Radryl Posted April 11, 2017 Share Posted April 11, 2017 (edited) So, I am playing LW2 and subscribed to a few extra classes while playing it, including this Shocktrooper class.http://steamcommunity.com/sharedfiles/filedetails/?id=744114681&searchtext=shocktrooper And while it does work just fine with LW2, I feel like it could use a few changes. Mostly gaining the perk to damage machines(A perk from the Technical class), as one of sides is focused on burning targets. But I never tried to edit LW2 before so I have no idea how to start things up. The only change I did related to XCOM 2 before was something small involving changing weapon damage of another mod! Can anyone please explain what I need to add/change to make this work? The idea is to replace the "middle" perk(Hit and Run) on the last tier of the tree with the perk to damage robotic units. Edited April 11, 2017 by Radryl Link to comment Share on other sites More sharing options...
Dragon32 Posted April 11, 2017 Share Posted April 11, 2017 You need to edit the Shocktrooper mod's XComClassData.ini That INI defines the perks available at each rank. Change the "Hit and Run" value to the perk name from the Technical (which you can get from LW 2's XComClassData.ini). Looks like, for perks which affect weapons you need to define that too. Probably best is to have a look at some of the LW 2 perks to get an idea how the file works. Link to comment Share on other sites More sharing options...
Radryl Posted April 12, 2017 Author Share Posted April 12, 2017 (edited) You need to edit the Shocktrooper mod's XComClassData.ini That INI defines the perks available at each rank. Change the "Hit and Run" value to the perk name from the Technical (which you can get from LW 2's XComClassData.ini). Looks like, for perks which affect weapons you need to define that too. Probably best is to have a look at some of the LW 2 perks to get an idea how the file works.Yeah, someone did suggest to edit Shocktrooper's XcomClassData, but as soon as I replaced Hit and Run with "Phosphorus" the perk simply vanished from the tree. And I did try to change the ability to affect "secondary weapon", but clearly I need to do something else. I did try to give a glance at the Technical's tree, but it is a huge mess of different things. Unless it also has its own data ini, because the one I was checking was very confusing. Edited April 12, 2017 by Radryl Link to comment Share on other sites More sharing options...
Dragon32 Posted April 12, 2017 Share Posted April 12, 2017 This is the Technical's ability: (AbilityName="PhosphorusPassive", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon)This is Hit and Run from the LW Assault: (AbilityName="HitAndRun", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon)I believe replacing the bit in the brackets in the Shocktrooper mod with what's there for Technical will do it. You'll need LW2 loaded with your modification, as otherwise you're assigning an ability without actually defining what it does. Note that I've never done exactly this (just replaced one of the Leader Pack abilities with Inspire) :smile: Link to comment Share on other sites More sharing options...
Radryl Posted April 13, 2017 Author Share Posted April 13, 2017 Oh, so the ability name is actually "PhosphorusPassive", I wasn't aware of that. Yeah, perhaps it will do. I will give it a try soon. Link to comment Share on other sites More sharing options...
Radryl Posted April 13, 2017 Author Share Posted April 13, 2017 Nope, it didn't work. The perk name is "Missing 'LocFriendlyName' for 'None', and the description is "Missing 'LocLongDescription' for 'None' Link to comment Share on other sites More sharing options...
Dragon32 Posted April 13, 2017 Share Posted April 13, 2017 Uh. IIRC those friendly names are stored in the mod's *.INT file (localisation file), so they should exist in the LW 2 localizations and so be picked up by the game. Had that with the weapons from The Bat Mod. Link to comment Share on other sites More sharing options...
Radryl Posted April 13, 2017 Author Share Posted April 13, 2017 Uh, and what should I do then? For the batmod I just had to create a new .ini based on LW weapons so it wouldn't have an infinite number and followed the correct requirements on LW. Link to comment Share on other sites More sharing options...
Dragon32 Posted April 13, 2017 Share Posted April 13, 2017 I'm not sure what you should do, I'm afraid. Thinking about it, the error "Missing 'LocFriendlyName' for 'None'" implies that the Ability didn't "take" for whatever reason. If it was "Missing 'LocFriendlyName' for 'PhosphorusPassive'" then that would mean it couldn't locate the localisation, the 'None' implies the ability isn't being picked up. Link to comment Share on other sites More sharing options...
Radryl Posted April 13, 2017 Author Share Posted April 13, 2017 Isn't there like something on the Technical.ini or data that could help with that? Like write a new ini on the shocktrooper folder with the passive information or something? But then again, I think there is some sort of explanation on how to change the mod in one of those notepads, and it uses a different system. Link to comment Share on other sites More sharing options...
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