Closed nightmaRok closed 4 years ago
This is in conjunction with the Shredder perk i take it?
yes, i play today and pick perks shredder on Gunner and Technical, magnetic shred 2, coils shred 1, so i`am here
If you have a save, that would be very helpful.
Save is on russian language, its ok?
Sure, that will be fine, thanks.
This is a problem with X2Effect_Shredder
, which is hard-coded for magnetic and plasma tier weapons. Original LW2 actually modified that class to support extra weapon tiers. Don't know whether that's the best option now.
I remember one thing, i play few months ego in vanilla wotc and set mod Weapon Tier Overhaul for War of the Chosen (Add Coil and Lasers anywhere) In this mod u can setup tiers, and on forum some one said about shred, and its problem of weapon tier, maybe need set coilguns on tier 2?
This information from steam: ttps://steamcommunity.com/sharedfiles/filedetails/comments/1275622993 Author: KnaveOfSpades What is this mod? This mod allows you to add coil guns and/or laser guns at any tier level you want. So, want laser weapons to come before magnetic weapons? Now they can. Want coil guns to come after plasma? Easy to do.
Maybe this information be helpful
Find this: some one ask Hi Great mod however i have one problem, how do i reduce the shredding of laser cannon weapons (with the grenadier shredder talent?) my tier 2 laser cannons can already shred 3 armour and my tier 3 magnetic weapons shred only 2. There must be a way cheers :)
KnaveOfSpades answer: To fix it, you'd need to edit and rebuild the mod. There's a line in X2Item_WeaponTeirWeapons.uc file for each gun that sets the tiers. All laser and coil guns are set as tier 3 (same as plasma weapons). When I was writing the code, I didn't even think about changing that. I can't change that for base game weapons, but I can alter laser and coil so they change tier level based on where you insert them. I'll put it on my to do list. No promise on when I'll get to it though.
There are two reasonable options:
X2Effect_Persistent.GetExtraShredValue()
The second is a bit more work, but doesn't require a highlander change. The first is only worth doing I think if it helps other mods.
When implementing this, verify that the Weak Points resistance order, which adds +1 shred to any existing shred, also applies to coilguns.
Coilguns shred only 1 armor, but must be 2. In XComGameData_SoldierSkills file said +ShredAmounts=(WeaponTechName="laser_lw", ShredAmount=1) +ShredAmounts=(WeaponTechName="coilgun_lw", ShredAmount=2)