Search found 24 matches
- Fri Feb 24, 2017 4:10 pm
- Forum: Long War 2
- Topic: Perk Compatibility Long Watch and Guardian.
- Replies: 3
- Views: 7729
Re: Perk Compatibility Long Watch and Guardian.
Guardian has a list of abilities it works with that isn't exposed to be edited via INI, the list only includes the vanilla rifle/cannon/shotgun overwatch and the pistol overwatch.
- Fri Feb 24, 2017 4:04 pm
- Forum: Modding Long War 2
- Topic: How do soldier abilities at Squaddie work?
- Replies: 8
- Views: 15691
Re: How do soldier abilities at Squaddie work?
And where is that combatives code set? Is it possible to combine 2 perks like that into 1 using the config files? Sadly, no. You've to use code to create a new ability and then add the others as AditionalAbilities There's no limit. The only limit is that only 3 abilities will show up when you mouse...
- Tue Feb 21, 2017 11:41 am
- Forum: Long War 2
- Topic: [Request] Change FireControl Abilities to be an Effect.
- Replies: 4
- Views: 8502
Re: [Request] Change FireControl Abilities to be an Effect.
Is ModifyEarnedSoldierAbilities a console command? How is it used? No, that is an event a mod can respond to via code, it is triggered whenever something asks what abilities the soldier has. it was added by long war. As a workaround, I was trying to find where the PCS slots were set and add a secon...
- Mon Feb 20, 2017 7:08 pm
- Forum: Long War 2
- Topic: [Request] Change FireControl Abilities to be an Effect.
- Replies: 4
- Views: 8502
[Request] Change FireControl Abilities to be an Effect.
I humbly request that X2Condition_RequiredToHitChance be changed to look for FireControl25, FireControl50 and FireControl75 as effects instead of soldier abilities, so other modders can make stuff that allow for toggling those effects at player discretion. I realize that this would require changing ...
- Thu Feb 16, 2017 3:12 pm
- Forum: Modding Long War 2
- Topic: How do soldier abilities at Squaddie work?
- Replies: 8
- Views: 15691
Re: How do soldier abilities at Squaddie work?
There's no limit. The only limit is that only 3 abilities will show up when you mouse over the squaddie rank on the promotion screen. The spark is assigned 4: +SoldierRanks=( aAbilityTree=( (AbilityName="Overdrive", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon), \\ (AbilityName="Arsenal&q...
- Wed Feb 15, 2017 1:15 pm
- Forum: Modding Long War 2
- Topic: The infamously UN-Explained Load-Order tricks.
- Replies: 10
- Views: 30017
Re: The infamously UN-Explained Load-Order tricks.
Mod Updates don't affect load order, only the subscribe action by clicking on the green subscribe button on the mod page.
Seens we got confirmation that local mods can't override steam mods, so it looks like I'll need to make a private workshop mod for my needs.
Seens we got confirmation that local mods can't override steam mods, so it looks like I'll need to make a private workshop mod for my needs.
- Mon Feb 13, 2017 6:01 pm
- Forum: Modding Long War 2
- Topic: The infamously UN-Explained Load-Order tricks.
- Replies: 10
- Views: 30017
Re: The infamously UN-Explained Load-Order tricks.
BUT they aren't loaded last at all since even my own mods can't be activated after LW2 Seens like you're stuck on the same hole I was a while back. I just ended up copy pasting edited files over the mod ones. We aren't the only ones with issues on this: https://www.reddit.com/r/xcom2mods/comments/5...
- Mon Feb 13, 2017 3:33 pm
- Forum: Modding Long War 2
- Topic: The infamously UN-Explained Load-Order tricks.
- Replies: 10
- Views: 30017
Re: The infamously UN-Explained Load-Order tricks.
I'm not even going to pretend I know anything about this black magic. What I do know is that the alternate launcher reorders the lines on a ini file (I think it's XComModOptions? the property name is ActiveMods) I've no idea if that actualy has something to do with the load order.
- Mon Feb 13, 2017 1:30 pm
- Forum: Long War 2
- Topic: Fantastic or Horrible AWC Combos
- Replies: 14
- Views: 20485
Re: Fantastic or Horrible AWC Combos
Mine you, the HEAT Warheads text says it applies to grenades, but a perk should be the same perk. Sadly, that ONLY applies to grenades. Will petition to get it changed. Still needs to level up to Tech Sergeant for Biggest Booms (50% crit, +2 damage), and would be terribly disappointed if the crit p...
- Wed Feb 08, 2017 1:21 pm
- Forum: Modding Long War 2
- Topic: Utility items weight
- Replies: 8
- Views: 13106
Re: Utility items weight
Did you check if your custom mod is loaded after LW2? And that you're using the +configOption=newConfig rather than outright overwriting the previous one? What about the [configClass] square brackets? Because I could swear my own custom mod edits are working on LW_Overhaul.ini... :? It's hit or mis...
- Wed Feb 08, 2017 11:39 am
- Forum: Long War 2
- Topic: Mods for Secondary Weapons?
- Replies: 5
- Views: 9276
Re: Mods for Secondary Weapons?
It sounds like you have Grimy's loot mod installed. In order to make use of it, yes, there's another mod called mod everything. That said, those mods don't really fit with the spirit of Long War 2, as Grimy's mod provides numerous items that you can sell for cash, and you can end up running a super...
- Wed Feb 08, 2017 11:12 am
- Forum: Long War 2
- Topic: Did I just dogde a trap mission?
- Replies: 10
- Views: 16785
Re: Did I just dogde a trap mission?
So, the mission to eliminate a VIP where every civilian is a faceless isn't a trap mission?
