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HandyVac

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Everything posted by HandyVac

  1. Saved mech loadouts in the skirmish mechlab will cause this problem if they use stuff from a mod that you've uninstalled. I've not been able to find where those loadouts are saved, but it's somewhere different from the campaign saves, because deleting that folder doesn't get rid of them. The only workaround I know of is to re-install exactly the same mods you were using before the problem started, then open the skirmish mechlab, delete all your saved mech loadouts, then uninstall the mods again.
  2. The unreal script for pretty much all the Alien Hunters stuff is inside the DLC_2.u file, in the DLC folder. That's a cooked file, so I'm not sure if modbuddy can reference it properly, but if you open it in a text editor and scroll way down past the gobbledygook you can read the uncompiled source code. The animations also only exist as a cooked file, so you can't preview them or add them to archetypes in the usual way with the editor. But you can give them to a unit as part of an ability, using X2Effect_AdditionalAnimSets. That's what I did in my Handy Heavy Weapons mod to use the Icarus Suit's vault animations for a new item: IcarusAnimSet = new class'X2Effect_AdditionalAnimSets'; IcarusAnimSet.BuildPersistentEffect( 1, false, true, false, eGameRule_PlayerTurnBegin ); IcarusAnimSet.SetDisplayInfo( ePerkBuff_Bonus, Template.LocFriendlyName, Template.GetMyHelpText( ), Template.IconImage, true ); IcarusAnimSet.AddAnimSetWithPath( "DLC_60_Soldier_IcarusSuit_ANIM.Anims.AS_IcarusSuit" ); Template.AddTargetEffect( IcarusAnimSet );
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