XCOM 2
Toggle Continental Bonuses
49 kommentarer
lewiswall1 31. aug. 2017 kl. 15:54 
thank you
lewiswall1 31. aug. 2017 kl. 15:46 
bg? link please
Juravis  [ophavsmand] 30. aug. 2017 kl. 21:52 
I suggest using it for LW2 only, and im sure the WotC has removed some suckage from continental bonuses (fingers crossed).
Cahos Rahne Veloza 30. aug. 2017 kl. 19:47 
Your mod DOES work fine under base game that is. Don't know for WotC though.
Juravis  [ophavsmand] 30. aug. 2017 kl. 19:33 
Then dont change them mid game. Continent Bonuses are tricky to mod, sometimes im not even sure this one works correctly.
Cahos Rahne Veloza 30. aug. 2017 kl. 18:44 
His version is way more complicated to use though as this one only requires you to set your preferences in the .ini file, start your campaign and you're good to go.

Also being able to change Continent Bonuses mid game seems way more cheaty.
Juravis  [ophavsmand] 30. aug. 2017 kl. 18:37 
Dont use this, use BG's mod instead its way superior
Cahos Rahne Veloza 30. aug. 2017 kl. 18:18 
Hopefully this gets updated for WotC :)
Juravis  [ophavsmand] 30. aug. 2017 kl. 16:54 
There is a mod ive seen here, a newer one from -bg- i think that you can assign in game dynamically continent bonuses, you should use that one and not use this.
Vaeringjar 30. aug. 2017 kl. 16:30 
I think this mod is incompatible with http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=635253356 , as I ended up with a region missing a bonus. Haven't tried in WotC.
Also, is it possible to manually assign bonuses to continents?
rogersmithbigo 31. mar. 2017 kl. 21:53 
@nhz i just did. seems like it worked.
NHZ 29. jan. 2017 kl. 5:51 
any1 try with LW2??
Vaeringjar 21. okt. 2016 kl. 1:47 
np, ty for all the mods
Juravis  [ophavsmand] 20. okt. 2016 kl. 14:51 
@Vaeringjar Sorry I had the old game in mind, this is correct.
Vaeringjar 20. okt. 2016 kl. 7:31 
"DON'T GO BELOW 5 BONUSES TOTAL"
there are 6 continents though?
Juravis  [ophavsmand] 30. juni 2016 kl. 14:36 
Nothing is part of the UI. You open the config file of the mod, put the bonuses you dont want to false, save the file then the next time you make a campaign you shouldnt see those bonuses attributed to your continents.
PSY 30. juni 2016 kl. 14:35 
but i mean you say from the campaign start? is this part of the UI?
Juravis  [ophavsmand] 30. juni 2016 kl. 14:31 
The bonus deck is what the array of bonuses is called. When you put something to "false", you prevent if from being distributed at the start of the game.
PSY 30. juni 2016 kl. 14:30 
so where is this "bonus deck"? i can't seem to find anything.
Juravis  [ophavsmand] 19. juni 2016 kl. 17:47 
This mod does not recognize any -new- templates, so it will not affect 100% completely new bonuses.

If they are existing bonuses that are radically changed, they will be affected.
Gantros 19. juni 2016 kl. 17:46 
does this affect the custom region bonuses given by Grimy's Loot mod?
Juravis  [ophavsmand] 13. juni 2016 kl. 23:14 
@Anomaly Of Awesome Please like the FB page to the right if you havent already
Zigg Price 13. juni 2016 kl. 23:13 
THUMBS UP! Amazing turn around for a reported issue. The XCOM 2 modding community is just fantastic.
Juravis  [ophavsmand] 13. juni 2016 kl. 23:11 
Alrighty now everyone should have the default version, and no one's campaign is in danger. Play as normal.

