NOT put on rookies, which is not a problem it has with armor, as we know
Read the Description.