What gameplay changing mods are you using?

khomotso
Posts: 11
Joined: Sun Apr 30, 2017 2:46 am

Re: What gameplay changing mods are you using?

Post by khomotso »

Clibanarius wrote:Stop that.
Was just trying to delete my mistakes, then you replied and now I'm stuck. :oops:
Clibanarius
Posts: 205
Joined: Sun Feb 05, 2017 1:33 am

Re: What gameplay changing mods are you using?

Post by Clibanarius »

Doh, I'm sorry.
Zyxpsilon
Posts: 274
Joined: Fri Jan 20, 2017 1:26 am

Re: What gameplay changing mods are you using?

Post by Zyxpsilon »

Honestly.. LW2 brought back the "Fine-Tuner" mindset i used to have for LW1.
I do a few small INI changes that refine structural pseudo-flaws as far as pure balance is concerned...

1) Officer & PsiOp & AWC training times are reduced to strict minimums (hours instead of days)
2) Assault Regional Towers (Liberation) can bring 8 instead of absurdly low 5
3) Initial Barracks has 32 rather than 20
4) TechRushes (with Intel on BlackMarket) are re-activated with R3_V2_C1_L0... default had zeros for V&C
5) Three major storyline missions (BlackSite + PsiGate + Forge) have much more reasonable (IMHO!) Basic-Infiltration times in hours rather than wrecking multi-days; R48_V72_C96_L120
6) Turn Timers have 3 or 4 basics more for each mission types while difficulty levels are changed to R5_V3_C2_L1
7) Reinforcement flares aren't hidden for R&V&C but still are for L
8) Practically eliminated the wacky "RocketScatter" of the Gauntlets -- why bring just ONE if it nearly always miss.. duh!
9) Still at work to find an optimal ToolBox "HiddenPotential" set of Delta-Stats where better or sharper variations can happen.

I use various "Gameplay" MODS too..

1) RealityMachina's --- All four Jobs + EasierDarkEvents + EasierWarRewards
2) RulerReactionsRevised
3) RoboJumper's --- TrueConcealment
4) SetHQLocation
5) Grimy's SelectStartingSoldiers + Hotkeys
6) BlackMarket Usage + TradesIntel

xx) A bunch of QoL magic gimmicks

yy) My own stuff (mainly some fancy GFX components) --- qUIck (Flags, Fixes, FLO, RCP) + GeoscApps + LAByrinth

Not done yet -- it seems! v1.3 will possibly draw a few more jewels from the community to that short list -- if not, i'll probably design some for & by myself. :mrgreen:
Tuhalu
Posts: 433
Joined: Wed Feb 01, 2017 9:02 pm

Re: What gameplay changing mods are you using?

Post by Tuhalu »

Maebalzurakin wrote: Remove Equipment Mods
Seriously. You can make a gun from scratch, but you cant figure out how to remove the scope? Another must have.
LW2 allows you to remove weapon mods by default. No need for this mod.
Maebalzurakin
Posts: 44
Joined: Wed Feb 01, 2017 2:02 am

Re: What gameplay changing mods are you using?

Post by Maebalzurakin »

Tuhalu wrote: LW2 allows you to remove weapon mods by default. No need for this mod.
Thank you. I use a separate mod launching program that shows conflicts. I carried over all of my mods from vanilla and it didn't show a conflict for this one. It's always nice to trim the list.
deaconivory
Long War 2 Crew
Posts: 167
Joined: Tue Dec 29, 2015 1:12 am

Re: What gameplay changing mods are you using?

Post by deaconivory »

This is my current 1.3 mod list. I can't really use gameplay changing mods per se, because we're still testing, but I've got a few on deck; including ABA additional LW2 enemies, Shadow Ops Class Pack, Elite Viper, Riftkeeper, Muton Demolisher, and most (if not all) of the map packs.

