XCOM 2
Various Options
Komentarzy: 238
ContagiousStorm 26 lipca 2024 o 22:10 
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 października 2022 o 15:12 
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 września 2021 o 9:39 
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 kwietnia 2021 o 4:38 
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 kwietnia 2021 o 4:32 
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 kwietnia 2021 o 7:40 
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 kwietnia 2021 o 18:02 
@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 kwietnia 2021 o 9:15 
Is it possible to implement remaining concealed with a successful hack on a MEC?
WaldoTheRanger 12 kwietnia 2021 o 19:43 
@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 kwietnia 2021 o 19:25 
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 marca 2021 o 21:34 
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 lutego 2021 o 10:45 
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 lutego 2021 o 7:10 
@Oni I tested them together and I have almost the entire campaign without problems, thanks.
Oni  [autor] 20 lutego 2021 o 23:18 
@xADARAGAKx Dunno, you'll have to try and see!

@Feezec Ey, i've had similar issues.
Feezec 20 lutego 2021 o 22:58 
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 lutego 2021 o 16:25 
anyone know if this mod conflict with Tactical Armory UI
does it cause any problem?
(UIArmory_Loadou)
Oni  [autor] 11 lutego 2021 o 17:19 
@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 lutego 2021 o 17:23 
Hi @Oni I seem to get two AllReload buttons on every soldier. Is it a known issue?
Oni  [autor] 15 stycznia 2021 o 22:46 
@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 stycznia 2021 o 20:25 
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 stycznia 2021 o 16:06 
Sure thing. Thank you so much.
Oni  [autor] 1 stycznia 2021 o 7:08 
@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 stycznia 2021 o 6:28 
@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  [autor] 17 października 2020 o 14:09 
@123nick The grenade should only work for xcom, disabling it should disable it entirely.
123nick 6 października 2020 o 23:06 
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 października 2020 o 22:30 
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  [autor] 3 października 2020 o 21:39 
@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 października 2020 o 16:48 
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  [autor] 14 lipca 2020 o 22:54 
@Faderonox Try unequipping the armor and selecting a different color
Faderonox 14 lipca 2020 o 10:56 
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  [autor] 6 czerwca 2020 o 3:45 
@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 czerwca 2020 o 21:05 
Work with*
Zigg Price 5 czerwca 2020 o 20:53 
How well do the flamethrower changes with with this mod? Does it make the heavy weapon overpowered to use?
Oni  [autor] 10 maja 2020 o 10:07 
@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 maja 2020 o 3:02 
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  [autor] 27 kwietnia 2020 o 11:05 
@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 kwietnia 2020 o 1:05 
With 1.20 , is there everything you need or are things pending for 1.21?
LEGENDS NEVER DIE 26 marca 2020 o 9:21 
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  [autor] 26 marca 2020 o 7:51 
@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 marca 2020 o 7:31 
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  [autor] 26 marca 2020 o 6:19 
@LOST Yes
LEGENDS NEVER DIE 26 marca 2020 o 6:04 
So to turn off a specific feature, i need to change true to false?
Blabba754 11 lutego 2020 o 12:25 
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  [autor] 9 lutego 2020 o 14:09 
@NoOne_ReaVen Yes, look in the "XComGame.ini" file for a toggle.
It should be possible to toggle all individual changes.
NoOne_ReaVen 9 lutego 2020 o 13:54 
is it possible to disable all the XCOM Logo?
Oni  [autor] 25 stycznia 2020 o 10:04 
@Roulce it's suppose to do that, it's because the actions are free
Roulce 24 stycznia 2020 o 19:16 
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 stycznia 2020 o 23:44 
GOOD MOD but if adding to my Collections of 200+ mods,this mod must cause some problem...(I think..)
Oni  [autor] 24 grudnia 2019 o 3:47 
@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 grudnia 2019 o 3:40 
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