XCOM 2
A Better Barracks: TLE
989 Comments
[L]❖[U][M][I][N][O][S] 8 Oct @ 3:10am 
Nevermind. Found this here.
Additem tier2upgradecomponents X
Additem tier3upgradecomponents X
Additem techfragments X
Additem sidearmfragments X
Additem lightweaponfragments X
Additem heavyweaponfragments X

X=amount of stuff you want to get. Keep in mind that the black market also offers those if you don't want to use codes. You can also turn advent weapons into components and fragments.
[L]❖[U][M][I][N][O][S] 8 Oct @ 12:35am 
Hey how do I get heavy/light weapon fragments etc(Console Command)
DerBK  [author] 26 Sep @ 5:40am 
Those changes are in the code and not exposed to ini. The weapon changes are a core part of ABB that can't just be removed (unless you take the SDK and make a meta-mod for the purpose, i guess)
Dr. Bones 26 Sep @ 12:09am 
Hi there,

I was hoping to revert the shotgun and cannon changes as part of this mod - it's just my preference.

Would you be able to point me in the direction of which files I should change in order to achieve this? I am comfortable editing my own files, but I'm not too sure where I look.

Thanks in advance!
Exiled Tension 22 Sep @ 3:52pm 
Fair. I appreciate it.
DerBK  [author] 22 Sep @ 2:59pm 
You want my classes to use weapons from other mods? You can set which weapon types they can use in the XComClassData.ini of their class (Ctrl+F in the file for "AllowedWeapons").

But they are really closely designed around the weapons meant for them, so i don't suggest that.
If you just want to swap cosmetics around, i suggest sticking with XSkin, that's what it's there for.
Exiled Tension 22 Sep @ 2:50pm 
Is there a way to make weapon usage unrestricted? I am currently doing a runthrough with Mass Effect mods. The weapon mods are not directly compatible, but if I could make the weapons unrestricted with the 8 ABB classes I could make the proper adjustments without having to continue to use the XSkin mod
Sniffy 15 Aug @ 2:47pm 
Dang. Thanks for the reply though.
DerBK  [author] 15 Aug @ 2:17am 
Kinda sorta.

They don't overly conflict in a technical way (there are some minor overlaps). But the way that ABB uses new resources to craft upgrades and techs gets thrown massively out of whack by CI.

They can probably made to work together with a lot of work and rebalancing of loot tables, but I wouldn't recommend them together out of the box.
Sniffy 14 Aug @ 5:41pm 
I feel like this is a dumb question that I just looked over / couldn't find the answer to, but is this compatible with Covert Infiltration?
LightLegion 14 Aug @ 8:59am 
Yeah okay, see it now, I missed it when I read the mod. Thank you ! :)
DerBK  [author] 12 Aug @ 6:36am 
That's not a bug, that's part of the weapon changes. The cannon and sniper rifle have a bunch of extra bonuses and in turn lose their upgrade slot. Conversely, the assault rifle has an extra slot.

Once you upgrade the sniper and cannon to Mag, they gain their first upgrade slot.
LightLegion 12 Aug @ 2:30am 
i got a bug with weapon upgrade slots on certain weapons, this mod seems to override them (on sniper and cannon on my part) and let me with no slots at all. I used "configure upgrade slots" mod too and put all weapons at 4 slots by default just to see but it doesn't change anything.
I don't know if it's a known issue or not.
DerBK  [author] 22 Jul @ 8:22pm 
I can't think of one.
hank333 22 Jul @ 8:04pm 
random thought that probably won't work. Is there an easy way (i.e. ini files only) to allow for the option to do a regular shot even if one has marksman stock equipped?
hank333 22 Jul @ 8:02pm 
Alas. Thanks for looking into it.
DerBK  [author] 22 Jul @ 7:21pm 
Looking over it, you might be right that Stabilized Fire doesn't trigger Coldblooded, its code specifically mentions StandardFire and SniperStandardFire as the two abilties that can trigger it.

Not something you can fix via ini and i've uninstalled my SDK years ago, so i am afraid this might just have to stay in the mod as a bug/oversight.
hank333 22 Jul @ 4:35pm 
I think there is a bug with the perk "cold blooded". It's using up the action of my grenadier, even though his only action is taking a standard shot against an enemy that is already poisoned. Two possible things that could be happening
1) the enemy was poisoned earlier in that same turn by a different unit. Cold blooded is still supposed to work in this scenario, right?
2) The grenadier is using a cannon with a markman's scope, so technically the first action of my grenadier is "stabilize and fire". Maybe this makes it not count as a "standard shot" for cold blooded? Unfortunately, if you have a markman's scope, there seems to be no option to take a shot without the scope.

