XCOM 2
Long War of The Chosen MOD Collection
162 条留言
Tiaz  [作者] 10 月 26 日 下午 3:35 
Fixed EP'a problems.
Dalo Lorn 10 月 26 日 下午 12:30 
On another note, and I would've fit it in the previous comment if not for the character limit: Grand Titan Armor is kind of... broken. You appear to have inherited some visual config changes from Kiruka's MJ which transfer all the cosmetics to regular Titan Armor, but not the changes that make it impossible to manufacture Grand Titan Armor.
Dalo Lorn 10 月 26 日 下午 12:30 
Got an odd one this time: Unless my memory is playing tricks on me, EPA's Alien Defectors tech (DefectorRadio_TechTemplate) disappeared sometime during my run, preventing me from unlocking alien armor upgrades until Alien Titan Armor, and blocking all access to synergy weapons.

The scale and details of the issue make it unlikely to be intentional, so I'll default to the assumption it's a bug. At any rate, the diagnosis is simple: In your EPA override folder, XComTemplateEditor.ini specifies that the tech is to be its own prerequisite, to the effect of preventing you from unlocking it at all without cheats: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3594197172

... I bugged Mrvecz about it far too long before realizing his denials were because I tracked the file to the wrong mod. :o
Dalo Lorn 10 月 20 日 上午 8:19 
... Actually, no, the timestamp on my earlier comment and the 2-3-hour nap would both indicate I should have had the latest stuff.

Anyway! Took a while because my latest save was mid-mission, but test results confirm: Advanced Mag Weapons is the final missing prerequisite for Vibroknives, Arc Blades, Ionic Ripjacks, and both of the Edged Swords.
Dalo Lorn 10 月 20 日 上午 7:54 
Interesting. Well, I've had the Spectre autopsies researched for a while, but I'm not projected to regain access to the edged swords until I research Advanced Mag (which seems a little early for a Coil-tier weapon!).

Vibroknives and Mag Ripjacks also seem to be gated behind Advanced Mag Weapons, likewise contradicting your description.

On the other hand, I think I ran XCOM more-or-less constantly yesterday, so I might not have picked up the absolute latest changes. I'll report when the game loads up again.
Tiaz  [作者] 10 月 20 日 上午 6:07 
UPDATE based on TJ.
Standard Swords and Combat Knives are now tied to normal weapon tech and do not require corpses to build. Advanced laser/mag/coilguns/plasma rifle are the associated techs.
Laser/Plasma edge swords are moved to Spectre Autopsy/Corpse, and stats are balanced to be coil tier. Master-crafted laser edge is now on Archon autopsy and needs Archon corpses to build.
Dalo Lorn 10 月 19 日 下午 12:51 
... Am I going crazy, or did you change the tech requirements for some mag-tier equipment this week? I suddenly lost the ability to fabricate plasma-edged swords, vibroknives, and mag ripjacks, and spent like an hour digging through my mod list for anything that could possibly have hidden them before finally noticing the research screen listing them as unlocks for Advanced Mag Weapons.

(The new requirements make sense in context, I guess, but caught me off guard.)
Tiaz  [作者] 10 月 6 日 上午 4:51 
Delete mod folders you dont need that's all
Garr Incorporated 10 月 5 日 上午 3:21 
Technically yes, but you need to go into configs and make them not apply anywhere.
Village Idiot 10 月 4 日 下午 9:57 
is there a way to use just the enemy bridges, without any other changes that this collection does?
Aonova 9 月 8 日 上午 6:55 
Thanks for the confirmation.

Reasonable, but imo T2 plating comes out really quick even on legend and is a great early alloy/corpse dump (since you can extract corpses every mission). Making that feel rewarding is a worthwhile tradeoff to the occasional dramatic rookie one-shot ( usually my fault anyways :P ).

Been running 2/4/6/7 ablative and it feels GREAT to tech up.
Tiaz  [作者] 9 月 7 日 上午 1:34 
@Aonova
Yes i change plating to give more shield hp there are alot modded enemies that can kill in one shot for early missions.
Added Skip Gatecrasher to integraded mods.
Aonova 9 月 6 日 下午 12:06 
I can also confirm this mod includes gatecrasher skip by default:
OPTC_SkipGatecrasher.uc

Worth putting that on this page desc so folks like me don't get confused imo.
Aonova 9 月 6 日 上午 11:36 
I see the plating does start at 4 in this:
[code]
[LW_Overhaul.X2Ability_LW_GearAbilities]
CERAMIC_PLATING_HP=4
ALLOY_PLATING_HP=5
CHITIN_PLATING_HP=6
CARAPACE_PLATING_HP=7
[/code]

This is in contrast to base lwotc 2/3/4/5 plating. Given the extra dot and aoe abilities used by enemies in this pack, I suppose the extra 2 HP is intended to keep injuries similar to base lwotc for cheap squads, at the expense of making tech and paid upgrades feel less impressive (e.g. alloy plating goes from +50% -> +25%).

