XCOM 2
Grimy's Modular Overhaul
56 Comments
Shavy 6 Jun, 2019 @ 1:52pm 
WOTC?
Pokefire 14 Feb, 2018 @ 9:12pm 
Honestly as of today, the grimy classes don't work with Long War 2 for some reason, they crash the game on startup, but when I removed them, it starts up again.
Reflux 23 Aug, 2017 @ 3:58pm 
im getting horrible bug with these mods where when im targetting an enemy it shows me who im wanting to attack but my soldiers attack the wrong person all the time and if they are doing melee they run up to the person im wanitng to hit but somehow hit someone else across the map. any ideas whats going on
sPLOOSH 25 Jun, 2017 @ 12:13pm 
hello?
(NGR) BadRequest 20 Nov, 2016 @ 8:40am 
Hey Grimy, The Nicknames compatability pastebins are down. Any chance you chould share the localization files again?
friendly skeleton 9 Nov, 2016 @ 11:00am 
The mods I am using (besides your modular overhaul) are: Quiet Bradford; Long War Perk Pack; Long War Alien Pack; Long War Leader Pack; Jsleezy's Repurposed Gear; Stenchfury Modular Armours/Helmets; More Clothes Options; Anarchy's Children Extra Options; A Better Advent 2..0; Capnbub's Accessories Pack; Free Reload; Squad Select Fix for 7 Soldiers. That's the lot.
GrimyBunyip  [author] 8 Nov, 2016 @ 6:07pm 
@MidgetShotgun
are you using any mods along the lines of commander's choice?
friendly skeleton 8 Nov, 2016 @ 11:33am 
Seems like one or more mods in this pack are nonfunctional thanks to the update; it's taking me forever to find out which thanks to how long XCOM2 takes to shut down per launch.
Silben 5 Nov, 2016 @ 11:38pm 
@MidgetShotgun Did you install the highlander mod specifically? I had the same problem with the mission reward troops having a blank class and it was because I hadn't installed the highlander mod right.
friendly skeleton 5 Nov, 2016 @ 7:16pm 
@GrimyBunyip It did seem to be intermittent; during the same campaign I got a Roulette soldier from a scan reward who was working as intended, but I've had a total of two soldier rewards whose skill trees look like this: http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=792250273
friendly skeleton 5 Nov, 2016 @ 7:14pm 
ABA and its add-ons; all the Long War mods minus the Toolbox and Algorithm tweak, plus various soldier customisation options. Not running Attrition mode or mission timers.
GrimyBunyip  [author] 5 Nov, 2016 @ 6:59pm 
@MidgetShotgun
no idea what's causing that. I started a campaign to playtest it to see if any recent changes might have caused this. But I've yet to be able to reproduce it on my end.

It seems like it must be a mod released in the last 6 months that's causing a weird interaction or something. What mods are you running that are not included in this list?
friendly skeleton 5 Nov, 2016 @ 6:33am 
@GrimyBunyip
Loving the rest of your mod content (except the 'random shot' mechanic which I believe you already know about; I have a nonfunctional Superior Thunderclap mod on an alien strongbox sniper rifle that I'm quite sad about); do you know of a temporary fix, or perhaps a way to force-change the class of a soldier? I now have two squaddies who the game is telling me to promote but their ability selection screen is completely blank.
GrimyBunyip  [author] 3 Nov, 2016 @ 11:11am 
@MidgetShotgun
@WAR CARTS
Not sure what's causing either of those. I've been inactive for half a year and I'm just getting back into things. I'll let you know if I figure anything out, but that's not an issue prior to my break so I don't know a solution off the top of my head.
friendly skeleton 2 Nov, 2016 @ 12:33pm 
I'm having a strange issue; a Sergeant rewarded to me from a guerrilla op has no class assigned to her. The only other mods I have installed outside the Modular Overhaul are the Long War Alien and Leader packs, plus Quiet, Bradford. I have disabled the mission timers and Attrition mode too. Wondering if anyone can provide assistance?
MMMiracles 24 Sep, 2016 @ 7:58am 
The fix for the Toolbox mod doesn't seem to work anymore, geoscape lag is still very much present, with the fix or when disabling the hotkeys mod.
Behrg 15 Aug, 2016 @ 8:03pm 
I love the way your mods change the pace and feel of tac missions, Grimy. Keep up the great work, much appreciated!
Zlayer 20 Jul, 2016 @ 12:12pm 
My camera got suck once, whoever I could click on next soldier tab and it fixed itself after swapping to next xcom, Also you could try the hotkeys crom grimmy hotkey mod the one pertaining camera movement to see if they can unfreeze you
GrimyBunyip  [author] 20 Jul, 2016 @ 11:49am 
@Deno
I just got another message a moment ago about the camera stuck issue also happening in unmodded xcom 2. So it might just be a freak bug that happens now and then.
deno 20 Jul, 2016 @ 11:47am 
@GrimyBunyip

The only mods i've been using is this specific collection with instructions provided. I deleted everything else and validated.
GrimyBunyip  [author] 20 Jul, 2016 @ 11:34am 
@Deno
it gives you a guerilla op, that when completed, rewards an engineer.

