XCOM 2
Various Options
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.
Squamata 28 Mar, 2021 @ 9:34pm 
I'm unsure as to how this is supposed to be installed. I enabled it and started the game, checked the ini and there's nothing there related to this mod.
AmberlyVitel465 23 Feb, 2021 @ 10:45am 
Does this work with Extended Information?
I'm not seeing a conflict on AML... but.... does this edit any of the same things?
xADARAGAKx 21 Feb, 2021 @ 7:10am 
@Oni I tested them together and I have almost the entire campaign without problems, thanks.
Oni  [author] 20 Feb, 2021 @ 11:18pm 
@xADARAGAKx Dunno, you'll have to try and see!

@Feezec Ey, i've had similar issues.
Feezec 20 Feb, 2021 @ 10:58pm 
Bug report: interacting with objectives breaks concealment.

I started a Blacksite mission through the Skirmish menu.
My concealed Reaper interacted with the Vial.
My Reaper lost concealment and the nearby enemies activated.
My Reaper's Shadow ability was disabled due to carrying the objective item.

The only other active mods are Mod Config Menu and XCOM Highlander.
xADARAGAKx 14 Feb, 2021 @ 4:25pm 
anyone know if this mod conflict with Tactical Armory UI
does it cause any problem?
(UIArmory_Loadou)
Oni  [author] 11 Feb, 2021 @ 5:19pm 
@Óðinn Yes, i think it was caused by having multiple weapons that could be reloaded, i can't remember if i got around to fixing it in my development build.
Óðinn 9 Feb, 2021 @ 5:23pm 
Hi @Oni I seem to get two AllReload buttons on every soldier. Is it a known issue?
Oni  [author] 15 Jan, 2021 @ 10:46pm 
@RustyDios Sure, just do the same thing i told him, if you're using his unique work you'll have to also ask him for permission to use his code.
RustyDios 15 Jan, 2021 @ 8:25pm 
Hi @Oni
Sorry for not doing this sooner, it just slipped my mind, which is very much unlike me :(
Um, I copied and adapted Tesla's copy of your Show Research functions from here to create a 'plug-in' for the Psionics Ex Machina new facility.

I've already got links back to this project and credit identifications to you too. However the original idea and code came from here, so I just wanted to check that you were okay for me to make the required plug-in...

The original was a marvelous inspiring piece of code btw!!
TeslaRage 1 Jan, 2021 @ 4:06pm 
Sure thing. Thank you so much.
Oni  [author] 1 Jan, 2021 @ 7:08am 
@TeslaRage Make sure it's not called the same thing as that mod, credit me for my work and link back to the original.
TeslaRage 1 Jan, 2021 @ 6:28am 
@Oni I am making a mod which is based Show Research Unlocks above with some differences. One of it is to make it work with Proving Ground projects also including experimental projects. Hope you are alright with me releasing it soon. You can reach out to me on XCOM Modding Discord. Thanks!
Oni  [author] 17 Oct, 2020 @ 2:09pm 
@123nick The grenade should only work for xcom, disabling it should disable it entirely.
123nick 6 Oct, 2020 @ 11:06pm 
is there an option too disable smoke grenades concealing troops? i see it is possible too dissable them concealing troops beside xcom, but not disable it all together?
djvandebrake 3 Oct, 2020 @ 10:30pm 
I am using other mods and I will give it a try alone, but the Reaper during Gatecrasher is normal game behavior when you select the Reaper Start HQ advanced option and don't use the tutorial/Lost and Abandoned.
Oni  [author] 3 Oct, 2020 @ 9:39pm 
@djvandebrake Conflicts in what way? I assume you're using a mod to get a Reaper at the beginning of the game, have you tried planting the explosives with only this mod active?
djvandebrake 3 Oct, 2020 @ 4:48pm 
Disabled all the options except the mission objective stealth reveal, and found on Gatecrasher my Reaper was still revealed upon planting X4 charges. Further, this conflicts with Tactical Armory UI. Not sure why the former behavior happens but I thought the point of Highlander was to fix the latter?
Oni  [author] 14 Jul, 2020 @ 10:54pm 
@Faderonox Try unequipping the armor and selecting a different color
Faderonox 14 Jul, 2020 @ 10:56am 
this mod has a lot of great stuff but RIP my armor patterns
I tried setting neon colors to false as well as commenting out all the lines related to adding/replacing colors but my sneaky shades of green cannabis flower paterns are stuck as solid bright green D:
Oni  [author] 6 Jun, 2020 @ 3:45am 
@PM_Zigg Price I still don't use the flamethrower, even with these changes, the other options are just so much better!
Zigg Price 5 Jun, 2020 @ 9:05pm 
Work with*
Zigg Price 5 Jun, 2020 @ 8:53pm 
How well do the flamethrower changes with with this mod? Does it make the heavy weapon overpowered to use?
Oni  [author] 10 May, 2020 @ 10:07am 
@carl I don't remember, i think the breakthrough wouldn't appear, i think the game checks a boolean if the ability to remove them for free has been given or not, and only generates the breakthrough if it hasn't been given.
Stardust 🌠 10 May, 2020 @ 3:02am 
I've noticed that there is an option to allow the ability to remove PCSes and weapon attachments for free without the need of the breakthrough.

