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https://www.reddit.com/r/xcom2mods/comments/48c8v3/psavoicepacks_and_other_mods_to_a_lesser_extent/
If you have already, then just ignore my post :)
Only thing I haven't tried is maybe switching the folder locations around, if thats even possibly as they're in numeric order regardless.
Do you know if there is an incompability with some marathon mods, or avatar progression mods?
This really doesn't seems to work on my game.
Also, I realize the irony of my mod's picture now that I've put Quid Pro Quo back in. I'll change it sometime. It was the first screenshot of "XCOM 2 Continent Bonus" on google plus about 30 seconds in MS Paint.
Sorry, I dunno what to tell you. I'm not super great at modding and Firaxis didn't exactly make their code for this sort of thing intuitive to modify. I just updated the mod to swap in Quid Pro Quo to replace Future Combat a minute ago. I tested it on three different new games and it worked fine for me.
Nah, I never had that mod installed. I do have a lot of others installed, but they're mostly cosmetic ones. This one still isn't working :/
I left All In in there because extra supplies are ALWAYS useful. I took out the Black Market ones due to my personal preference. I prefer to either have all the research/production bonuses (Fire When Ready, Future Combat, ect) OR all the Black Market stuff (Quid Pro Quo and the rest). Leaving both of them in tended to get a mishmash of them that didn't tend to mesh really well. I wish I knew how to make a fancy menu letting you pick which bonuses you want in the random pool so people could pick, but that's beyond my skill level.
I'm considering swapping Quid Pro Quo in to replace Future Combat (50% less GTS costs), as Future Combat only helps in the early game while Quid Pro Quo helps pretty consistently.
In the folders SRC-> XCOMGAME-> CLASSES-> X2StrategyElement_DefaultContinentBonuses, it has the code for applying the continent bonuses. I simply commented out the ones I didn't want by putting // in front of them. I'm sure there are ways to do other stuff with this, like add new bonuses or make them not randomly apply...but I have no idea how to do that.
X2StrategyElement is an Unrealscript file and has to be opened in the Dev Tools, though. Not sure why they didn't put this stuff into a simple .ini file. If you wanna change this, just browse to my mod and edit that file with the dev tools. Comment out what you want with // and put in what you want by removing the //. Be warned that a lot of unfinished/unimplimented bonuses are in there and I don't know what'll happen if you enable them.
My mod should be in your folders in Steam -> SteamApps -> Workshop -> 268500 (Folder for XCOM2) -> 633414222 (Folder for my mod)
It might be some sort of other mod interacting with it? I know if you load the Advanced Modular Weapons BEFORE this one, then this mod won't work. So maybe that's it?
Do agree that "increased research speed from labs" and "+5 power" are weaksauce though.