I've gotten a report of a camera stuck on a shooter after firing recently, but that report wasn't related to the 60 second time. And I haven't been able to reproduce it myself. Have you been using my actionqueue mod with any other mods like stopwastingmytime?
deno 20 Jul, 2016 @ 7:46am 
@GrimyBunyip

That should be an 'op' that gives you an engineer.
deno 20 Jul, 2016 @ 7:45am 
@GrimyBunyip

In the first case I will admit to not using the 60 second timer very much prior to using this mod. I'd done a shoot action, and it was right before the timer ran down. The camera 'stuck' on the shooter and i couldn't get it off the shooter with scroll or tab. It could be that i just tried to excute an action too close to the end of the timer.

In the second case I did a geoscape mission for an enginer. One of those wait 8 days deals. Does this give you an that gives you an engineer or does it, like in the base game, give you an engineer ?
GrimyBunyip  [author] 20 Jul, 2016 @ 6:35am 
@Deno
i've never experienced either, can you give me more details on how I might be able to reproduce those issues?
deno 20 Jul, 2016 @ 5:57am 
i gave your collection a try. It's interesting, but I thought I'd bring up a couple of points.
1. The game locked up when i was near the end of a timer trying to complete an action.
2. I did one of the world map missions for an engineer ... didn't get the engineer ...
Tasia Kilbourne 14 Jul, 2016 @ 11:18am 
Classes
Build your own Commander class. You have add-a-perk console but can this be part of gameplay like in the GTS?

Engineers can go to the field:
There can be two ways of doing this. Add Field Engineer as a 3rd tree to specialist and make all Specialists available as Engineers, essentially merging the classes. Either that or make a separate Field Engineer tree and class. It would be nice if they could increase bonuses in the base with rank. Buffing/Healing of mechanical units and debuffing of enemy mechanical units would be their MO.

Scientists can go to the field:
This would ideally mean scientists act as a covert operative. Their skill trees would either make them research faster or make them a better operative and provide increases in intelligence gathering while on missions.

I know, lots of pipe dreams here but I haven't got the time or talent to build these myself.
Tasia Kilbourne 14 Jul, 2016 @ 11:17am 
Other requests:
Mech ala EW (a SPARK with a human head). Class inheritance could be a thing.
This can borrow some code from the the Long War Leader mod - it permanently changes the character and forces them to wear SPARK armor while retaining class skills. Make it expensive so cost throttles the deployment.

GenMods ala EW. Even closer to the LW Leader mod it would add expensive abilities to existing soldier classes.

World Map
This is really underdeveloped. Can you allow imbedding of a soldier, engineer or scientist in a radio relay to provide a regional increase? Example would be:
Soldiers increase chance of guerilla ops scanning sites in the area, +1 rookie per month. Bonuses increase with the rank of soldier deployed.
Engineers increase chance of loot sites in the area, +25 supplies per month.
Scientists increase chance of intel or research boosts in the area, +15 intel per month.
Tasia Kilbourne 14 Jul, 2016 @ 11:16am 
Love your mods, can't get enough of them.

Could I make a request for some more realism stuff?

Grenades:
All grenades have a small halo of smoke (varies by grenade type - explosions usually make alot of smoke)
All grenades have a chance to stun or disorient (varies by grenade type - because getting hit by a grenade is not a pleasant experience, even if you're wearing armor).

All Weapons
All critical hits have a chance to stun/disorient (varies by tech level)

Armor
There's a good mod for Armor mitigation (armor increases armor, not health - because it's armor) but not much has been done for civilian clothing. Civvies should be added with a reduced detection radius, increased dodge and mobility while lowering defense and providing 0 armor.
GrimyBunyip  [author] 5 Jul, 2016 @ 7:24pm 
@Behrg
Other AI overhauls should all be fine, seeing as I have no AI mods in this overhaul.
I just don't know for certain since I haven't tested personally.

