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This mod is safe to be removed mid campaign. But may left a quirky after effect for any spark(s) that produced and soldier(s) recruited before removal. Any spark or soldier after removal are completely safe from any after effect from both the old or new.
If added mid-campaign, any spark before adding the mod may still don't have any compatibility with any other old (and new) soldier/sparks. The workaround is to "force bond" thru console or use "Spark can do convert mission" then look up those "Form bond" convert mission..
Questions:
Is raising SPARK CI also hardcoded and very difficult like giving them bidirectional bonds?
I get to here in a Robots on covert actions mod, but I don't know how to make SPARK eligible or to remove the check entirely.
static function bool IsNewUnitValidForIntSlot(XComGameState_StaffSlot SlotState, StaffUnitInfo UnitInfo)
{
local XComGameState_Unit Unit;
Unit = XComGameState_Unit(`XCOMHISTORY.GetGameStateForObjectID(UnitInfo.UnitRef.ObjectID));
if (Unit.ComInt >= eComInt_Savant || (!Unit.GetSoldierClassTemplate().bAllowAWCAbilities && !Unit.IsResistanceHero())) //not a soldier hero NOR can it get AWC abilities
{
// If this unit is already at the max Com Int level, they are not available
return false;
}
return IsNewUnitValidForCovertActionSoldierSlot(SlotState, UnitInfo);
Just curious about your take on this.