XCOM 2
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[WOTC] WSR Weapon Skin Replacer - Configuration
   
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11 kwietnia 2019 o 2:14
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[WOTC] WSR Weapon Skin Replacer - Configuration

Opis
This mod provides you with a configuration file for the Iridar's [WOTC] WSR Weapon Skin Replacer - Core so you can do things like:
  • Cosmetically modify weapons, including their models, animations, sounds and visual weapon attachments.
  • Reduce inventory clutter by permanently removing weapons and their schematics from Engineering. Useful if you don't want *all* of the weapons from a certain weapon mod.
  • Make gameplay modifications to items and weapons, such as adding and removing abilities, changing their Item and Weapon Category, Inventory Slot, number of weapon upgrade slots, damage stats, and much more.
  • Modify the tech tree by changing which items are created by which schematics, what research is required, edit resource costs, etc.
If you want your Assault Rifle to look and sound like a conventional Cannon with Coilgun attachments - you can do that. Make your Magnetic Rifle look and sound like Priest's Carbine? Make Chosen Assassin use a shovel? Easy. This mod is basically Unrestricted Customization for weapons and their attachments.

This functionality does not currently have any in-game UI; it all must be done through the configuration file. Using this mod is likely to require more effort than an average user is willing to spend, but it shouldn't be too difficult to figure out for anyone who puts their mind to it.

HOW TO USE

The XComWeaponSkinReplacer.ini configuration file is located at:
..\steamapps\workshop\content\268500\1709345052\Config\XComWeaponSkinReplacer.ini
I highly recommend to backup your configuration file, as it will be reset if you unsubscribe from the mod or verify game's files.

You can find instructions and examples of all commands you can enter into the configuration file here:
>>> GO HERE FOR EXTENSIVE DOCUMENTATION <<<

If documentation is not enough, you probably shouldn't use WSR, I will not be holding hands on this one.

REQUIREMENTS
COMPANION MODS

Boundir's Mods - look into this list if you'd like to further customize other aspects of the game, such as soldiers, enemies and abilities.

COMPATIBILITY

Should be compatible with almost everything. Safe to add or remove mid-campaign.

CREDITS AND DONATIONS

Please support me on Patreon[www.patreon.com] if you require tech support, have a suggestion for a feature, or simply wish to help me create more awesome mods.
Popularne dyskusje Zobacz wszystkie (2)
1
6 maja 2019 o 0:26
Config to change all vanilla pistols to conventional?
Salt Intensifies
0
18 lipca 2020 o 15:10
Simple config for replacing all weapon tiers with conventional
Queen Victoria's Top Guy
Komentarzy: 203
Pete 17 maja o 12:51 
Ahh that makes a lot of sense, so the path is already in game then. Thanks a lot!
Iridar  [autor] 17 maja o 8:18 
If a mod doesn't have a content folder it means it's using assets from another mod (which would be typically marked as required) or from the game itself, which I assume is the case for cut content ammo, cuz it's literally game's cut content.
Pete 17 maja o 7:52 
Hi @Iridar, thanks for the great mod! You mention in the documentation If you want to use assets from a certain mod that aren't active, you copy the Content folder into another active mod. But I've noticed some mods like Cut Content Ammo by GrimyBunyip don't have a content folder, what do you do then?

I ask because I want the ammo from [WOTC] Cut Content Ammo to look like Cut Content Ammo by GrimyBunyip. The two are duplicates and can't run together, but I really like how the latter looks, but the former has better rounds overall. Any advice? Thanks!
Rost Kurt 24 kwietnia o 15:26 
@Iridar, как заменить улучшение Буллпаппа, чтобі он улучшался вместе со Штурмовой винтовкой?
wilnemo35795 21 grudnia 2023 o 13:55 
From reading the Documentation for Template master, this is what I wrote for the Plasma Warhead:
+Edit_X2WeaponTemplate = (T = "PLASMAGRENADEMK3", P = "Cost",\\
Cost = (ResourceCosts[0] = (ItemTemplateName = "Supplies", Quantity = 20),\\
ResourceCosts[1] = (ItemTemplateName = "AlienAlloy", Quantity = 1),\\
ResourceCosts[2] = (ItemTemplateName = "EleriumDust", Quantity = 1),\\
ArtifactCosts[0] = (ItemTemplateName = "EleriumCore", Quantity = 1)))
Stukov81-T.TV 20 grudnia 2023 o 15:19 
that would be done more easily with template master.

Similar to this:
+Edit_X2WeaponTemplate = (T = "Medikit", P = "HideIfResearched", OP = "Remove")
+Edit_X2WeaponTemplate = (T = "NanoMedikit", P = "HideIfResearched", OP = "Remove")
+Edit_X2WeaponTemplate = (T = "NanoMedikit", P = "BaseItem", OP = "Remove")
+Edit_X2WeaponTemplate = (T = "BioMedikit", P = "BaseItem", OP = "Remove")

making them buildable can be done in WSR or Template Master by setting CanBeBuilt to true and adding a cost
wilnemo35795 20 grudnia 2023 o 13:28 
I want to change the grenades from Superior explosives from being upgraded automatically by the Superior explosives weapons project, to built individually after research, what command would i use to edit to remove the grenades from being upgraded?
Iridar  [autor] 2 grudnia 2023 o 2:43 
@Forny
Read the documentation, the "WEAPONS_TO_HIDE_KEEP_SCHEMATIC" command does just that.

Alternatively, you can do that with the Item Hider mod using in-game UI.
Giggles 2 grudnia 2023 o 1:55 
Yeah, in the exact same boat as you Forny, annoying that the cod weapon classes don't apply to LWOTC.
Forny 18 września 2023 o 16:08 
wow, this mod is awesome. But I'm a little useless with these things. I replace the weapons in the game with more realistic weapon skins like those in the CoD mods using the xSkin mod but it is very tedious to do it on each soldier one by one when you play Long War of the Chosen with dozens of soldiers. Also I don't want all those weapons to appear in the game's armory and so on. I want them to remain as ghost templates. I think all that could be changed with this mod but I can't figure out how to do it.