XCOM 2
Various Options
238 comentarii
ContagiousStorm 26 iul. 2024 la 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 oct. 2022 la 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 sept. 2021 la 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 apr. 2021 la 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 apr. 2021 la 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 apr. 2021 la 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 apr. 2021 la 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 apr. 2021 la 9:15 
Is it possible to implement remaining concealed with a successful hack on a MEC?
WaldoTheRanger 12 apr. 2021 la 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 apr. 2021 la 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 mart. 2021 la 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 febr. 2021 la 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 febr. 2021 la 7:10 
@Oni I tested them together and I have almost the entire campaign without problems, thanks.
Oni  [autor] 20 febr. 2021 la 23:18 
@xADARAGAKx Dunno, you'll have to try and see!

@Feezec Ey, i've had similar issues.
Feezec 20 febr. 2021 la 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 febr. 2021 la 16:25 
anyone know if this mod conflict with Tactical Armory UI
does it cause any problem?
(UIArmory_Loadou)
Oni  [autor] 11 febr. 2021 la 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 febr. 2021 la 17:23 
Hi @Oni I seem to get two AllReload buttons on every soldier. Is it a known issue?
Oni  [autor] 15 ian. 2021 la 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 ian. 2021 la 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 ian. 2021 la 16:06 
Sure thing. Thank you so much.
Oni  [autor] 1 ian. 2021 la 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 ian. 2021 la 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 oct. 2020 la 14:09 
@123nick The grenade should only work for xcom, disabling it should disable it entirely.
123nick 6 oct. 2020 la 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 oct. 2020 la 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 oct. 2020 la 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 oct. 2020 la 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 iul. 2020 la 22:54 
@Faderonox Try unequipping the armor and selecting a different color
Faderonox 14 iul. 2020 la 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 iun. 2020 la 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 iun. 2020 la 21:05 
Work with*
Zigg Price 5 iun. 2020 la 20:53 
How well do the flamethrower changes with with this mod? Does it make the heavy weapon overpowered to use?
Oni  [autor] 10 mai 2020 la 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 mai 2020 la 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 apr. 2020 la 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 apr. 2020 la 1:05 
With 1.20 , is there everything you need or are things pending for 1.21?
LEGENDS NEVER DIE 26 mart. 2020 la 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 mart. 2020 la 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 mart. 2020 la 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 mart. 2020 la 6:19 
@LOST Yes
LEGENDS NEVER DIE 26 mart. 2020 la 6:04 
So to turn off a specific feature, i need to change true to false?
Blabba754 11 febr. 2020 la 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 febr. 2020 la 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 febr. 2020 la 13:54 
is it possible to disable all the XCOM Logo?
Oni  [autor] 25 ian. 2020 la 10:04 
@Roulce it's suppose to do that, it's because the actions are free
Roulce 24 ian. 2020 la 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 ian. 2020 la 23:44 
GOOD MOD but if adding to my Collections of 200+ mods,this mod must cause some problem...(I think..)
Oni  [autor] 24 dec. 2019 la 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 dec. 2019 la 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