Additional Icons 646244015
Advent Flashlights 722174182
Bandanas and Headbands 829448794
Better Debug Camera (Mouse + Keyboard) 803411007
Calmer Colors - Armor 868218230
Calmer Colors - Eyes 868214908
Calmer Colors - Hair 868196875
Capnbubs Accessories Pack 618977388
Capped Scrolling Speed 772577316
Cinematic Rapid Fire 644426703
Darker Nights 910203574
Drone Reveal Animation 871340811
Evac All 618669868
Free Camera Rotation 616359783
Gotcha Again 866874504
Instant Avenger Menus 628187112
Military Camouflage Patterns 619706632
Mission Award Variety 643760572
Mission Time Remaining 626589171
More Environmental Lighting Maps 908638853
New Passive Icons 860681435
New Target Icons 907089937
No Drop-down Lists 865667559
No Hunter's Lodge 789269933
Peek From Concealment 865511007
Perfect Information 625737801
Quicker Abilities 879565107
Quick End Turn 872528253
Quick soldier Info 642371502
Quick Soldier Info: Tactical Headshots 921154022
Reliable Ever Vigilant 877414306
Remove Missing Mods 641394554
Revival Protocol and Restoration Fix 821147079
robojumper's Squad Select 880807907
robojumper's Squad Select: LW2 889469383
Shaken Scars 917533030
Show Infiltration percentage in Squad Select 888102133
Show More Buff Details 709499969
Skulljack Feedback Fix 636893854
Skyranger Lift Sound Fix 868937841
SWR Full Crew Avenger 654623819
TacticalUI KillCounter 749138678
Upcoming events in hours 627156954
Update Carried Units 698881748
lynx54321
Posts: 15
Joined: Mon Jul 04, 2016 9:52 pm

Re: What gameplay changing mods are you using?

Post by lynx54321 »

I have overhauled the classes using a heavily modified shadow ops mod and the jackal class.
Clibanarius
Posts: 205
Joined: Sun Feb 05, 2017 1:33 am

Re: What gameplay changing mods are you using?

Post by Clibanarius »

deaconivory wrote:This is my current 1.3 mod list.
I hate to be 'that guy', but Revival Protocol and Restoration Fix is redundant now, for the fixes from it are baked into LW2 itself. :P Ever notice how you'll do Revival Protocol and you'll see Panic Removed twice? That'd be the why behind that little cosmetic oddity.
deaconivory
Long War 2 Crew
Posts: 167
Joined: Tue Dec 29, 2015 1:12 am

Re: What gameplay changing mods are you using?

Post by deaconivory »

Clibanarius wrote:
deaconivory wrote:This is my current 1.3 mod list.
I hate to be 'that guy', but Revival Protocol and Restoration Fix is redundant now, for the fixes from it are baked into LW2 itself. :P Ever notice how you'll do Revival Protocol and you'll see Panic Removed twice? That'd be the why behind that little cosmetic oddity.
Thanks for the catch. I haven't taken Revival in 1.3 and had forgotten to remove this mod.
Clibanarius
Posts: 205
Joined: Sun Feb 05, 2017 1:33 am

Re: What gameplay changing mods are you using?

Post by Clibanarius »

You haven't taken Revival Protocol in 1.3? Jesus. That's a lot of soldiers incapacitated for two turns from the errant drone stun or Sectoid panic, haha.
Dlareh
Posts: 125
Joined: Wed Mar 08, 2017 9:41 pm

Re: What gameplay changing mods are you using?

Post by Dlareh »

Not surprising since it's on the same LCpl level as Sentinel (!!) and Combat Protocol. All three are obviously very good, so it's a balanced choice, but ultimately you have to give up something. xwynns also isn't taking revival in 1.3 so far.
Excitement continues to build as city centers across the globe prepare for the latest incarnation of Groundhog Day.
deaconivory
Long War 2 Crew
Posts: 167
Joined: Tue Dec 29, 2015 1:12 am

Re: What gameplay changing mods are you using?