Also, thanks for the amazing mod, the enemy variety especially makes the game so much more fun.
steamt 7 Mar @ 8:48am 
Watch them run in this pack does seem to be doing an ammo check on grenades which generally causes it to not activate. Favid's Extended Perk Pack works correctly.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1546482849
The ability from this perk pack can be used instead of the ABB one. In the XComClassData.ini for the saboteur, change ABB_WatchThemRun to F_WatchThemRun. Probably want to go into the XComExtendedPerkPack.ini and change all the _AWC to false
Rumpled Foreskin 27 Feb @ 1:35pm 
No troubles, thanks for responding. I just retrained the soldier and will avoid the skill in future. There are plenty of others to make up for it.
DerBK  [author] 26 Feb @ 6:41am 
Oof... It's been years since i touched this mod, so i couldn't really say. I don't believe there are any (major) known bugs left in the mod. It's of course entirely possible that you found one that didn't register before, but i would think that this bug would have been noticed if it's a general issue with the perk - it's kind of hard to miss. I definitely remember using the perk with a Cannon and it working when i was still playing.

Honestly not sure what could cause the problem either. It's a self-contained skill that shouldn't have any ways to conflict with another mod.
Rumpled Foreskin 26 Feb @ 2:27am 
Hello, the Watch Them Run perk doesn't seem to work at all. I have tried it on a Saboteur with both a cannon and a shotgun equipped. In both cases, I have tried throwing a grenade on the first turn without moving and the unit will not enter overwatch, but I'd also expect that with the shotgun equipped, I should be able to move once and then throw a grenade and still enter overwatch. Is this a known bug?

I am using all of your A Better Advent mods plus a few UI QoL mods, but nothing that I would expect to impact perks.
DerBK  [author] 2 Jan @ 2:36am 
From the description:

PREREQUISITES

[...]

Prerequisite is also the will to drop most other mods, as ABB is not exactly compatibiliy-friendly.
I will put this in simple terms: Do not use other class or item mods with ABB or you will likely mess up your game and are on your own.
SDS-PAGE 1 Jan @ 3:42pm 
Just as a warning, it seems like there might be a weird interaction between this and the trainable skirmishers mod, or skirmishers in general. I put the WOTC zero-in perk on my human skirmisher (bonus aim when retargeting the same enemy) and the modded zone-in perk (gives +20 aim on next shot if you miss). The Zero-In perk doesn't show up in tactical for my skirmisher, AND on subsequent shot, even when i landed the first hit, i had a -20 aim on the subsequent shot!
SDS-PAGE 24 Dec, 2024 @ 12:40pm 
Otherwise I've continued on with the mod and for the most part it's really interesting and engaging shakeup of the normal game. i do think maybe the knockout ability for infantry is too strong.

I only noticed one other incident as i described below but it destroyed cover that wasn't actually cover anyway (roof rails that gave no defense)
SDS-PAGE 11 Dec, 2024 @ 12:29am 
FYI I've turned off all enemy mods, weapons, etc. I do have MOCX, extract corpses, nonlethal combat, maps by vozati, additional mission types redux, highgroud gives defense-- whatever else I can think of that has any chance of messing with things

I did notice some odd behavior with More Mission Types mod, in which it appeared that only certain classes were able to trigger or interact with mission objectives, so I disabled that mod. Might take off Maps by Vozati next.
SDS-PAGE 11 Dec, 2024 @ 12:17am 
It's happened twice now. Possible I never noticed it before in vanilla XCOM and this is just the first time my soldiers were ever killed by it. But I've been using fairly hard difficulty mods so I feel as though it should have come up before.

So far both instances it was a sniper rifle, shooting down at a target. The first time, the sniper destroyed her cover and the cover next to her, exposing herself and her bondmate, and they were both killed on the enemy turn.
DerBK  [author] 10 Dec, 2024 @ 5:57am 
Never heard of this issue before, tbh. That sounds more like a vanilla issue to me than something caused by the mod. Lines of sight are notoriously made up in this game.
SDS-PAGE 9 Dec, 2024 @ 12:14pm 
cool ideas in this mod but there's one thing that is a huge problem; there is a environment destruction mechanic built into the weapons, and this has resulted in my soldiers DESTROYING THEIR OWN COVER when they fire (the particular example i'm talking about was from a sniper rifle). I'm debating whether I want to continue or not because this is an awful downside to have to play with.
DerBK  [author] 28 Nov, 2024 @ 5:46am 
Thanks for posting the solution! Hopefully that helps someone else down the line :)
Mako 28 Nov, 2024 @ 5:15am 
Got it!

