XCOM 2
Restore Tutorial Narrative
223 Comments
Etienne 29 Oct @ 2:59am 
@Epigamesh
Thanks for the reply.
I haven't used your mod yet, but I imagine I could use a hybrid version, adding the Starting Soldiers mod as well, so the operatives come with the exact classes I created for them.
My question is, does your mod include the cutscenes we see in the vanilla tutorial? I think this is VERY important for immersion. And if these cutscenes aren't there, would it be difficult to add them via a trigger in a future version of your mod (if you plan to improve it?).
Thank you very much again. I'm a modder myself, but I don't yet have enough knowledge of the SDK.
Epigamesh  [author] 25 Oct @ 1:23pm 
@Etienne I didn't saw this mission presentation so far, but it was fun to watch. This is not something I intent to recreate, though.
If you only want to have these four characters for the third mission, you might do it with the XCOM character pool, so that they appear at the beginning in the campaign in the HQ (though I'm not familiar with it, as I don't really use it ; if it works, you would have rookies, though, and I don't think they will necessarily turn into the classes you want either).
If you want have them appear into the beginning of the campaign with their corresponding classes, so that you can send them later to the third mission, you won't be able to do that with only config files. Currently, you could only replace Peter Osei, Ana Ramirez, or Jane Kelly with some of them, for example, but not add them. There would be the need of additional coding for that.
Epigamesh  [author] 25 Oct @ 4:59am 
@Nero All the more neat as I had nothing to do for compatibility. This is good to know, though.
Epigamesh  [author] 25 Oct @ 4:57am 
@Plurpo Great! For the remaining bug, was it when also using Covert Infiltration and the bridge mod ? (if so, I've noticed it too, but haven't took the time yet to find how to adress it)
Plurpo 22 Oct @ 1:39pm 
@Epigamesh Started a new campaign and the missions play in the correct order now, thanks.

