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翻訳の問題を報告
X2WOTCCommunityHighlander v1.24.0 X2WOTCCommunityHighlander 1134256495
[WOTC] Alien Hunters Community Highlander v1.24.0 DLC2CommunityHighlander 2534737016
[WOTC] LW2 Secondary Weapons WOTC_LW2SecondaryWeapons 1140434643
Better Second Wave Mod Support BetterSecondWaveSupport 1149493976
Ability To Slot Reassignment AbilityToSlotReassignment 2133397762
True Primary Secondaries [BETA] TruePrimarySecondaries 2133399183
Musashis RPG Overhaul XCOM2RPGOverhaul 1280477867
https://imgur.com/a/YDNNrkH
But, I can't get the heavy ordinance perk because it says it requires the ability "Grenadier" first.
I got my soldier up to Sargent rank and i still do not see "Grenadier" on any of the perk trees, do you know at what rank its unlocked?
I looked at the listed perks on the mod page and it just says it requires "Grenadier" and it says "Grenadier" is unlocked at corporal, but for me, I had the "Needle Grenade" Perk. Did something override the Grenadier perk?
1. RPGO v0.6.4 (beta)
2. SWO Options: Commander's Choice and Origins
3. Cannot select origins
4. Am able to select up to two origin abilities, but have no way to apply them. When backing out of the selection process, random ones are assigned.
5. I would expect there to be some kind of Confirm or Continue button to show up on the screen for selecting origins.
6. Started campaign with Commander's Choice and Origins, played first mission, promote soldier and bug presents.
Potential mod conflicts: Commander's Choice [WOTC & Vanilla]
(There's a lot more mods, but this is the only one I think might have an impact on promotion.)
Was just doing some more testing and after reloading my game from menu, some newly promoted rookies worked fine with continue button, but about 50% are still missing continue button. (If I back out, they get random ones assigned, but then when I click soldier abilities again, it brings me back to the origin selection, effectively softlocking the soldier out of actually getting promoted to have abilities.)
Screencap of the starting abilities missing continue button: https://drive.google.com/file/d/16xPCl80sXBncQHy9rEhouxHW4FnHktHQ/view?usp=sharing
2. All second wave and mod options set to default
3. The whiplash ability is adding the damage of the Skirmisher's ripjack on top of it's base damage
4. Whiplash ability does 10 damage in total (6 from base, 4 from ripjack), and I assume more at higher tech levels
5. Whiplash ability does 6 damage
6. Use the whiplash ability
7. No crash log because it's not a crash, but I did see find this line in the most recent launch log:
In the mean time, I'll probably just config whiplash to do 0 damage so it scales with the ripjack like other abilities. Thanks for making this wonderful mod.
Active SWO: ...
Weapon Restrictions
Specialization Roulette
Commanders Choice
Training Roulette
Active MCM Options: ...
Commanders Choice: 3, 1, No pool
Specialization Roulette: 2, 2
Training Roulette: 1, 6
Origins: 1, 1, Pool of 10
Weapon Restrictions: No always allowed rifles
Bug Summary: Converted MOCX soldiers have all class trees forced; cannot remove classes or confirm/use soldier.
Current Behaviour: When selecting a captured MOCX soldier in the armory, their soldier abilities include every class tree, which cannot be altered, therefore I cannot confirm their classes. They are also able to equip every weapon. (MOCX faction soldiers unaffected.)
Expected Behaviour: When selecting a captured MOCX soldier in the armory, their soldier abilities should match the settings applied to newly promoted soldiers (or possibly have an already-working promotion screen).
Steps to Reproduce: Evac with an unconscious MOCX soldier and successfully capture them, in strategy layer, navigate to the new soldier in the armory, select promote soldier.
(Given the effort required to follow the expected bug report template and the inactivity of this mod, I would prefer to postpone the effort of linking log files and mod lists until requested. I hope that this is enough information to take notice.)
2. Everything enabled in the main RPGO settings, SWO is default. I think both are default.
3. Pistol abilities not working when primary.
4. When using the pistol as a primary weapon, the activated abilities don't seem to work, (as in, not passive / reaction abilities) they simply don't appear as an ability on the ability bar, but when the pistol is in the secondary slot, they do work and appear properly. To note, the secondary was a sword.
5. The activated abilities for the pistol (like face off) should appear in the ability bar.
6. Equipping the default pistol or Darkstar in the primary slot (likely any pistol), having the face off ability, and going into a mission.
Mod list
https://pastebin.com/M3vNUwhq
Any advice or help from anyone would be appreciated, too.