XCOM 2
Vahlen's Mild-Chosen Ruler Reaction
Creed 20 Sep, 2020 @ 3:44pm
Chosen with Prime Reactions instead of Ruler Reactions
This will be long but if you are like me, vanilla chosen are too damn easy but this is too damn OP. Through some ini editing and file moving I have given the chosen prime reactions from the ABA mod.

three mods, aside from the ABA mod, are needed
this one https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1633798492
this one https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2132415653
and this one https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1792964849

first, go to the config folder of Repurpose Abilites and open XComRepurposeAbilities.ini and add these lines
+Abilities = (TemplateName=chosenassassin, AddAbilityName[0]=PrimeRulerReaction)
+Abilities = (TemplateName=chosenassassinM2, AddAbilityName[0]=PrimeRulerReaction)
+Abilities = (TemplateName=chosenassassinM3, AddAbilityName[0]=PrimeRulerReaction)
+Abilities = (TemplateName=chosenassassinM4, AddAbilityName[0]=PrimeRulerReaction)
+Abilities = (TemplateName=chosensniper, AddAbilityName[0]=PrimeRulerReaction)
+Abilities = (TemplateName=chosensniperM2, AddAbilityName[0]=PrimeRulerReaction)
+Abilities = (TemplateName=chosensniperM3, AddAbilityName[0]=PrimeRulerReaction)
+Abilities = (TemplateName=chosensniperM4, AddAbilityName[0]=PrimeRulerReaction)
+Abilities = (TemplateName=chosenwarlock, AddAbilityName[0]=PrimeRulerReaction)
+Abilities = (TemplateName=chosenwarlockM2, AddAbilityName[0]=PrimeRulerReaction)
+Abilities = (TemplateName=chosenwarlockM3, AddAbilityName[0]=PrimeRulerReaction)
+Abilities = (TemplateName=chosenwarlockM4, AddAbilityName[0]=PrimeRulerReaction)

next go to the config folder of Vahlen's Mild-Chosen Ruler Reation mod and copy both XComAi.ini and XComGameData.ini and paste both of these files in the config folder of Repurpose Abilities

in order for these file edits to work, have Alien Rulers Use Prime Reactions enabled, and Repurpose Abilities enabled, you do not have to have Vahlen's mod active, you just needed it for the config files

There you go, Chosen now have prime reactions, along with the alien rulers. This is in my opinion the best balance with enough added challenge. There is only one thing to add, if you have Restored Chosen Traits mod, make sure to go to the config folder of that mod, open the XComGameData.ini config, and either delete or mark out the line +ChosenStrengths="ChosenAgile"
this is to ensure there is no conflict of abilities
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hey there. this is a bit old, but can you help me understand what could be causing this to not work? ive went over it over and over, and i followed the steps.
Creed 23 Sep, 2021 @ 3:01pm 
Originally posted by LooseNooseZeusMooseGooseJuice:
hey there. this is a bit old, but can you help me understand what could be causing this to not work? ive went over it over and over, and i followed the steps.

Oh jeez, I forgot about this post honestly.

But from reading what I had originally posted, perhaps I can clarify exactly what I did. It actually is a little confusing perhaps in the way that I originally wrote it.

So adding the lines I mentioned to "XComRepurposeAbilities.ini" basically gives the chosen the reaction abilities of prime enemies.

If you read the lines, you can see that I give each chosen the ability "PrimeRulerReaction". This is basically taking the ability added by "Alien Rulers Use Prime Reactions" and also adding them to the chosen.

The repurpose abilities mod is what allows us to do this.

They have the ability now, but unless the AI for them is set, they won't actually do anything even if the ability activates. This is why taking the XComAi.ini and XComGameData.ini from Vahlen's mod and placing them in the repurpose abilities config folder is essential to make this work. It provides the chosen the AI required to react when the ability activates.

If any of this doesn't work, try turning on Vahlen's mod, boot the game up, and then restart the game again with the Vahlen's mod off once again. And then try to fight the chosen.

You can try this quickly by going into a custom battle.

When you start the battle hover over the spot you want the chosen to be in, open the console with the tilde key, and type in this: "DropUnit chosenassassin 1"
That will spawn the assassin where your cursor is. You can easily spawn her next to your troops so you can take pot shots and see if she reacts to being hit.

The "Restored Chosen Traits" mod also adds a conflict with the ability "agile". Basically if a chosen has this strength they can move after being hit, which obviously would conflict with a mod that adds an action after being hit. Which is why the line +ChosenStrengths="ChosenAgile" in the XComGameData.ini config file for "Restored Chosen Traits" mod needs to be deleted or marked out, so that the chosen can't obtain this ability.

If all else fails try keeping on Vahlen's mod just to see what happens.

If it still doesn't work, I'll try to see what's happening on my end and if I can replicate the problem. My post could be outdated as well, especially if any of the mods have been updated since then.
Last edited by Creed; 23 Sep, 2021 @ 3:11pm
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