Musashis rpg overhaul не работает

Musashis rpg overhaul не работает

In order to enable them mid campaign you need the mod:
Better Second Wave Mod Support

You can use these option separately or in any combination of them.
The console command RPGO_RebuildSelectedSoldierClass also supports these SWO.

Its save to enable or disable some of these option in running campaigns.

Configuration:
Setting like the number of random specs or the number of specs to pick can be changed
in the ingame mod config menu or be edited in

Soldiers start with a limited number of randomized specializations on Squaddie.
Instead of having the full set of all specializations, soldiers only get some randomly chosen on promotion to Sqaddie. Can NOT be changed in campaign.

On promotion to squaddie you can choose a limited number of specializations from the pool of all available specializations.
MCM Option: Random Pool — When enabled you can only choose from a limited random pool of specs instead of all available specializations. If you have the random classes swo enabled, its algorithm will be used for randomization.

Perk order in specializations is randomized with exception to perk pre-requisites. Can NOT be changed in campaign.

Instead of having all starting perks randomly rolled, you can choose a limited number of starting perks (plus some random perks if you want) on promotion to squaddie
MCM Option: Random Pools — When enabled you can only choose from a limited random pool of abilities instead of all available starting abilities.

On promotion to squaddie, RPGO will randomly assign a primary, a secondary and some complementary specializations for the soldier. This is recommended over Specialization Roulette if you use Weapon Restrictions as well because it will make sure your soldier will have a primary and secondary weapon category available. Can be combined with any of the other second wave options.

Enable this option to restrict RPGO Soldier to certain weapon categories based on their chosen specialization. Specializations will grant you access to certain weapon categories for the primary and/or secondary weapon slot. Can be combined with any of the other rpgo second wave options. With Random Classes active your soldier will only have exactly one designated primaray and one secondary specialization.

All second wave options can be combined with each other.

Just my first impressions from trying out all three of the Second Wave options together. I realize things may work differently with a different combination but I wanted to try all three on default settings to get a feel for the whole situation. These are just observations, not intended to come across as harsh criticism. I really do enjoy that these are available and I plan to keep experimenting.

Specialization Roulette: Having one class/specialization chosen at random and being able to choose the other two feels good. It gives you a little bit of a ‘this soldier has a mind of their own’ feel while still allowing you to dictate the other classes for skill synergy, especially for the classes like Valkyrie or Warden that rely on multiple rows to provide a wider range of class-specific perks to really cement that soldier’s role on the team. I may experiment with setting up a max of 4 available specializations rather than the default 3 just for options, and the existing menu accommodates 4 rows perfectly, so that would be a good fit.

Commander’s Choice: As I wrote above, I feel like Spec Roulette and CC work very well together. Not much more to add. I will say though, I almost certainly won’t play without CC, because the option to choose certain specific things for those multi-row specs is pretty critical for making some classes work decently. Without the option to choose, you can end up getting an assortment of non-synergizing specs where you’re locked out of many perks because randomization didn’t provide the spec with a critical prerequisite (like Gun Fu’s Dual Weapon Specialization, for example, more about that below). I’d say, even if you lessen the number of specs available to CC, definitely ensure that you keep the option to pick one of your choosing to account for harsh randomization.

Training Roulette: I personally noticed a few cases of a prereq coming after the perk that required it due to roulette randomization. (The worst offender here was the sub-row of Gun Fu, «Scrapper,» which requires Gun-Fu’s Dual Weapon Specialization perk for a full five of its perks) Obviously I could pick other perks while I wait to access the prerequisite, then go back to pick up the others but it would feel smoother I think, if they appeared in the proper progression, even when the rest of the spec row was randomized. And if you didn’t have Commander’s Choice active, got Scrapper without access to the Dual Weapon perk from the Gun Fu row, and the only two perks available without that prereq had been randomly placed at Colonel and Brigadier, it would feel like a very pointless spec to have for the vast majority of this unfortunate soldier’s career, which would almost certainly prompt people to use console commands to rebuild.

The Menu: Unless you’re intimately familiar with the full assortment of perks available to a specialization, the spec-choosing screen simply doesn’t share enough info to make informed choices beyond the single paragraph of flavor text that only vaguely hints at a spec’s capabilities. And you’re unable to view the perk rows to check on things until you commit. I know it wouldn’t be as thematic as having the flavor text, but frankly, if I had to choose, I’d prefer if the flavor text were simply replaced by a list of which perks were available to each spec under each title on the spec-choosing screen, even if the order was different due to roulette randomization. Making informed choices is just too important to me. I’m sure there are other folks who feel the same. Yes, you can alt-tab out to consult the various mod pages, but I’m a firm believer in in-game menus providing every morsel of info that a player may need, rather than having to cross reference multiple sources outside the game to make decisions.

Again, I hope this doesn’t seem too critical, I love this kind of stuff and plan to keep tweaking settings on my end, this is just my personal feedback. Thanks so much for all the work you and your team have put into this overhaul and so many other amazing projects, Musashi!

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Musashis rpg overhaul не работает

if not DONT file a bug report and install and use it.

if not DONT fle a bug report and sub and enable the requred mods.

if so DONT file a bug report and disable them.

if not DONT file a bug report and try that first.

  • Mention the rpgo version you are using
  • Describe the bug and the circumstances. E.g with ability bugs its interesting what loadout the soldier had.

