XCOM 2
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106.613 MB
2 Dec, 2018 @ 3:11pm
10 Dec, 2019 @ 7:14pm
26 Change Notes ( view )
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Description
Character Limit has been hit and i can nolonger properly describe features in the description, Checkout the pinned thread for a Complete list of all Features!

Features
  1. Stay Concealed - Carrying or Interacting with Mission Objective will nolonger break Concealment(Demonstrated in the Video Above)

  2. Smoke Grenade Grants Xcom Concealment, enemies will still get the Vanilla bonuses

  3. Evac All - Tell all units in the Evac zone to Evac at the same time

  4. Overwatch All - All Units that can go into Overwatch will, note that Longwatch will be applied before regular Overwatch

  5. Hunker Down All - All Units that can Hunker Down will

  6. Force Nationality Xcom - Changes all Nation flags to the Xcom Logo

  7. Tactical Legacy Pack Weapons Mods - Allows these weapons to be equipped with mods

  8. [Disabled By Default]Tactical Legacy Pack Weapons Clipsize - Change the Clipsize of TLP weapons

  9. Tactical Legacy Pack Unlock - Removes the challenge requirement for the TLP items

  10. Carry Corpses - Soldiers are able to carry non-xcom corpses, EVAC-ing with a corpse gives the corpse as a loot item

  11. Evac Carry Only - Soldiers are able to also only EVAC what they're carrying and remain in the mission themselves
    Note : That there's no animation for corpses EVAC'ing on their own, so they will just disappear instead of animate

  12. Civilians Carry - VIPs & other non-military units are able to carry bodies, must be directly controllable.
    Bugs : Civilians will go into a T-pose for a frame after dropping off the carry, this is because they go into weapon-holding animation but they don't have a weapon
    When they Evac Carry Only, they will stay in carry animation, even tho they don't have anything, they will return to normal animations when regular animations update, have not found a working fix

  13. Free Corpse Interaction - No action point cost for Pickup and Putdown corpses

  14. Rebalance Demolition - Makes Grenadier's Demolition ability cost zero action points and only 1 ammo

  15. Rebalance Shieldwall - Makes the W.A.R. Suit's Shieldwall ability passive similar to the SPARK's Bulwark

  16. Use Ally MedKit - Downed soldiers' Medikits can be used by an ally to stabilize the downed soldier

  17. Use Ally MedKit On Self - Downed soldiers' Medikits can be used by an ally on themself, doesn't matter if the downed unit is dead or not

  18. Neon - Adds a bunch of bright light colors[1]

  19. More Colors - Adds a bunch of new colors. You can also add in your own colors with HTML values[1]

  20. BattleScanner Rebalanced
    Permanent Reveal - Permanently reveals area where thrown.
    Increase Vision Range - When carried increases soldier’s vision range, stacks with multiple scanners[1]

  21. Remove Weapon Upgrades - Allows you to remove Weapon Upgrades without needing to replace them, requires the Vanilla Breakthrough[1]

  22. Remove PCS - Allows you to remove Personal Combat Sims without needing to replace them, requires the Vanilla Breakthrough[1]

  23. Squad Select - Allows you to go into the Squad Select Screen from the Hangar without a Mission

  24. Unequip Items - Allows quick removal of any loadout items but also for the removal of mod enabled stuff like PCS and Weapon Upgrades[1]

  25. Personnel Count - Shows how many of each Soldier type you have. Uses their class image and allows for modded classes to appear too[1]

  26. Soldier Colors - When a Soldier ranks up from Rookie, their Armor Colors & Pattern will be automatically set for them with the settings in the "XComGame.ini" file, works for DLC classes too[1]

  27. No RankUp Throttling - Soldiers will nolonger be limited to 1 rank up per mission

  28. Overflow Xcom Points - When soldiers cannot rankup anymore you'll get overflow Xcom Ability Points instead.[1]

  29. Advanced Ability Button - If you have the Training Center, you'll always get the Advanced Screen when clicking "Soldier Abilities" in the Armory main menu[1]

  30. Grave Stone Marker - When a Soldier Dies/Unconscious/Incapacitated a Marker will appear where their body is actually located, this is to compensate for the game not changing their actual location properly
    Note : The marker can take several seconds to appear.
    Haven't found a way to make the icon larger programmatically