Post by deaconivory »

Yeah, it's a pretty significant decision to make early on, and I've built a couple of OW Specialists (center column) for testing, and they have been super fun. In general I have a hard time giving up Combat Protocol so most of my builds end up going "right column". But, no question that I'll be back trying out Revival Protocol soon enough. Overall, there is no question that they have changed, but the changes have lead to some very interesting soldiers (especially if you get them them in the AWC tubes).
Alketi
Posts: 159
Joined: Sat Jan 28, 2017 3:11 pm

Re: What gameplay changing mods are you using?

Post by Alketi »

I really want to try an OW Specialist build in 1.3, especially with the Covering Fire improvements and the way the build is more useful sooner. I think it'll be a fun playstyle to double-move/flank and then through Ever Vigilant gain multiple OW shots on flanked enemies.
Grendel13G
Posts: 7
Joined: Tue May 09, 2017 9:27 pm

Re: What gameplay changing mods are you using?

Post by Grendel13G »

These lists are great. Thanks for sharing!
sarge945
Posts: 124
Joined: Sun Jan 22, 2017 1:47 am

Re: What gameplay changing mods are you using?

Post by sarge945 »

Zyxpsilon wrote: xx) A bunch of QoL magic gimmicks
Oh?
Zyxpsilon
Posts: 274
Joined: Fri Jan 20, 2017 1:26 am

Re: What gameplay changing mods are you using?

Post by Zyxpsilon »

sarge945 wrote:
Zyxpsilon wrote: xx) A bunch of QoL magic gimmicks
Oh?
Let's see if i can track down the essential for ya... (( QoL==* √ ))
------------------------
*[=]#618669868=EvacAll
*[=]#618977388=CapnbubsAccessoriesPack
*[=]#621432907=DiverseFacepaints
*[=]#621695447=OverwatchAll
*[=]#624726628=UpgradeReminder
[=]#625737801=PerfectInformation
√[=]#626291285=Uniforms
[=]#627156954=Upcomingeventsinhours (Requires XComEngine.INI manual fix!)
*[=]#628668732=NewHairmod
*[=]#629368512=Moreskincolors
*[=]#629604401=Morearmorcolors
*[=]#630067484=ProgressiveArmorOptions
*[=]#630391471=SoldierSelectIcons
*[=]#634754304=LifetimeStats
√[=]#635253356=SetHQLocation
[=]#635257372=ShowEnemiesonMissionPlanning
*[=]#646877636=ProgressiveArmorResistanceOptions
√[=]#648410303=BlackmarketUsage
*[=]#648432638=MrKXCom1Stuffs
*[=]#648789483=ProgressiveArmorLessAnarchy
?[=]#660521897=MrKX1Tier3A
?[=]#660878813=MrKX1Tier2A
[=]#667641397=GrimyMoreHotkeys2
[=]#683306035=StartingSoldiers
√[=]#688405905=CommandersChoice + Manually --ChangeCLASS.
√[=]#690713958=MakeHealsPersist
[=]#691741580=WeaponUpgradeIndicators
√[=]#706956593=BlackMarketTradesIntel
[=]#729577219=ModAchievementSystem
[=]#729582723=SomeMoreAchievements
[=]#749138678=KillCounter
[=]#767471263=CosmeticEquipChange
*[=]#803411007=AlwaysFasterDebugCamera
?[=]#805080902=CharacterPoolVIPs
--[=]#823461813=GameOfTheWeek (..GOTM_onths -- under Beta-Phase testing)
====
---- ** For LW2.. and after! ** -----
√[=]#844674609=LW_Overhaul
[=]#845824236=AchievementsForLW2
√[=]#847481752=TrueConcealmentForLW2
[=]#848382778=LW2BetterSquadIconSelector
√[=]#853743138=EasierWarRewards
√[=]#854420428=EasierDarkEvents
√[=]#855515776=ManufactureJob
√[=]#856267047=GuerillaJob
√[=]#859954609=LiberateJob
√[=]#860556301=RulerReactionsRevised
[=]#861432746=LEBShowMeTheSkills_LW2 (YEAH!!!)
√[=]#861998742=FacilityHuntJob
[=]#866874504=GotchaAgain
[=]#873749733=RebelJobSelector
[=]#888102133=ShowInfiltrationpercentageinSquadSelect
---------------------
*[√]ActiveMods=GeoscApps
*[√]ActiveMods=LAByrinth (..Updated with LW2 TTI, etc)
√[=]ActiveMods=ModConfigMenu
*[√]ActiveMods=qUIck_FIX (..Not for LW2)
*[√]ActiveMods=qUIck_FLG
*[√]ActiveMods=qUIck_FLO
*[√]ActiveMods=qUIck_FP2
*[√]ActiveMods=qUIck_FP3
*[√]ActiveMods=qUIck_FP4
*[√]ActiveMods=qUIck_FP5
*[√]ActiveMods=qUIck_LW2 (..Replaces FIX+RCP)
*[√]ActiveMods=qUIck_RCP (..Not for LW2)
*[=]ActiveMods=QuietBradford
*[√]ActiveMods=SwappImg
---------------------

