HabDand Posted April 25, 2016 Share Posted April 25, 2016 @ bg if there is a non-highlander way to do this, l am suprised that someone like your good self hasn't already made a mod of this type. Esp given there doesn't appear to be anything in the workshop that increases slots outside of ones like ammo as weapon upgrade type mods. Link to comment Share on other sites More sharing options...
Mythrell Posted April 25, 2016 Author Share Posted April 25, 2016 Yes, ammo is intended to be only in Ammo slot. Mod added ammo can be in both, and even worse, same round can be in both Ammo and Utility slots. Not sure if the effect doubles as well.. In any case, I found that there's a flag to ignore equipping restrictions which I didn't notice earlier. If I set Unit.bIgnoreItemEquipRestrictions, CanAddItemToInventory always returns true, which has been the issue. After that returns true, normal inventory equipment code is happy to grab the item and put it in a correct slot. I think that might be the "easy" way to do this without a highlander, as it is possible to set this just a simple override, but I need to make sure this does not break anything. So far it looks good. Link to comment Share on other sites More sharing options...
HabDand Posted April 25, 2016 Share Posted April 25, 2016 Great, look forward to seeing it in the Steam Workshop. What's you steam id so l can follow you? Link to comment Share on other sites More sharing options...
Mythrell Posted April 26, 2016 Author Share Posted April 26, 2016 I'm Mythrell in Steam as well if that's what you mean. I think I have the final version of non highlander ready after few changes, I'm still testing it but it seems to be fine. Since I copied the UIScreen listener for SquadScreen from LW's Officerpack, I can't figure a way to override their SquadScreen override, or rather their new item slots. Other than that, it seems to play nice with most of the mods. Still need to figure a way to edit ammo and vest mods slots, but that's a minor other mod compatibility issue as well. Other than that, so far so good. It still does hefty amount of overrides (currently 6 classes), but I think I can reduce that as well. Most of them doesn't seem to be conflicting with other mods, but that's not a reason to try to not avoid them I suppose. :) Link to comment Share on other sites More sharing options...
HabDand Posted April 26, 2016 Share Posted April 26, 2016 Yeah that's what l meant. Guess you havent got an existing workshop item yet as l can't find you. Looking forward to seeing your work. Link to comment Share on other sites More sharing options...
Mythrell Posted April 28, 2016 Author Share Posted April 28, 2016 (edited) Ok the new non highlander version of mod is uploaded both nexus and steam. I have one annoying bug which I can't figure out, but other than that it seems to be performing nicely. I'll have video on the bug up shortly if anyone wants to help me solve it (well, here's hoping.. http://forums.nexusmods.com/public/style_emoticons/dark/smile.gif ). Steam:http://steamcommunity.com/sharedfiles/filedetails/?id=674420475 Nexus:https://www.nexusmods.com/xcom2/mods/557/? Video: Edited April 28, 2016 by Mythrell Link to comment Share on other sites More sharing options...
bountygiver Posted April 29, 2016 Share Posted April 29, 2016 @ bg if there is a non-highlander way to do this, l am suprised that someone like your good self hasn't already made a mod of this type. Esp given there doesn't appear to be anything in the workshop that increases slots outside of ones like ammo as weapon upgrade type mods.http://steamcommunity.com/sharedfiles/filedetails/?id=674886999 Link to comment Share on other sites More sharing options...
HabDand Posted April 29, 2016 Share Posted April 29, 2016 (edited) Ha nice. Shame it's not compatible with armor stat customiser. I use that to implement armour not HP, along with "new armors". I remember that getting an additional slot for armor beyond the two was some holy grail thing, and now it seems like "oh did you still want that? Here it is" :smile: My mistake..it IS compatible. reading fail. Edited April 29, 2016 by HabDand Link to comment Share on other sites More sharing options...
Mythrell Posted April 29, 2016 Author Share Posted April 29, 2016 (edited) Well, I have to say it would've been a lot easier to do my mod if this was out then. :smile: Nice, that's a bit cleaner solution, though it is a bit different mod. And on holy grails, I don't think there is any holy grails in XCOM 2. Just lack of knowledge and in my case, experience in modding. I'm still amazed how they just gave free hands to people to dick around and do whatever they want to. Edited April 29, 2016 by Mythrell Link to comment Share on other sites More sharing options...
HabDand Posted April 30, 2016 Share Posted April 30, 2016 I prefer this one, mainly due to the limitation on what you can put in them. Multiple extra slots gets runaway OP real quick and impossible to balance imho. Link to comment Share on other sites More sharing options...
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