I can't comment on Loke's stuff. there's too many mods on nexus for me to vet anything outside of what I personally use. My best advice is to just check with alternative mod launcher first.
Behrg 5 Jul, 2016 @ 7:19pm 
Grimy could you also comment on compatibility issues with Loke's Weapon rebalance and Loke's cover and aiming angles?
Behrg 5 Jul, 2016 @ 7:08pm 
Grimy which ai mod do you like and think interacts well with your modular overhaul? What about Better Advent?
GrimyBunyip  [author] 3 Jul, 2016 @ 7:10pm 
@Zlayer
that's the more hotkeys mod.
it hides overwatch, but you should still be able to cast it via hotkey
Zlayer 3 Jul, 2016 @ 5:35pm 
@GrimyBunyip Idk if this normal, looking at each mod page to see, I was unable to overwatch, I figure one of the mod changed the overwatch i just cant find which one so im worried it may be something wrong on my end or a description im missing
Zlayer 2 Jul, 2016 @ 4:42pm 
allright thanks, ya not interested in the toolbox buT rather the new mutton weps and leadership
GrimyBunyip  [author] 2 Jul, 2016 @ 4:38pm 
@zlayer
The toolbox has a class override conflict with my more hotkeys mod.

The rest are fine.
Zlayer 2 Jul, 2016 @ 2:49pm 
Quick question, Should I enable the 3 mods made by the long war guys? I dont know if they are compatible or needed. After Action days wounded not needed anynore since new patch add the option, and stop wasting my time as of this moment dont work based on the comments there.
GrimyBunyip  [author] 2 Jul, 2016 @ 2:20pm 
@Zlayer
I use every mod in this load order, So your game should run with this collection.
Zlayer 2 Jul, 2016 @ 2:03pm 
anyone know if the new update screwed any of the mods on this collection ? Im also checking 1 by 1 in their respective page
Dirk 20 Jun, 2016 @ 8:32am 
Been trying your collection out. Lots of fun so far. Losing rookies left and right in the first couple missions on legendary. Love it! It's a nice challenge to find a balance between going for the objective, killing pods and ambushing the drop ins. Specially with just 4 soldiers with limited ammo :)

I stopped using the real time timers though, I found out I waste too much time just looking at stuff, admiring corpses, fire, etc.
Varyar 14 Jun, 2016 @ 9:00pm 
Additional Mission Types missions have reinforcements. If a group of 4 dropped in I believe that's the Rioting City VIP extraction. Timing may have been a coincidence.
Silben 12 Jun, 2016 @ 7:08am 
Don't think I've seen that mmpppphhhh. I ended up with a near even distribution of classes when first leveling rookies randomly. And most everybody uses a sword for their rookie (and frequently squaddie) ranks. Those things are powerful until they get enough skills to come into their own.
Robot Autism 12 Jun, 2016 @ 6:31am 
Yeah, whenever I give them a sword in their utility slot they are always either a ranger or a headhunter when they get promoted.
GrimyBunyip  [author] 12 Jun, 2016 @ 4:36am 
@mmpppphhhhh
What do you mean you gave them a sword, you mean a utility sidearm? Those shouldnt have any impact.
Robot Autism 12 Jun, 2016 @ 2:30am 
Ive noticed that when I give rookies swords, they always become a class with a sword, if I give them a grenade do they have a chance to become any class?
Silben 11 Jun, 2016 @ 7:53am 
@mmpppphhhh - Yeah, that threw me for a loop too. It is kinda needed with the loot mod though, if you combine something like a healing spec with a gremlin that grants a skill and a skulljack and a nade you can't skullmine unless you use a mod to remove something from your bar.
Robot Autism 11 Jun, 2016 @ 7:36am 
Thanks.
GrimyBunyip  [author] 11 Jun, 2016 @ 7:10am 
@mmpppphhhhh
yes, it's the more hotkeys mod
they can still overwatch, you just use the hotkey now.
it saves an ability icon on your bar, that you probably werent using anyways.
Robot Autism 11 Jun, 2016 @ 6:42am 
Is it normal that none of my soldiers have overwatch?
Silben 11 Jun, 2016 @ 6:10am 
Aha. It is the mod "Additional Mission Types" and only appears in 2 types of missions (I had thought those seemed like 'new' mission styles) Both missions send in multiple 'resistance fighters' to aid you and you get to keep them afterwards.
Robot Autism 11 Jun, 2016 @ 5:15am 
It just happened to me, though seemingly nothing triggered it, there was just a random group of soldiers during a rescue vip mission.