Yup.. sums it up. I really don't require anything else at this point -- which may change with v1.3. :P
sentinel
Posts: 23
Joined: Thu Jan 26, 2017 9:29 am

Re: What gameplay changing mods are you using?

Post by sentinel »

Added make heals persist to my list.
I think it is not intuitive if healed soldiers end in the infirmary for months even though they were taken care of on the battlefield.
cryptc
Posts: 97
Joined: Mon Jan 23, 2017 8:35 am

Re: What gameplay changing mods are you using?

Post by cryptc »

Here's the QoL mods I use:

robojumper's Squad Select: LW2
Load from character pool
No Drop-down Lists
Stop Wasting My Time
Numeric Health Display
LW2: ShowMeTheSkills Revived
Overwatch All/Others
Show More Buff Details
Upcoming events in hours
Capped Scrolling Speed
Skyranger Lift Sound Fix
Area Suppression Visualization Fix
Instant Loot
Show Infiltration percentage in Squad Select
Clean Cinematic
Faceoff Ammo Effects Fix
LW2: View Infiltrating Squad
New Target Icons
Gotcha Again
Customize UIEventNotice
Blackmarket Usage
Suppression Visualization Fix
No Rank Up Throttling
Advent Flashlights
LW2: Better Squad Icon Selector
Perfect Information
Uniforms Manager
Instant Avenger Menus
LOS Preview Ability
Quick Reload
Additional Icons
Upgrade Reminder
LordYanaek
Posts: 940
Joined: Mon Jan 23, 2017 1:34 pm

Re: What gameplay changing mods are you using?

Post by LordYanaek »

sentinel wrote:Added make heals persist to my list.
I think it is not intuitive if healed soldiers end in the infirmary for months even though they were taken care of on the battlefield.
Obviously it's your game and you mod it as you like but concerning the "not intuitive" part i think many people don't understand what medikits are really in this game. They are not a "cure light wounds" spell, but rather some mix of stimulants, painkillers, sci-fi "spray on bandages" and other emergency measures that can avoid immediate death and possibly bring you on your feet but won't repair actual damages.
There is a different perk for "taking care of soldiers on the battlefield" : Field Surgeon. I find it a bit underwhelming compared to it's LW1 self but it's the perk that's supposed to represent actual medical care and reduce (but not eliminate) infirmary downtime.
cryptc
Posts: 97
Joined: Mon Jan 23, 2017 8:35 am

Re: What gameplay changing mods are you using?

Post by cryptc »

LordYanaek wrote:
sentinel wrote: Obviously it's your game and you mod it as you like but concerning the "not intuitive" part i think many people don't understand what medikits are really in this game.
I feel this is a typical "game mechanics vs realism" situation. Since a soldier before taking damage and after being healed back to full are indistinguishable in tactical combat, it feels that it game mechanically should be identical. Obviously that's not realistic like you say.

I personally prefer vanilla/realistic on wounds, but I can fully appreciate why that doesn't make logical sense when dealing with the information the game gives you in tactical.
Post Reply