Another bug but not a particularly big one, Jane Kelly stays in her civilian outfit after Gatecrasher even though the config option to change it to armor is enabled.
Nero 19 Oct @ 12:57pm 
Oh that's neat, if you use proficiency jane kelly and central starting soldier, you get them as their modded classes instead of ranger and rookie
Etienne 19 Oct @ 9:20am 
Dear @Epigamesh!
I completely share your stance and love for XCOM's narrative stories, and I'm trying to fill my mod collection with mods like yours.
Since my pool of canonical characters is quite extensive, have you ever considered replicating the monument operation we saw at E3 (https://youtu.be/Ok65u-2DoVw?list=PLWNMA0OE6OoqPr5-b4LD0P9yNtJfmZywK)? I recreated all four characters featured in that video, and I'd love to see them in the third mission featured in your wonderful mod.
Is this possible, or could you provide this feature by allowing editing of your wonderful mod's config files?
Thank you in advance for your reply.
Epigamesh  [author] 18 Oct @ 4:45am 
@Charles Great! Glad to know it's now working for you.
Dragon32 17 Oct @ 5:44pm 
@Charles
Glad you sorted it out. Enjoy the game.
Charles 17 Oct @ 2:25pm 
Okay this, was just my major stupidity, I didn't realise I didn't have the legacy pack, forgot I switched to my own xcom 2 and not my family shared so I didn't have it, that is my bad chief
Charles 17 Oct @ 11:55am 
I'll give that user config a shot but Yah, guess this mod hates me if this doesn't work
Epigamesh  [author] 17 Oct @ 11:46am 
@Charles Also, have you the tactical legacy pack installed ?
For the user config, you can found them in C:\Users\[your user name]\Documents\my games\XCOM2 War of the Chosen\XComGame\Config, if needed (they can indeed sometimes cause some mod problems to persist, so it's wise to clear them)
But if you have verified gamefiles, cleared configs, and also have all DLC from the game, I don't known what is happening on your end.
Dragon32 17 Oct @ 11:10am 
@Charles
OK. I assumed your cleared your user config. files? If that's the case then the mod doesn't work on your machine but does on everyone else's, mods or no.
Charles 17 Oct @ 9:28am 
and yes i have verified my files
Charles 17 Oct @ 9:28am 
Dragon32, I have just tried a completely unmodded attempt, with only the dependencies, and the Commander is just not there.
Dragon32 17 Oct @ 7:59am 
@Charles
Checked the Compatibility section?
If none of those then identify with a binary search: https://old.reddit.com/r/xcom2mods/wiki/mod_troubleshooting#wiki_binary_search
Please report back so others benefit.
Charles 17 Oct @ 6:23am 
I don't know if anyone else has had this problem- but the commander just isn't there for me!
No icon popup, body or anything, None of my mods should cause this to happen
Epigamesh  [author] 4 Oct @ 1:29pm 
@Purpo I just just pushed a small update, which might prevent your problem. If you begin a new campaign, tell me if this still occurs.
Epigamesh  [author] 4 Oct @ 11:31am 
@Plurpo Seems like a bug or a mod incompatibility of some kind. Could you do then the converter mission after the monument one ?
This is not something I encountered upon testing, but it might be possible to add some protection into the code to prevent such a case.
Plurpo 2 Oct @ 8:26pm 
I'm not sure if this is a bug or a just a limitation of the game but I'm getting the second and third tutorial missions out of order. The way I understand it, the missions go Gatecrasher -> Converter thing -> Blow up monument. When I entered the Geoscape after finishing Gatecrasher, I could see the supply raid for the converter mission but was redirected into the monument mission. The cutscenes were in the right order, just not the missions themselves.
Dragon32 23 Sep @ 6:27am 
@Eureka
Looks like you can edit XComRestoreTutorialNarrative.ini to do that
Eureka 22 Sep @ 11:20pm 
Could you make a version without Peter Osei and Ana Ramirez? I only want to take my 4 characters.
Epigamesh  [author] 20 Sep @ 6:36am 
@Bombermans Yes, exactly.
Bombermans 20 Sep @ 5:02am 
I have a confused question. I normally play with the tutorial so I can get Reapers as my starting faction and get Elena Dragunova as a soldier for all missions. With your changes, the faction is random and thus you don't get Elena Dragunova as a soldier for all missions?
alfn86 11 Sep @ 5:56pm 
@Gguy
I think it could be fixed by using the people from tutorial itself - all of them as put as rookies (Bradford included) - so it would make everything simplier to implement and also prevent too much conflicts.
The "overpowered" (betwen "" because he is a seasoned ranger for real) Bradford on tutorial kinda breaks the immersion because you can strike back pretty hard to ADVENT and so it might take off a fair amount of pressure/urgency on the experience and what was intended to be a risky rescue mission can easily fall into an occasion to "farm xp"...
But anyway, I still keeping an eye on this mod to see how things might develop over time.
Gguy 10 Sep @ 11:48pm 
@Epigamesh Just saw your response to alfn86, and I'll just add that restricting the classes upon promotion might interfere with mods such as RPG overhaul and those that let you choose your class. A rookie assignment alone would be best imo.
Epigamesh  [author] 8 Sep @ 2:13pm 
@HIMN Glad to know you like it :D
Epigamesh  [author] 8 Sep @ 2:12pm 
@Wet Dog Squad You can parameter reinforcements in the XComGameData ini file (you won't be able to have one every two turns, but will be able to keep it to one, for example, instead of it increasing with turns).
Also, the reinforcements themselves are defined with the XComEncounters file : you could also change their troop numbers here.
Wet Dog Squad 8 Sep @ 1:20pm 
Is there any way to adjust the Gatecrasher reinforcement rate in the .ini? I just finished it last night and it took like two hours and only four out of the nine soldiers I started with survived (including Bradford and Kelly), and there were 55 ADVENT soldiers total by the time I wrapped up. I feel like one reinforcement every two turns rather than 2-3 reinforcements per turn would be a better fit for my campaign balance.
HIMN 27 Aug @ 7:21pm 
just finished the campaign with Lost & Abandon enabled and this mod worked very well. Thank you!
alfn86 24 Aug @ 1:54pm 
Here my video, I hope you like it.

https://youtu.be/LkYLWUm8pWw
alfn86 24 Aug @ 1:03pm 
Hi mate!
Thank for your answers, I will check the .ini files and make these changes.
I am also modding the game too and since our fisrt chat here I used all the starting knowledge your offered me and start to mod the game myself too.

