OpenXcom Forum
Modding => Work In Progress => Topic started by: betatester on February 11, 2020, 01:32:57 am
-
For X Com Files
I added a scabbard that can contain many melee weapons but not all (for example not heavy hammers, lances, 2 handed staves or rusty blade because it's rusty)
It's a specialized quickdraw slot that can only work for 1 melee weapon
added under armor layer slot for web wear,
added the trinket slots for the German ring (the trinket items can be moved to both hands for 0 TU and put back there for 0 TU too)
removed the quickdraw for rats and dogs
removed the backpack and under layer armor for rats
a bit of inventory slot position change and some translation change to reduce the length of writings
It's a mod now !!!!!
Change log
WIP
0.2 remove the scabbard on several armors. AI and many non complete inventory armors
0.3 forgot the BELT and made an error on quick draw name on previous versions. You have been warned it's a WIP.
0.4 corrected all known errors, added the under armor layer slot for web wear, and the trinket slots for the German ring (the trinket items can be moved to both hands for 0 TU and put back there for 0 TU too)
0.5 What to say; forgotten the left shoulder on previous version. Now it's fixed.
Mod version
0.2 Made it a Mod
0.3 minor TU correction
0.4 corrected an error due to regex. changed the TU section because of a weird bug and hope it works.
0.5 corrected a duplicate entry for right hand
0.6 added tu to under armor layer, it can't be removed in battle
Known problems
- It covers ammo display a bit. How can I push ammo display ?
- I allowed 2 handed blades, some axes and also all 1 handed weapons. what is your opinion ? it's like you had them on your side
- translation strings for inventory are in invs XCOM file
TODO
- maybe link the scabbard to martial arts training transformation
- adding a TU cost to forbid under armor removal from battlescape. It's XCF not the Full Monty.
Thanks to Meridian and Solarius and all discord channel for helping me in my firsts steps to modding
The principle can be use to make a special place for the spiderwear and maybe for the magical nazi ring.
Feel free to use as you like
-
- I have to remove it from some armors like suit, swimwear, AI armor, maybe Alien armor (I don't know if it's the case). I don't know how to do this.
Same as other inventory blockers: force spawn a black 1x3 item on this slot. Check the "# blanks" section in items_XCOMFILES.rul for examples, and various X-Com armour entries for their implementation.
-
an update
-
a major bugfix
-
an uptade now I thinks it works smoothly
-
now you can lean on my left shoulder. Be careful, there's high explosive too.
-
It's a real mod now
-
corrected a TU errors in inv files (thanks Solarius)
-
an update fixing a bug due to regex. Hope I have fixed a TU bug too.
-
I had a major bug(fatal for all intents and purposes of gameplay.) After I activated this mod, moving an item out of your left hand in the inventory screen cost absurd amounts of time units, like into the hundreds of thousands. I looked through the .rul files under armored vest(what my soldiers were wearing) and even though there were your special inventory slots in my soldier's inventory there was no specific data block for an armored vest. Attaching screenshot and save.
-
-
NVM, the left hand simply had undefined slots in the .rul file for inventory. These slots were then set to arbitrary values instead of defaults. If this will happen to anyone else I would be happy to post the file modified to define those values correctly.
-
I think I've corrected the bug.
-
new version added TU to under armor layer to correct a bug and make it impossible to remove in battlescape.
-
This looks interesting. Does it work with armors from not XCF such as the Liquid Armor mod? Does the modifications work with a campaign already started? Lastly, does it work with the default suit starting armor?