Bonus points for using this template:

1. RPGO Version
2. Active SWO / MCM Options
3. Bug summary
4. Current behaviour (bug)
5. Expected behaviour (correct)
6. Steps to reproduce

  • Add a link to a log file of the incident
  • Add a link to your mod list (can be copied from the aml profiles tab)
  • Maybe even add a link to screenshot of the problem
  • By doing so you really help me understand and find bugs and dont waste time chasing false positives. Thank you!

    I’ve run into something exceedingly strange. For some reason, no class other than Soldier can gain access to the Soldier Stat page. In previous campaigns, I’ve been able to have other classes, such as Reapers, Templars, and Spartans added by the Supersoldier RPGO mod, to benefit from the Soldier Stat increases. This is no longer the case. After having disabled every mod except for the ones required by RPGO, the Hero soldiers still cannot benefit from the Stat increases. Is this an intentional change?

    got this bug instead of giving me the overlay to choose 3 classes, I instead instantly get taken to the promotion screen, where my soldiers are given every single class by defaul

    is it cause of commanders choice?

    For some reason i am not able to choose the soldier specs myself even though i got everything set up how i should be and also i am not able to scroll down in the soldier spec menu.

    Hey musashi, I have an error apparently with this mod. It said the following: Mod configuration error:

    > XCOM2RPGOverhaul wants to run before WOTC_LW2SeccondaryWeapons
    > XCOM2RPGOverhaul is in group RUN_LAST and WOTC_LW2SecondaryWeapons is in group RUN_STANDARD, so XCOM2RPGOverhaul will never run before WOTC_LW2SecondaryWeapons.

    This Behaviou is specifed but may indicate a configuration error.

    The following DLCIdentifiers Provided config in XComGame.ini that lead to this problem; XCOM2RPGOverhaul.

    I have a screen shot of this but I cannot send it through the comments bar. I dont know if this will impact the game but i just thought you should know.

    > RPGO V.24 (OPEN BETA VERSION)

    Hi, I’m playing the newest version of RPGO, and I am encountering what I suppose is a bug;
    I play with the «Random Classes» modifier, with 3 specializations and 1 combined (what does the combined value mean anyway?).
    What I have discovered is that every class created has the grenadier specialization, with no exceptions. The others specializations are random as they are supposed to.

    Any reason for this?

    Hey musashi, I have an error apparently with this mod. It said the following: Mod configuration error:

    > XCOM2RPGOverhaul wants to run before WOTC_LW2SeccondaryWeapons
    > XCOM2RPGOverhaul is in group RUN_LAST and WOTC_LW2SecondaryWeapons is in group RUN_STANDARD, so XCOM2RPGOverhaul will never run before WOTC_LW2SecondaryWeapons.

    This Behaviou is specifed but may indicate a configuration error.

    The following DLCIdentifiers Provided config in XComGame.ini that lead to this problem; XCOM2RPGOverhaul.

    I have a screen shot of this but I cannot send it through the comments bar. I dont know if this will impact the game but i just thought you should know.

    > RPGO V.24 (OPEN BETA VERSION)

    Hey musashi, I have an error apparently with this mod. It said the following: Mod configuration error:

    > XCOM2RPGOverhaul wants to run before WOTC_LW2SeccondaryWeapons
    > XCOM2RPGOverhaul is in group RUN_LAST and WOTC_LW2SecondaryWeapons is in group RUN_STANDARD, so XCOM2RPGOverhaul will never run before WOTC_LW2SecondaryWeapons.

    This Behaviou is specifed but may indicate a configuration error.

    The following DLCIdentifiers Provided config in XComGame.ini that lead to this problem; XCOM2RPGOverhaul.

    I have a screen shot of this but I cannot send it through the comments bar. I dont know if this will impact the game but i just thought you should know.

    > RPGO V.24 (OPEN BETA VERSION)

    Hey musashi, I have an error apparently with this mod. It said the following: Mod configuration error:

    > XCOM2RPGOverhaul wants to run before WOTC_LW2SeccondaryWeapons
    > XCOM2RPGOverhaul is in group RUN_LAST and WOTC_LW2SecondaryWeapons is in group RUN_STANDARD, so XCOM2RPGOverhaul will never run before WOTC_LW2SecondaryWeapons.

    This Behaviou is specifed but may indicate a configuration error.

    The following DLCIdentifiers Provided config in XComGame.ini that lead to this problem; XCOM2RPGOverhaul.

    I have a screen shot of this but I cannot send it through the comments bar. I dont know if this will impact the game but i just thought you should know.

    > RPGO V.24 (OPEN BETA VERSION)

    Hey musashi, I have an error apparently with this mod. It said the following: Mod configuration error:

    > XCOM2RPGOverhaul wants to run before WOTC_LW2SeccondaryWeapons
    > XCOM2RPGOverhaul is in group RUN_LAST and WOTC_LW2SecondaryWeapons is in group RUN_STANDARD, so XCOM2RPGOverhaul will never run before WOTC_LW2SecondaryWeapons.

    This Behaviou is specifed but may indicate a configuration error.

    The following DLCIdentifiers Provided config in XComGame.ini that lead to this problem; XCOM2RPGOverhaul.

    I have a screen shot of this but I cannot send it through the comments bar. I dont know if this will impact the game but i just thought you should know.

    > RPGO V.24 (OPEN BETA VERSION)

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