I always felt early injuries was part of the mod jam experience though, so I adjusted to 2/4/5/6 (juicy +100% for alloy to reward investment, makes tanks like hoplite more important). Feels better already.
Aonova 9 月 6 日 上午 11:10 
For clarity I am using the LWOTC 2025 collection by Tiaz (and no other mods) with AML -- I dont see any mod with keywords related to gatecrasher except the random loadout one.
Garr Incorporated 9 月 6 日 上午 9:17 
Skip Gatecrasher is usually a separate mod...
Aonova 9 月 6 日 上午 9:07 
also it seems to skip gatecrasher (gives perfect completion) on new campaign, unless I am being dumb and these are updates to base LWOTC
Aonova 9 月 6 日 上午 9:00 
Is the free ceramic plate available at start intended to give 4 ablative or did I mess up the install? 4 ablative basically makes injuries impossible until later FLs
Tiaz  [作者] 8 月 31 日 上午 1:37 
This mod don't do anything with Intrusion Protocol.
xiaotang 8 月 30 日 下午 10:21 
i find IntrusionProtocol can not hack chest,workstation and door.Do anyone have the same problem?
Tiaz  [作者] 8 月 11 日 上午 6:02 
Yes You don't need subscribe to any mods integrated.
BearHeart 8 月 11 日 上午 5:01 
Just making doubly sure, you dont need to subscribe to tthe integrated mods right?
Tiaz  [作者] 8 月 7 日 上午 8:22 
UPDATE:
Some minor fixes
Tiaz  [作者] 7 月 23 日 下午 11:06 
You may try to use them but i don't make them for TJ
jonexhd 7 月 23 日 下午 10:46 
And yet it cannot be activated with Ted Jam?
Tiaz  [作者] 7 月 23 日 下午 10:00 
Yes it is.
jonexhd 7 月 23 日 下午 3:44 
Is this mod hard required for those other bridge mods? Such as the Shiv Mod Bridge and the SPARK Ruler Bridge
Agent_Hawaiian 7 月 19 日 下午 4:35 
Got it, I'll try troubleshooting it but that's why I kept a backup save so no harm done
Garr Incorporated 7 月 19 日 下午 4:16 
Agent_Hawaiian, I know why this happens. This conflict will also stop you from gaining materiel from supply raids and UFO assaults.
By default this mod changes the loot drops to contain crystallised MELD. If a drop contains an item that does not exist in the game (like if you do not have any mods that add/use MELD) it will not appear to the player. The same thing happens with the Black Market.

To resolve this you must either add a mod that uses MELD or edit 3 config files that govern the mission drops and the black market. And in general, do not add such strongly game-changing mods DURING a campaign - this rarely ends well.
Tiaz  [作者] 7 月 19 日 上午 11:34 
Never add mods that are overhaul mods in middle of the campaign. To fully work you must start new one.
Agent_Hawaiian 7 月 19 日 上午 10:28 
I was testing adding this mid-campaign (I did make a save prior because I know the risk), and for some reason the black market just stopped allowing me to buy items that weren't engineers/scientists and soldiers? Is that part of the mod or some strange bug that came with the overhaul, because I can still sell all the overhauled items just fine (Also I checked and the market dark event wasn't active so it's not that)
Tiaz  [作者] 7 月 16 日 下午 12:29 
sure you may do it
BearHeart 7 月 16 日 上午 11:07 
if you previously played with mod jam, is it ok to just unsubscribe from that and still use the mods that overlap iwith yours or are there conflicts in the mod files themselves? i deleted the base xcom config folder ofc
Tiaz  [作者] 7 月 12 日 下午 12:59 
Just delete config file and that it.
ArachnidCommunist 7 月 12 日 下午 12:29 
Overall this mod just does not deliver on what I think it was meant to do - offer a way to use some mod jam elements without using others. I cannot understand why there needs to be an integrated class overhaul that cannot be disabled
Tiaz  [作者] 7 月 10 日 下午 12:56 
@Infinity Prodigy
My mod don't do anything with MEC Troopers check again that you have all researches and upgrades done.
Infinity Prodigy 7 月 9 日 下午 2:50 
I've noticed I can't make MEC Troopers for some off reason - using your Long War of the Chosen 2025 mod collection too. Just letting you know.
ArachnidCommunist 6 月 18 日 上午 4:11 
Of course I do? how would I have a SPARK otherwise
Tiaz  [作者] 6 月 18 日 上午 2:12 
Do you have dlc Shen last gift its needed for LWOTC?
ArachnidCommunist 6 月 17 日 上午 3:54 
@Harbinger I had Mechatronic Warfare perk pack enabled already, so that's not it
Tiaz  [作者] 6 月 16 日 上午 8:45 
Its from Kiruka's Class overhaul when im back from vacation will do some tuning in all classes
Garr Incorporated 6 月 16 日 上午 7:17 
Can I ask regarding the Sharpshooter tree? When chatting on LWotC Discord server I was reminded that on SSgt Marksman tree has Reposition, and Sniper tree has Low Profile. Latter being Stay on Target makes sense with Lead the Target in the skill tree. Wanted to clarify if keeping Low Profile on the Marksman tree was a deliberate decision or a follow-up from Kiruka's Overhaul of vanilla classes?
Harbinger 6 月 13 日 上午 8:36 
@ArachnidCommunist Try Mechatronic Warfare Perk Pack. Had the same issue, and this one seems to work.
Tiaz  [作者] 6 月 13 日 上午 12:45 
I'm on vacation for about 2 weeks sorry but i cant help you now
ArachnidCommunist 6 月 12 日 下午 2:55 
My SPARK is missing the Paladin rnak ability in the War Machine row/ I'm clearly missing some mod, but which is it?
TrueAvarus 6 月 5 日 上午 6:45 
Absolute legend you are mate
Tiaz  [作者] 5 月 28 日 下午 12:16 
UPDATE:
Added Bulky and Hack Defense also to Light\Heavy Spark Armors.
Thanks to @Garr Incorporated
Garr Incorporated 5 月 27 日 下午 1:04 
If the MECs can't equip them - sure. That makes sense.
Tiaz  [作者] 5 月 27 日 下午 1:03 
For MEC Troopers functionality so if it's added for MEC Troopers then i will not make change to give it to Spark's heavy/light armour.
Garr Incorporated 5 月 27 日 下午 12:44 
Vanilla LWotC has no Bulky. It comes from your config in Config\XComWeaponSkinReplacer.ini.
It adds Bulky to all default Spark armours. Mainly for MEC trooper functionality.