However, you'll need to change the INI file for your NEXT campaign.
Juravis  [ophavsmand] 13. juni 2016 kl. 23:06 
@Anomaly Of Awesome This is exhausting. I almost had a panic attack when I realized the problem. I apologize profusely to everyone.
Zigg Price 13. juni 2016 kl. 23:05 
Alright. Good to know. Thank you for your diligence :D
Juravis  [ophavsmand] 13. juni 2016 kl. 23:04 
@Anomaly Of Awesome I just pushed a new version, all bonuses are enabled. Just don't edit the INI file and finish up. Once you're done, you can toggle them in the INI file for your next one. It won't break your campaign unless you use

- An older campaign than 2016-06-14
- And you also disable some bonuses you already have active
Zigg Price 13. juni 2016 kl. 23:03 
Alright. So, if I turn the mod off and just use it again on the next new campaign, it should be okay? I have other issues with this campaign, and I am doing everything I can to save it.
Juravis  [ophavsmand] 13. juni 2016 kl. 22:57 
@Anomaly Of Awesome I fixed it but it's not pretty, read up.
Zigg Price 13. juni 2016 kl. 22:14 
More than a few. I don't think I have any that are emulating continent bonuses, but I will go through and see. No initial conflicts were found by the mod launcher, but I know that is not a catch all.
Juravis  [ophavsmand] 13. juni 2016 kl. 22:01 
@Anomaly Of Awesome any other mods?
Zigg Price 13. juni 2016 kl. 21:20 
I have the same issue as Animus (different line, though.) Started a new campaign and got "To Serve Mankind." Line in the .ini is set as follows:

"; To Serve Mankind : Recruits cost XX supplies. (Default 10).
TO_SERVE_MANKIND_ENABLED = False;"
Juravis  [ophavsmand] 24. maj 2016 kl. 11:52 
If you don't mod the Proving Ground stuff and assign more costs, I just noticed that SPARE PARTS really isn't very good because a lot of stuff is free materials wise, and you can't go below 1 Elerium Core. You might want to disable this one too depending on your setup. It does work for EXO suits/Spider etc. however.
Juravis  [ophavsmand] 19. maj 2016 kl. 13:36 
Yes, that line would disable Hidden Reserves from showing up assigned in a new campaign.
Cherenkov Blues 19. maj 2016 kl. 13:27 
Thanks a lot for responding.

It was a new campaign, so I am not sure what went wrong. Just to check, the lines in the .ini file should look like this, right?
; Hidden Reserves : +X Power (Default 5).
HIDDEN_RESERVES_ENABLED = false;
If I did that right, at least I know I am not missing a critical step, so it was probably the gaming acting up somehow.
Juravis  [ophavsmand] 19. maj 2016 kl. 8:53 
I have no idea honestly what isnt working? Also new campaign only
Cherenkov Blues 19. maj 2016 kl. 7:16 
Hello,

I made the descibed edits in the .ini file ("true" to "false"), but somehow I could not get it to work for me. The only other mod I have is AWC reroll, which should not be relevant.

Thanks.
Juravis  [ophavsmand] 18. maj 2016 kl. 22:46 
Finally got around to test, it looks like its all smooth sailing, it works. Enjoy guys.
Juravis  [ophavsmand] 18. maj 2016 kl. 11:40 
@mhmclean It will not conflict with -additional- bonuses if they are implemented the way he usually does with a Narrative Hook. The problem is when mods change or remove, that's gonna conflict.
Uncle MalMal 18. maj 2016 kl. 11:25 
Will this conflict with Grimy's Loot mod? He says he added 2 continent bonuses but honestly, I've never seen them.
Ser Lancelot 18. maj 2016 kl. 9:36 
Great, thanks.
Juravis  [ophavsmand] 18. maj 2016 kl. 9:33 
It's all in the INI file, I made descriptions.
Ser Lancelot 18. maj 2016 kl. 9:33 
Where can I find a list of what bonuses does which?
Juravis  [ophavsmand] 18. maj 2016 kl. 9:27 
Honestly i made this to disable Mankind, Reserves and Suit Up. But i implemented toggles for all of them in case someone would really like to never see Under the Table for example.
Ser Lancelot 18. maj 2016 kl. 9:23 
I didn't realize that the Choose Continent Bonuses I could assign the bonuses to certain continents...? I didn't see that in the .ini.
Juravis  [ophavsmand] 18. maj 2016 kl. 9:21 
That is correct
Ushi 18. maj 2016 kl. 8:58 
@Ser Lancelot: Choose let's you choose which you want where(if I'm right?). This here let's you deactivate certain ones and still keeps it randomized which one's you get.
Ser Lancelot 18. maj 2016 kl. 7:33 
How's this different from the original one?

http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=635087575

(Choose Continent Bonuses)

It still works, as far as I can tell.