- Fri Feb 03, 2017 12:06 pm
- Forum: Long War 2
- Topic: SPARKs: Are Multiple Classes Being Considered?
- Replies: 9
- Views: 14080
Re: SPARKs: Are Multiple Classes Being Considered?
You sure that isn't from the -bg- mod on the workshop that adds support for multiple spark classes? JL stated before that they didn't plan to do multiple classes for sparks.
- Mon Jan 30, 2017 10:44 am
- Forum: Modding Long War 2
- Topic: Additional Rockets/Fuel for the Technical?
- Replies: 7
- Views: 13563
Re: Additional Rockets/Fuel for the Technical?
Some INI seen to not override too well from another mod, I had no luck trying to force the AWC perks to display. Maybe you've to regen the configs after making the change
- Mon Jan 30, 2017 10:38 am
- Forum: Long War 2
- Topic: Why I don't like Timers (and a suggestion)
- Replies: 14
- Views: 20991
Re: Why I don't like Timers (and a suggestion)
Because, as every single mission states at the halfway point, they know that the SKYRANGER is in the area. So they are sending INTERCEPTORS (not troop ships) to shoot it down. They know this because while your soldiers can generally hide on the ground, your huge troop transport cannot. This is why ...
- Thu Jan 26, 2017 10:30 am
- Forum: Long War 2
- Topic: Incendiary grenade has a radius of 1 tile. :(
- Replies: 30
- Views: 40704
Re: Incendiary grenade has a radius of 1 tile. :(
It's a very good "delete this enemy now" button. "Trivialize this ruler, NOW." Let's face it though, how often was Pierce 5 truly needed? I can't think of a single enemy that had more than about 2-3 armour unless Sectopods get to something crazy on Legend or something. :P Gateke...
- Tue Jan 24, 2017 4:22 pm
- Forum: Modding Long War 2
- Topic: Not Created Equal values
- Replies: 3
- Views: 9783
Re: Not Created Equal values
Yes, they can, I asked this question on reddit yesterday and got a response. Original Post: https://www.reddit.com/r/Xcom/comments/5pnx5m/lw2_is_there_a_way_to_force_nce_to_not_generate/ looks like you want: \Steam\steamapps\workshop\content\268500\844674609\Config\XComLW_Toolbox.ini If you want to ...
- Tue Jan 24, 2017 4:20 pm
- Forum: Modding Long War 2
- Topic: Commanders choice?
- Replies: 5
- Views: 11342
Re: Commanders choice?
Would be nice if the mod allowed for rookies who are awaiting a promotion to be run through the GTS, even if it took the same time a normal rookie takes.
- Tue Jan 24, 2017 4:00 pm
- Forum: Modding Long War 2
- Topic: Adding Plating to Sparks?
- Replies: 10
- Views: 14724
Re: Adding Plating to Sparks?
the stat you're looking for is eStat_ShieldHP, you can try to add it the same way you add armor:
CharacterBaseStats[eStat_ShieldHP]=X
Where X is however much you want to add. From the change log, the next release will add that too, so you can modify the added value if you want.
CharacterBaseStats[eStat_ShieldHP]=X
Where X is however much you want to add. From the change log, the next release will add that too, so you can modify the added value if you want.
- Tue Jan 24, 2017 3:15 pm
- Forum: Long War 2
- Topic: Options while in concealment
- Replies: 5
- Views: 8749
Re: Options while in concealment
A "sound grenade" whose sole purpose would be to create noise and attract patrols without breaking concealment
Enemy within had that: http://www.ufopaedia.org/index.php/Mimi ... n_(EU2012)
- Sat Jan 21, 2017 10:37 pm
- Forum: Long War 2: Bug Reports
- Topic: Geoscape shows me three people to rescue in a jailbreak, but on the Battlescape there are only two
- Replies: 5
- Views: 8701
Re: Geoscape shows me three people to rescue in a jailbreak, but on the Battlescape there are only two
In my case, the captured soldier didn't even show up on the mission. The cell only had one unit, when getting this one unit to the evac, a new objective showed up as already fullfilled telling me to find more personel. next turn this objective turned red. I'm able to provide a save game if it's need...
- Thu Jan 19, 2017 10:19 am
- Forum: Long War 2
- Topic: Long War 2 feature announce: New mission types
- Replies: 30
- Views: 43912
Re: Long War 2 feature announce: New mission types
I don't think it's a huge deal or anything, the whole liberation thing just sort of stuck out to me as being potentially at odds with the way the situation is portrayed in XCOM 2 Let me give you some real life examples of a similar situation: 2012-present: Central African Republic conflict (2012–pr...
- Thu Jan 12, 2017 4:33 pm
- Forum: Long War 2
- Topic: LW2 feature announce: The Technical solder class
- Replies: 48
- Views: 63456
Re: LW2 feature announce: The Technical solder class
@ZaWarudoWRYYY I think that soldier has both a flashbang/smoke and a frag grenade and they're overlapping @Topic So, i guess the perk tree posted on the announcement confirms that both Grenade Damage Falloff and Rocket Scatter are back? will they work like they did on long war 1? will you be able to...
- Tue Jul 19, 2016 12:35 am
- Forum: Pavonis Interactive's standalone XCOM 2 mods
- Topic: Renaming LW Perk Pack perks (and using vanilla perk selection screen)
- Replies: 0
- Views: 4702
Renaming LW Perk Pack perks (and using vanilla perk selection screen)
This question is a bit strange, but I want to rename some of the perks from the perk pack using the localization file from my own "personal mod". Now, that sounds strange, but what I call my "personal mod" is a collection of INI edits I've on my mod's folder that is kept there to...