if that was enabled, would it disable the breakthrough aswell? or does the breakthrough still appear but technically not do anything because its effects are already applied?
Oni  [author] 27 Apr, 2020 @ 11:05am 
@Blabba754 Of the highlander?
I'd have to check if my changes have been merged, tho i'm currently playing and modding other games, so i'll come back to Xcom 2 later.
Blabba754 27 Apr, 2020 @ 1:05am 
With 1.20 , is there everything you need or are things pending for 1.21?
LEGENDS NEVER DIE 26 Mar, 2020 @ 9:21am 
Thanks... That was the reason why ive spent all day trying to figure out if i have done something wrong. Its not a big deal but it does help in the game. Thanks again!
Oni  [author] 26 Mar, 2020 @ 7:51am 
@LOST The loot drop for EVAC'ed bodies has not worked for awhile, i haven't gotten around to fixing it.
I've redone alot of stuff for the next update, i'm just waiting for some of my highlander changes to be merged before i can push the update for this mod.
LEGENDS NEVER DIE 26 Mar, 2020 @ 7:31am 
I have been tweaking some features off and im still early in the game and i find that some are not working well. I have tested them but they dont seem to work consistently and makes me question some options that will affect the game in middle and late phases. For now I just want the evac Advent forces to be carried and looted but they dont seem to work on some saves and will work on some. Should i start a new campaign?
Oni  [author] 26 Mar, 2020 @ 6:19am 
@LOST Yes
LEGENDS NEVER DIE 26 Mar, 2020 @ 6:04am 
So to turn off a specific feature, i need to change true to false?
Blabba754 11 Feb, 2020 @ 12:25pm 
Without reaction shots the Alien Rulers are just standing there as a target practive dummy. Something different would be nice in the future. Also i have the feeling that this addon might be responsible for a few "game state" warnings "without known creation", at least i didn't notice them before this addon.
Oni  [author] 9 Feb, 2020 @ 2:09pm 
@NoOne_ReaVen Yes, look in the "XComGame.ini" file for a toggle.
It should be possible to toggle all individual changes.
NoOne_ReaVen 9 Feb, 2020 @ 1:54pm 
is it possible to disable all the XCOM Logo?
Oni  [author] 25 Jan, 2020 @ 10:04am 
@Roulce it's suppose to do that, it's because the actions are free
Roulce 24 Jan, 2020 @ 7:16pm 
Not sure if this is a bug @oni but I've noticed when I have a soldier near a pickup-able body, they get stuck in a loop where they can pick up the body and put it down but never end their turn.
廣東陳奕迅 12 Jan, 2020 @ 11:44pm 
GOOD MOD but if adding to my Collections of 200+ mods,this mod must cause some problem...(I think..)
Oni  [author] 24 Dec, 2019 @ 3:47am 
@Blabba754 Yeah don't worry too much about it, i'll have a much better ui later on, it might be in a separate mod tho
Blabba754 24 Dec, 2019 @ 3:40am 
I am not getting this to work. No matter how slim my mod list is, your "unlock research" window is empty. So it is almost impossible to be a mod conflict unless you conflict with CHL. If you are working on an even better version, i will wait