Sorry to bother ya again. I'm not sure if you saw my comment on Playable Rulers, but I managed to edit their weapons and stats to make them more viable late game. However, I can't find where to edit the Spectre's gun, and their gun becomes so weak late game they're not really viable. I was wondering if there was an easy way to modify the gun's damage that I could do.
i saw the edit you did on the rulers yeah, that was really well done, its been a while since i looked at my spectres so i cant remember for certain, but if i recall correctly, they use the same gun stats actual spectres use, meaning the only way to edit the stats of that gun would be to edit the stats of guns in the base-game itself
Apologies in advance for what is probably a dumb question, but I loaded this into AML, and it showed up in the modlist, i checked it up, but i can't find spectres in the proving grounds, neither can i find the sectopod, gatekeeper, or the rulers. What am I doing wrong? Are these not save-game compatible? Strangely enough, i am able to recruit them with the console.
if it was on a save-game you had before you installed the mods, they wont show up in the proving grounds unfortunately, no way to fix that to my knowledge except starting a new save or just using the console
not currently, and unlikely, since giving them a weapon that isnt their own, to my experience at least, will prevent the weapon from disappearing during the movement where the spectre turns into the cloud looking thing. and that will look pretty damn weird floating around (this also happens when equipping the spectre with grenades, but that is less noticable)
porting my mods to steam workshop is something i've wanted to do ever since i made the first one, unfortunately though the modbuddy was being quite annoying and kept giving errors whenever i tried to upload it, so until i find a fix, the only way for me to even bring my mods to the public is by uploading them in a zip file, which as far as im aware, steam workshop does not support
Bro. Your work doesn't get NEARLY as enough credit as it should get. I think that's because you chose to upload to Nexus instead of the Steam workshop (which is where majority get their mods from), but luckily I chose to go here and find this gem of a mod. I'm really surprised it took damn near 4 years for someone to make an extension to the playable aliens mod (Without Long War required), but you came through for those that wanted to see it happen, and I just gotta say thank you for your work. Your mods are definitely underrated, and something that I'll be considering essential for all the following campaigns I play through now. It works perfect, other than the option to build the mod-related units in Proving Ground. It's missing when added mid-campaign, but it shows (I'm assuming) when starting a new campaign from scratch. Again, good work, hopefully you keep it up !
Can you set the Spectre ammo to infinite? I think it was like this in the original advent spectre. And what is the value for the ICLIPSIZE in order to make a gun infinite? I would like to know it for other mods.
the clip size for the spectres is what the originals have, as i just copied over their weapon, as for infinite ammo, you dont change ICLIPSIZE for that, you just add "Template.InfiniteAmmo = true;" to the weapon template (see my Codex mod for reference, they got infinite ammo)
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Your work doesn't get NEARLY as enough credit as it should get. I think that's because you chose to upload to Nexus instead of the Steam workshop (which is where majority get their mods from), but luckily I chose to go here and find this gem of a mod. I'm really surprised it took damn near 4 years for someone to make an extension to the playable aliens mod (Without Long War required), but you came through for those that wanted to see it happen, and I just gotta say thank you for your work. Your mods are definitely underrated, and something that I'll be considering essential for all the following campaigns I play through now.
It works perfect, other than the option to build the mod-related units in Proving Ground. It's missing when added mid-campaign, but it shows (I'm assuming) when starting a new campaign from scratch.
Again, good work, hopefully you keep it up !
And what is the value for the ICLIPSIZE in order to make a gun infinite? I would like to know it for other mods.