Found a post where someone had the same issue and discovered it was the older "Mod Everything" conflicting with "WOTC Mod Everything Reloaded". Disabling Mod Everything fixed the attachments. Thanks for getting back to me anyhow, and happy holidays!

Followed the suggestions here: https://www.reddit.com/r/xcom2mods/comments/ludogi/cant_use_weapon_attachments_on_any_guns/
Mako 27 Nov, 2024 @ 5:03pm 
Wow, thank you for getting back so quickly!

Yeah, I can see the limited slots for snipers/cannons, but I am trying to select open slots on assaults and shotguns and it just beeps at me. I just upgraded both to mag and still the same issue. Just ran through my mods and I can't see anything specific to weapons or attachments that might conflict here. Even checked to see if the attachments I had in inventory were somehow glitched by buying different black market ones, and nothing. Any thoughts?
DerBK  [author] 27 Nov, 2024 @ 8:28am 
The mod does change the number on attachment slots per weapon type. Specifically, sniper rifles and cannons only gain attachments once you get them to mag tier because they have so many bonuses already built in.

Try if you can put attachments into assault rifles or shotties, that should tell you if it works.
Mako 26 Nov, 2024 @ 6:11pm 
Has anyone had issues with not being able to use attachments at all? I have many sitting in my inventory and lots of components, but when I click on a space to add a weapon attachment it just beeps at me. This is the only weapon-related mod I use and I cannot use attachments on any weapons :C
Lucasif 21 Oct, 2024 @ 12:26am 
Ah, well that explains it.
DerBK  [author] 21 Oct, 2024 @ 12:20am 
The research tree is set in code, not in inis. You can't change it without making and compiling an actual mod in the SDK.
Lucasif 21 Oct, 2024 @ 12:13am 
How do I remove the tier 2 and 3 component research? I tried editing the files and removing every mention of Manufacture_UC2 and Manufacture_UC3 but it still stays on my list, just with a blank name and details, but still stuck there. I don't like them cluttering my research list
DerBK  [author] 13 Oct, 2024 @ 5:38am 
No.
lichen93 12 Oct, 2024 @ 8:25am 
Oh, and if I used mocx mod, would mocx operatives that captured apply the class overhaul ?
DerBK  [author] 11 Oct, 2024 @ 11:26am 
Thanks for the relevant quote. My stance on this is simple: If you do want to use other class mods or item overhauls, then don't use ABB.
steamt 11 Oct, 2024 @ 6:23am 
To quote the description and DerBK :
Prerequisite is also the will to drop most other mods, as ABB is not exactly compatibiliy-friendly.
I will put this in simple terms: Do not use other class or item mods with ABB or you will likely mess up your game and are on your own.
-----

I would imagine that faction classes would work. Other classes may work but you would likely experience some jank, especially since the primary weapons have been reworked and other classes aren't designed around say the shotgun reload only being single shot.

This mod has LW secondaries, it does not have the primaries.
lichen93 11 Oct, 2024 @ 4:07am 
Does this compatible with other classes overhaul ?
I been using Alpha's classes pack and Faction heroes overhaul for a while.
Also does this mods contain some LW weapons? So I don't need that if I have this?
DerBK  [author] 10 Sep, 2024 @ 12:06am 
Yes, this mod needs the TLE. That will be the reason for the missing weapon models.
JimothyHalpert 9 Sep, 2024 @ 11:50pm 
I just realised that I dont have wotc tactical legacy pack dlc, could that be why? I tried reinstalling but it didnt fix it.
DerBK  [author] 9 Sep, 2024 @ 10:03pm 
No idea what could be wrong. All the weapon visuals are packaged into the mod, so i wouldn't expect a mod conflict either. Maybe just try reinstalling the mod in case something got screwed up there?
JimothyHalpert 9 Sep, 2024 @ 9:57pm 
the weapon model for laser weapons are missing, how do i fix it?
The Vermin 14 Jun, 2024 @ 11:19am 
Alright, thanks for letting me know.
DerBK  [author] 14 Jun, 2024 @ 11:18am 
Some of them are used in the mod as visualizations for the new tech levels.

The others are disabled. That's not something that you can change per ini.

You might be able to add them to your inventory via console, but they'd not use ABB mechanics, so that's not recommended either.
The Vermin 14 Jun, 2024 @ 10:39am 
Is there a way to make this mod work with the Tactical Legacy Pack weapons?
DeBlue 23 Apr, 2024 @ 2:35pm 
I see, no worries! I haven't gotten very far at all with your classes so I probaly shouldn't have mentioned that sorry. Love the mod so far