I recorded the experience so far and I will share it to you. I hope you enjoy and also that my experience bring more ideas to your to implement on your mod as well.

I am really happy with the modifications I did so far. You will see it for yourself when the video is uploaded. =D
Epigamesh  [author] 24 Aug @ 12:44pm 
@alfn86 Dragunova can indeed die during the mission, for now without consequences: I had the project to add a configurable option to prevents this, but haven't had the time to do it (or I might just prevent her to die in the future as you suggested).

Adding the hacking door is also a good idea, though it might prove difficult to realize

I'm not sure how difficult it would be to change Bradford, but I might look into it (now I'm also wondering if I could just put Jane Kelly, Ana Ramirez and Peter Osei as rookie, and then restrict their class upon promotion).
Epigamesh  [author] 24 Aug @ 12:31pm 
@alfn86 I just saw the video, and have some precisions:

The ennemies not attacking when too many are a vanilla behaviour. And the mod A Better Advent (which I use) removes this limitation. I think this is done with only a config edit in its XComAI file:

; Effectively removing Downthrottling (steering away pods from active fights)
-DownThrottleUnitCount=4 ; Number of enemies engaged to activate Down Throttling.
+DownThrottleUnitCount=99

; Removal of the artificial limit to number of engaged enemies
-MaxEngagedEnemies[0]=4 ; Rookie
-MaxEngagedEnemies[1]=6 ; Veteran
-MaxEngagedEnemies[2]=6 ; Commander
-MaxEngagedEnemies[3]=99 ; Legend
+MaxEngagedEnemies[0]=99 ; Rookie
+MaxEngagedEnemies[1]=99 ; Veteran
+MaxEngagedEnemies[2]=99 ; Commander
+MaxEngagedEnemies[3]=99 ; Legend

The first part prevents pods from going away when too many are already engaged with XCOM, the second is for what you described: the ennemies not shooting.
alfn86 18 Aug @ 3:09pm 
@Epigamesh

so here is a short video where I offer you my feedback about your mod

https://youtu.be/W2cqSNhHzbg

At this moment it is still upoloading, but when you read it I think it will be able to watch

I made the video because putting into a text would need a lot of comments and it would annoy everyone here

And thats it

Cheers =)
alfn86 18 Aug @ 2:30pm 
about Bradford and the necessity to use him from the DLC, I think you could just use the same Bradford who comes from the Vanilla tutorial - without machete and fancy skills, so it would make us much more interested in rushing to the evac point rather than when we have with the "buffed" bradford

btw he always had that machete like any ranger and his skills seemed to work normally

in order to make Jane Kelly get the ranger class (even tho she is changed to be a rookie) is by using the mod that allows to choose the class (I change the .ini to 4 classes so it grant me the chance to make her a ranger)

I really enjoyed the mod, I really liked it and thats why I am offering all this feedback

I sincerely would to have it without the need of the Alien Hunter DLC because I think that DLC is pretty annoying and dont actually add much to the Lore - playing that is like a chore

So the experience is better without that DLC (my opinion tbh)

PART 2 OF 2
alfn86 18 Aug @ 2:27pm 
@Epigamesh
So 2 smalll changes that would make the development of the gameplay more intense
1: making the comander be unconscious on the floor (no need to make us to take him off that tube - just having him unconscious is enough)
2: the necessity to hack that door, so this would also force us to make an extra step to access that area

so in short time is not our friend there and also our resources are pretty limited

so when we have to hack that door we spend soldier action to hack that thing - which means 1 soldier less shooting them

having the commander sleeping also demands us to use 1 soldier to carry him and also brings the necessity to protect that person and the commander as well

these 2 changes might sound small, but it would change a fair amount on the dinamic on that battle

