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I dislike the look of the last tier of guns and armour,
so this allowed me to use tier 1 twice and tier 2 instead of the 3rd.
The armour mod seems to work fine, or at least I can turn tier 2 armour back to tier 1 look.
It just feels the developers put more care and thought into tier 1 gear.
More armour variation, gun attatchments look nicer in some cases.
Tier 1 allows for more unique look for soldiers, while 2 & 3 make them all look the same,
with maybe different colours. Perhaps that's the point, we slowely become a unit rather than indivituals, where soldier death holds less impact because they're all the same for the most part.
I don't know of any mod that does anything similar to this one and I would probably be really sad to have to use those horrible plasma vanilla weapons...
Thank you for all the hours of entertainment and bullets I've been using in this game :D!
Crash message reads
"Pure virtual function being called while application was running (GIsRunning == 1)."
Was using T2 Magnetic weapons to test it out, it is a shame I liked the Mag weaps...
Dude is there any chance u would release separate weapon pack? like one for Conv one for Mag and one for Beam? i would love to have ur Conv weapons but i dont need Beam or Mag weapons,
also it would be great if u add an option which remove old tier ones when u get a new tier! like when u reach T3 (beam weapons) u dont need T2 and T1 Conv or Mag weapons anymore since they all use same model too anyway
Is there any way to enable/disable the visuals styles you do want to show up in the inventory?
Add the following to the end of your template, and it'll be fixed.
defaultproperties
{
bShouldCreateDifficultyVariants = true
}
[/quote]
Found this on another weapons mod, maybe it'll help with the issue I've told you about.
Works great on the paper, except that I can't change weapons's mods number (I can with your mod).
So.. Yes, beside all those Beam weapons on tier 1, and 2, your mod is really great
WingBreaker, sorry, I haven't looked at the toolbox mod at all to see what the issue might be. I agree it's a shame. I'm surprised that their code supersedes my INIs, they must've done something clever to effect the damage of weapons that aren't from their mod. Sorry, man, wish it worked without me putting time into it.
Beside the mod being a real enjoyment, all the Rookies get a Beam version of the weapon every time :/ Not quite "lore friendly", so, I'd like to disable them until 3rd Tier, same for Magnetic.
Long story short, the game will still prefer the files in the workshop folder over the mod folder, so if you just copy it, and edit the mod folder ini, nothing will happen because it will prefer to read the ini in the workshop folder. To quote Raeli's mod page who gave me the hint.
Indeed, I made a copy of the folder, and only changed Config files from the Mod folder.
Now, I just deleted Workshop folder, keeping Mod folder and its modified files, and now, it works :)
As I'm in late game, I just managed to "build" Beam Sniper, but even on new tier it didn't change anything.
I wanted to try a new game, but I didn't have time for it now.
Mk2 and Mk3 sticks to 2 upgrade slots, no matter what file I alter
Surprisingly, I made changes in another .ini files and missed those !
I'll give a try, thanks.
I'd like to enable for each weapons more than 2 mods slots, how can I do that?
Currently, Mk1 is 1 slot, Mk2 and Mk3 are 2 slots.
I had a mod enabling 3 mods slots for each tier of vanilla weapons, but I had to disable it in order to use yours.
Thanks for any help