XCOM 2
Harehnoth's Wacky Skills
21 Comments
Harehnoth  [author] 16 Sep @ 7:13am 
Oh, It currently does not work.I didn't even make it into the update. That, Heart Attack and Deadly Malabaris are currently not working. I pushed this update just so I could release myTrainee spec.
Canthyse 15 Sep @ 5:14pm 
bruh, my mistake, what I really mean was hidden storm, the mine that cost 3 mana. Tried to use it but didnt appear on my custom class.
Harehnoth  [author] 15 Sep @ 5:00pm 
Storm Cut Mine is not a skill, it's just called Storm Cut. or Hare_StormCut for the internal name. I'll soon update with a .txt file with all the skills using their internal name
Canthyse 15 Sep @ 9:58am 
its storm cut mine not available?
insectbrain 13 Sep @ 2:08pm 
@Harehnoth

Thanks for the fix. It works and I can keep playing and hopefully finish my campaign. Also glad I can keep using the Marathonist class in the future, which I like a lot.

thanks to everyone that helped as well
Harehnoth  [author] 13 Sep @ 1:22pm 
Fix uploaded
Harehnoth  [author] 13 Sep @ 1:12pm 
Mitz helped me with this issue, it seems there is an conflict with Extended Explosive Tweeks, I'll upload a fix in a few minutes @insectbrain
Harehnoth  [author] 13 Sep @ 12:51pm 
I'll take a look.
Harehnoth  [author] 13 Sep @ 12:50pm 
Strange, I can open ym game just fine, and all that I did was create more skills, nothing should have broke during startup.
insectbrain 13 Sep @ 6:23am 
@XpanD

Ok, just tried and the game wouldn't boot up.

If I had access to the older version of this mod, I would try to compare to see what's changed, or better yet I would just use the older version that doesn't give me problems, but I'm at the mercy of steam auto-updating mods.

thanks for your help
XpanD 13 Sep @ 6:09am 
I wouldn't recommend saving with the LW2 Abilities mod disabled, but just seeing if the game starts up without it (but WITH Harehnoth's pack) might help narrow down what's happening here. It should boot, you'd just see a bunch of missing perks in-game.
insectbrain 13 Sep @ 5:49am 
@XpanD

I haven't tried, but that mod is a dependency for the amalgamation mod, amongst more in my mod list. The amalgamation mod is also a dependency for the marathonist mod, which is dependent on this mod.

I have tried only loading the marathonist mod with it's dependencies (along with their depencies) and got the game to start, so I'm assuming (I'm not a modder) the conflict has to do with my mod list and the changes introduced with this mod's updates. I have 571 mods, which I admit could make trouble shooting a PITA.

As stated before, I was able to load the game before the 3 recent updates to this mod and play just fine.

If I wasn't almost at the final mission in my current campaign, I would just delete the marathonist mod and start over, but I would like to continue if possible, but I don't think I'm able to fix this myself.
XpanD 13 Sep @ 4:54am 
Not much there, other than that LW2 Abilities line. If you disable that mod but keep this one enabled, does anything change?
insectbrain 13 Sep @ 2:49am 
@XpanD

I hadn't checked CPU usage. Just did and it eventually, after a few minutes went to 0%.

Looked at Launch.log, The last section mentions Long War 2 Abilities for WotC.

[0079.87] ScriptLog: Long War 2 Abilities For WotC : Version 1.1
[0079.88] Log: Crash Detected: Dumping C:\Users\thein\Documents\My Games\XCOM2 War of the Chosen\Binaries\Win64\..\..\XComGame\Logs\XCom-INSECTBRAIN-CL469133-2025.09.13-06.21.24-Crash\XCom-INSECTBRAIN-CL469133-2025.09.13-06.21.24_Minidump.dmp
[0079.88] Log: Crash: GettingNameData
[0079.88] Log: Suspending Threads
[0079.89] Log: Writing Minidmp
[0080.16] Log: Crash: Saving Names Array
[0080.16] Log: Crash: Saving Names Array Data
[0080.16] Log: Dumping name table: (5094720)
[0080.16] Log: Dumping name table: 0x708b8000 (5094720)
[0080.16] Log: Crash: Saving Names Array Blocks
[0080.16] Log: Crash: Saving Objects Array
[0080.16] Log: Crash: Saving Objects Array Data
[0080.16] Log: Crash: Saving Objects
XpanD 12 Sep @ 11:50pm 
Any interesting log output? If it goes to 0% CPU usage chances are there will be a crash report in the log, might have useful info.
insectbrain 12 Sep @ 2:45pm 
The recent updates have (i'm assuming) caused a conflict for me. I can't even get to the startup screen as the game stays in an unresponsive state upon launching from the AML. Worked fine before these updates.

I can however get the game to start by disabling this mod and the one mod that is dependant on yours.

This is the other mod that has yours as a dependency: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3032722870

I was hoping there is an easy fix so I can keep playing my campaign that uses your mod.
Harehnoth  [author] 25 Aug, 2024 @ 7:14am 
It adds skills for my specs. Curretnyl it adds Flash Fire to my marathonist spec. I'm tinkering with skills for my future specs atm.
Soul 24 Aug, 2024 @ 8:57pm 
what does it add tho
lordabizi 24 Aug, 2024 @ 11:26am 
Great mod, I have a quick question, is it compatible with Civ 7?
MrCloista 24 Aug, 2024 @ 9:37am 
Congrats on the release dude
XpanD 24 Aug, 2024 @ 9:25am 
Congrats on the release! Following with interest.