PART 1 OF 2
Epigamesh  [author] 18 Aug @ 2:00pm 
@ MetallRichymon After looking into my mod files, the reinforcements are using a leader from the AdventLeaders list and followers from AdventFollowers lists.
These list are not empty by default in the game at forcelevel 1 (when you begin), but if they are (due to some mods modifications, for example), this might explain empty reinforcement.
Though I don't know why anyone would want to do that, so this could be something else entirely (also, you have no real way to check this, unless checking if the mods you use are modifying them or not in thier ini files. You can search for them under Windows, though (by searching all files that contains AdventLeaders or AdventFollowers in their files)
You could try deactivating UECP (or the aforementionned mods) and see if it changes something or not. If this changes nothing, you might have to do a binary search to find what exactly is conflicting.
Epigamesh  [author] 18 Aug @ 1:41pm 
@alfn86
- The nest DLC is necessary for Bradford, as I use the his nest loadout by default (he has apparently no sword equipped for the tutorial, so his sword abilities were kinda bugged). I don't remember having another dependency.

Also, when you do ini modifications, keep in mind that each mod update reverts them if you do them inside the mod's folder config files. So you shoudl always keep a copy of them or create your own local ini modification mod. This is fairly simple to do and you can find a guide here: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2820842366
Epigamesh  [author] 18 Aug @ 1:40pm 
@alfn86 Oh thanks, this is the first time someomes does a video regarding my mods. I haven't had time to check it, but I will do it later.
For the not yet answered questions:
- For the unconscious commander, it could depends what we're talking about. If it's having someone opening the stasis tube and take the unconscious commander, this is something I don't know how to do for now. If it's "only" having the commander stading unconscious at the beginning of the battle (ouside the stasis tube, where he is by default in my mod), I might be able to do it (with an emphasis on the "might", though, as this is something I haven't yet done and modding can be full of surprises.
- Jane Kelly uses the default ranger loadout as she is made a ranger since the beginning with my mod (but I see you've already found how to make her and Peter and Ana rookies instead).
alfn86 17 Aug @ 12:18pm 
@Epigamesh
So I made another video exploring a bit more aspects on your mod

https://youtu.be/jXXWybtL-T4

Maybe there is something interesting in this experiment that can bring you ideas to make your mod even better or to create an addtional mod to improve even more the experience

I really liked your idea, thats why I am sharing all this feedback

And I thinks thats all I have to say for instance

Cheers

=)
alfn86 17 Aug @ 8:21am 
Hello my good people. So I made some small changes on the mod like as @Dragon32 explained and so now I would like to share my experience.

https://youtu.be/BG3yWcMlPv8

It is a very simples gameplay. I hope you enjoy and also that experience somehow bring new ideas to you to try on your own gameplay.

Sorry for my thick accent, I am not used to speak english. So I hope you will be able to understand me.

Anyway, I think thats all for the moment. See you.

=)
Dragon32 17 Aug @ 6:25am 
@alfn86
No worries, that wiki's got a great "using mods" section too
alfn86 17 Aug @ 6:16am 
@Dragon32 thank you very much bro
=)
alfn86 17 Aug @ 5:10am 
@Dragon32, what I am trying to mean is: where is this file located? Because I have little to no knowledge about how to mod Xcom things...

If you could provide me some initial info I would thank you a lot - like where to learn and so on

=)
Dragon32 17 Aug @ 3:34am 
@LordDeTracy
Scroll back through Epigamesh's comments to see if they explain it

@alfn86
Open XComRestoreTutorialNarrative.ini and edit it. It's pretty well documented.
MetallRichymon 16 Aug @ 5:06pm 
@Epigamesh I don’t know if the reinforcement encounter list is empty at force level 1. I use this mod "Universal Enemy Compatibility Patch" and almost all of the mods in the supported mods list. I tried to search for the list but, to be honest, I couldn’t find it. Maybe you, with more experience, can find it.
Epigamesh  [author] 16 Aug @ 1:57pm 
@MetallRichymon Thanks for the feedback. I do not know why the reinforcements would not appear, though (maybe if your modlist had made the advent reinforcement encounter list empty at force level 1 ?)
alfn86 16 Aug @ 1:34pm 
@Dragon32
Hi, thank you for your answer.
About the item 2, how can I change it by myself?
About item 5... well... it there is no other way...