XCOM 2
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Restore Tutorial Narrative
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11.127 MB
19 Feb @ 11:33am
4 Oct @ 1:26pm
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Restore Tutorial Narrative

Description
Abstract
This mod aims to restore most narrative we loose when beginning a campaign without the tutorial. Because, even if I don't want to have Shen explaining how to walk in a scripted mission where two characters are destined to die, I do miss all those cool narratives regarding the Commander rescue, the Avenger first flight, and the beginning of the resistance against ADVENT.

Rescue the Commander
The Gatecrasher mission now begins in the Gene Clinic where the Commander is detained. Elena Dragunova has already tampered with the stasis tube to awaken them, now it's time for a XCOM team, led by Peter Osei and Ana Ramirez, to join forces with her and retrieve their target back to safety. Bradford and Kelly, who are returning from the diversion they caused, will also arrive later on the battlefield.
This first mission plays like a rescue VIP mission, but on a well-guarded tutorial map. Bradford and Kelly arrive by default at the beginning of turn 3. There is no official timer, but ADVENT will throw ever increasing reinforcement, so you will have to be quick before being overwhelmed. By default, the first ADVENT reinforcement is planned at the turn of second alien's turn, and is renewed each turn. Then, they double at turn 5, triple at turn 9 (and quadruple at turn 14, though XCOM would probably already be dead if they haven't evacuated by then). If this appears too much, the values are configurable in the XComGameData ini file.

Recover the Flight Device
The Commander awakening movie plays after the end of the first mission. Then, upon entering the Command Center, Shen and Bradford talk about the flight device, will leads to the corresponding mission. This mission plays the same as in the vanilla game, and ends with the device being retrieved by Shen in the Avenger.

First Guerilla Op replacement
Upon entering the Command center again, the last movie shows the Avenger taking it's first flight. XCOM has then to take a third mission, meant to replace the first tutorial guerilla op. This mission is, in fact, the same one as when lauching the vanilla game without the tutorial, namely the ADVENT monument sabotage. After this mission, the sarting faction HQ should be revealed on the map. This is the end of this mod's modifications; the rest of the game should play as normal.

Known limitations/bugs
There should be only one Jane 'Quiet' Kelly in your XCOM roster at the beginning of your campaign. If you've added multiple ones, with different appearances, for example with the character pool, the mod will not know which one to spawn for the new Gatecrasher mission and could pick the wrong one.
Of course, this mod should not be added on an ongoing campaign.

Compability
Use this bridge mod for compatibility with Covert Infiltration.
Not compatible with LWOTC: I'm not working on it, so feel free to create a similar compatibility bridge if you want.
The mod has also been reported as uncompatible with [WOTC] Visibility Memory and Starting SHIV.

Dependencies
Jane Kelly Starting Soldier: I used this mod to create Jane Kelly at the beginning of the campaign (and also reused lot of its code to do the same for Peter Osei and Ana Ramirez)

Additional credits
I wouldn't have gone far if it wasn't for the existing miscellanous modding tutorials, which have been a big help (and already existing mission and spawning mods, which helped to better understand how to achieve this).
Also, many thanks for the kind peoples of the XCOM discord who took time to answer my questions.
223 Comments
Etienne 19 hours ago 
@Epigamesh
Thanks for the reply.
I haven't used your mod yet, but I imagine I could use a hybrid version, adding the Starting Soldiers mod as well, so the operatives come with the exact classes I created for them.
My question is, does your mod include the cutscenes we see in the vanilla tutorial? I think this is VERY important for immersion. And if these cutscenes aren't there, would it be difficult to add them via a trigger in a future version of your mod (if you plan to improve it?).
Thank you very much again. I'm a modder myself, but I don't yet have enough knowledge of the SDK.
Epigamesh  [author] 25 Oct @ 1:23pm 
@Etienne I didn't saw this mission presentation so far, but it was fun to watch. This is not something I intent to recreate, though.
If you only want to have these four characters for the third mission, you might do it with the XCOM character pool, so that they appear at the beginning in the campaign in the HQ (though I'm not familiar with it, as I don't really use it ; if it works, you would have rookies, though, and I don't think they will necessarily turn into the classes you want either).
If you want have them appear into the beginning of the campaign with their corresponding classes, so that you can send them later to the third mission, you won't be able to do that with only config files. Currently, you could only replace Peter Osei, Ana Ramirez, or Jane Kelly with some of them, for example, but not add them. There would be the need of additional coding for that.
Epigamesh  [author] 25 Oct @ 4:59am 
@Nero All the more neat as I had nothing to do for compatibility. This is good to know, though.
Epigamesh  [author] 25 Oct @ 4:57am 
@Plurpo Great! For the remaining bug, was it when also using Covert Infiltration and the bridge mod ? (if so, I've noticed it too, but haven't took the time yet to find how to adress it)
Plurpo 22 Oct @ 1:39pm 
@Epigamesh Started a new campaign and the missions play in the correct order now, thanks.

Another bug but not a particularly big one, Jane Kelly stays in her civilian outfit after Gatecrasher even though the config option to change it to armor is enabled.
Nero 19 Oct @ 12:57pm 
Oh that's neat, if you use proficiency jane kelly and central starting soldier, you get them as their modded classes instead of ranger and rookie
Etienne 19 Oct @ 9:20am 
Dear @Epigamesh!
I completely share your stance and love for XCOM's narrative stories, and I'm trying to fill my mod collection with mods like yours.
Since my pool of canonical characters is quite extensive, have you ever considered replicating the monument operation we saw at E3 (https://youtu.be/Ok65u-2DoVw?list=PLWNMA0OE6OoqPr5-b4LD0P9yNtJfmZywK)? I recreated all four characters featured in that video, and I'd love to see them in the third mission featured in your wonderful mod.
Is this possible, or could you provide this feature by allowing editing of your wonderful mod's config files?
Thank you in advance for your reply.
Epigamesh  [author] 18 Oct @ 4:45am 
@Charles Great! Glad to know it's now working for you.
Dragon32 17 Oct @ 5:44pm 
@Charles
Glad you sorted it out. Enjoy the game.
Charles 17 Oct @ 2:25pm 
Okay this, was just my major stupidity, I didn't realise I didn't have the legacy pack, forgot I switched to my own xcom 2 and not my family shared so I didn't have it, that is my bad chief