  31. Additional Unique missions - Increased from 3 to 8.

  32. Unlocks all hats to equip on your soldier regardless of rank(Change in "XComGameData.ini")

  33. 18 New Patterns

  34. 7 New Tattoos

  35. 6 New Face Paints

  36. 2 New Scars

  37. No Single Use Items - RefractionField, SustainingSphere, and OverdriveSerum will have 1 charge per mission instead of being removed from the soldier's inventory
    [Disabled By Default] Rebalance RefractionField - Has a 5 turn cooldown(Cooldown amount can be changed in the "XComGame.ini" file)

  38. SoldierBonds - Bonds will be represented by an unique BondID and Ribbon Colors[1]
    Note : Not all screens are currently supported. On missions the vanilla bond icon will still appear
    When cycling soldiers in the bondscreen, the initial bond will not update

  39. Show Research Unlocks - When browsing new Research projects, the final unlocks will be displayed in a new panel in the Research screen
    Bugs : When the text would exceed the panel's height, it will appear outside the panel for 1 frame, haven't found a fix
    Doesn't work with Laboratory Already Better, for some reason.

  40. Reload All - All Units that can Reload will

All features can be individually toggled On/Off in the mod's "XComGame.ini" in the Config folder. Backup this file up as future updates will overwrite it.

Controllers are Supported
It should work on existing saves but your mileage might vary.
No Classes Have been overridden.

[1] See the "XComGame.ini" for more info

Check Change Notes for Update Logs

Known Bugs :
GraveStoneMarker hasn't been working for a while now, dunno what's up

Checkout the pinned thread for a Complete list of all Features!
238 Comments
ContagiousStorm 26 Jul, 2024 @ 10:10pm 
I'm adding my own colors but the config doesn't seem to have any reference to the secondary color's palette name. I added
+MoreColorsPalette=ePalette_ArmorTint
But that only adds my colors to the primary's palette

What's the secondary palette called?
Withstandinator 5 Oct, 2022 @ 3:12pm 
After testing my 600+ mod list I've come to the conclusion that if you want to run this and the new Community Promotion Screen mod, you should go into this mods ini and turn off the option to always get the advanced training screen.

It brings up the default level up choices somehow, so you have to pay points for the third row of abilities even if they are a classes row. But only if clicked from the armory screen, leveling from the mission return screen or the training center itself has the expected behavior.

This is just a cross post from the one on the other mod page, just in case.
Raizen725 7 Sep, 2021 @ 9:39am 
will this conflict with some mods? that already similiar like overwatch all of this version and standalone version of this mod or is there something i can toggle with mod config menu
uberjammer 25 Apr, 2021 @ 4:38am 
Admittedly, I haven't tried it out on non-Lost units, and it does list itself as conflicting with Grimy's Loot Mod WOTC (though that's just a UIArmory_WeaponUpgrade conflict)
uberjammer 25 Apr, 2021 @ 4:32am 
Does your comment on loot drops mean that you get no corpse if you evac with it, or that you get no random item from the corpse? I'm getting no corpses.
Vangoich 17 Apr, 2021 @ 7:40am 
Ahh that makes sense, my thinking was that the squad would remain concealed while ADVENT would engage the MEC as an independent, but since a takeover causes the MEC to be considered a 'soldier' then that would trigger a squadwide detection
WaldoTheRanger 16 Apr, 2021 @ 6:02pm 
@vangoich, do you mean a takeover rather than a shutdown?
Probably not, as they're usually right next to other advent in their detection radius.
Vangoich 16 Apr, 2021 @ 9:15am 
Is it possible to implement remaining concealed with a successful hack on a MEC?
WaldoTheRanger 12 Apr, 2021 @ 7:43pm 
@Squamata, what do you mean "started the game, and then checked the ini"?

It sounds like you're referring to the "mod config menu".
If so, that's not the ini. the inis are found in your workshop folder (C:\Program Files (x86)\Steam\steamapps\workshop\content\268500)

the numbers are the mod ids, which match the id in the url on the workshop posting.
Theres about a million and a half options in the config folder once you get there.

To find/manage it easier, you can use the xcom 2 aml.
WaldoTheRanger 11 Apr, 2021 @ 7:25pm 
So I see you've mentioned a new update coming
Very excite.
What kind of things are you doing for it?

Also, would you consider ever adding a "tactical overwatch", like a cone based overwatch that you aim and that doesn't have aim penalties?

That's the one thing I would miss switching to this from "Wotc Tactical options", which I kind of need to do to get System infiltration working properly.