XCOM 2
Ted Jam+ Collection Meta Mod
100 条留言
ShunBrokuSatsu 10 月 9 日 下午 8:06 
disregard my last comment. I uninstalled and reinstalled the mod and fixed the issue.
ShunBrokuSatsu 10 月 7 日 下午 9:56 
looks like the sword tech changes don't seem to be working right. Still need corpses for laser sword and for mag swords (plasma edge and arc blade). Unless I misread the update that should not be the case no?
micpo 9 月 20 日 上午 9:45 
Hi

I have a problem. Cant evacutate from ission - am in the evac zone but there is no evacuate icon.... help
Dr3XyL 9 月 13 日 上午 2:59 
Hi Tedster, Im very interested in playing your mod. I have LWOTC installed, it works fine. To play your mod do i just DL your mod + all required mods..? Im lost on where to go from there. Do i DL the whole Ted Jam collection modlist? Any help would be appreciated. It looks like Long War +++ :D
AWOL 9 月 10 日 上午 11:23 
Mag and Beam Scimitars from the Celatid Alien mod are coded to be 'conventional' weapon tech and tier 0. This causes them to not benefit from the Keen Edge perk's mag and beam weapon tech damage and armor pen bonuses. They only get +1 damage and +2 armor pen from the conventional tech bonus.
Sunspear 9 月 7 日 上午 10:18 
@CommandoWaos if you have tedjam you don't need modjam, amd while it might work after removing one of them I strongly advise you to restart
CommandoWaos 9 月 7 日 上午 12:10 
Question, I have both ModJam and TedJam installed because my English is pretty bad and I didn't know they were the same but that one complemented things from the previous one and balanced them (speaking of TedJam), now, that I took my 5 minutes to read, is it necessary to have ModJam installed? active? Can I deactivate it without complications in mid-campaing or is it necessary to restart the campaign because right now neither has failed or sent an error for having both active
haastylecat13 8 月 21 日 下午 1:54 
I wanna start off by saying this is amazing, and so much fun. I had played through a long war of the chosen campaign with some added mods before but this is a great set up here with all the integrations and balances all together. I did a few mods of my own but mostly cosmetic or otherwise I know and love.
I did however have one question. I'll probably put it to discord but thought I'd ask here too incase someone has the answer or a solution.
While using playable aliens with the reverse engineering mod the trooper armors your troops get the "deception" perk IE slightly smaller detection radius. Wouldn't it make sense that the troops from playable aliens would also get that perk passively? I've been digging into the ini files but have yet to string it all together to do this. Im not sure if i can add it as a perk to squadie, or if i should add it to each armor at each tier.
Argyre 8 月 20 日 上午 10:37 
Thank you for your awesome mods.
One of the main mechanics of LWOTC is to use different fighters throughout the playthrough. Please tell me if it is possible to add an option, for example in the "second wave" setting, that prohibits using the same characters in the two final missions.

Thank you very much again.
UMebius ™ 8 月 17 日 上午 11:13 
@Tedster I see, much appreciated!
Tedster  [作者] 8 月 17 日 上午 1:26 
Dragon Rounds are tied to Purge Priests, Sabot Rounds are tied to Advent Sniper corpses, Gas Grenades are tied to Bio division corpses. items are likely in some of the main LW_Overhaul config for item table and tech table.
UMebius ™ 8 月 16 日 下午 9:41 
@Tedster so a little update I managed to remove the proving ground projects that build modded items, but vanilla items like Dragon Rounds, Sabot Rounds and Gas Grenades are still missing corpse requirement (showing just a red 1).
UMebius ™ 8 月 16 日 上午 6:18 
@Tedster sorry again. I don't use enemy mods like Bio Division or Frost Protocol either. I already removed those folders from TedJam yet I'm still seeing missing corpse requirement + Bio stuff in Workshop projects. Would you mind telling me how to change this? Many thanks
Tedster  [作者] 8 月 13 日 下午 11:26 
You can, you'll want to search for any references to InertMeld and remove them,
UMebius ™ 8 月 13 日 下午 4:42 
@Tedster If I don't play with Genes nor MEC Troopers, can I just delete the Meld for LWOTC ini?
Tedster  [作者] 8 月 12 日 下午 10:38 
yes, meld is hard required. missing items breaks loot tables
michael.siemers.jun 8 月 12 日 下午 1:55 
No glitch or hallucination on my side - still no reward (loot drops but no supplies etc.) from crate race. New start, ini-regeneration and all mods included except...Meld For LWOTC. Could it be some weird interaction? Will install Meld For LWOTC and check on next occurance.
Tedster  [作者] 8 月 10 日 下午 10:56 
Ok, just tested myself with current list and I'm getting resources from both types of supply mission as expected.
Tedster  [作者] 8 月 10 日 下午 10:14 
I do plan to have a proper TJ SPARK, I've just moved to start a Masters degree so I will have less time for modding.

@michael.siemers.jun - the most recent update actually just minused additional entries present in the Meld for LWOTC standalone, which could somehow get used. I will double check
季舒儿 8 月 10 日 下午 6:25 
hey Ted,If you think SPARK has been sufficiently nerfed in LWOTC, why not introduce a new MOD of SPARK for JAM? Or do you believe it’s still powerful enough to KILL the aliens in JAM? If that’s the case, why not continue to nerf it further?
michael.siemers.jun 8 月 10 日 下午 1:00 
No loot from latest supply extraction since patch from 10 Aug @ 9:15am (regardiing loot tables)!
AWOL 8 月 4 日 上午 5:38 
Bitterfrost Grenades are bugged. Researching the Advanced Explosives project will hide Bitterfrost Grenades from inventory and the build menu.

Since Cryo Priests don't always show up on full salvage missions it's quite possible to research Advanced Explosives before the Bitterfrost Grenade project. If you do then once the Bitterfrost Grenade project finishes your new grenade will disappear into the ether.

Removing the 'HideIfResearched' property from Bitterfrost Grenades with the template editor fixes the issue.
ThePwnageKitty 7 月 28 日 下午 9:31 
never mind I found the reason why after going through 3 or 4 hoops....
ThePwnageKitty 7 月 27 日 下午 11:50 
also not sure why but system infiltration doesn't seem to do anything... at least not for me.
ThePwnageKitty 7 月 27 日 下午 9:50 
I asked because I don't particularly want to use either the gene mods or MEC troops at this time. I may change my mind at a later date, but I am just getting into mods for this game and want to enjoy the ones I have. Though I suppose regardless I guess I can always sell the meld right?
Jestimac 7 月 27 日 下午 2:21 
@ Ted Jam. Hello. It is indicated (in the XcomGameIni) that the Mod "CutContentAmmo" is not compatible. I assume this concerns both "CutContentAmmo" and "CutContentAmmo WOTC".
Am I correct ?
Tedster  [作者] 7 月 27 日 下午 12:09 
This mod is designed for part of the Ted Jam+ collection, which includes Gene Mods and Mec Troopers, which do cost Meld.
ThePwnageKitty 7 月 27 日 上午 2:17 
why is meld included? what does it do without MEC troopers or gene mods unless i missed something and those exist in this....
jonexhd 7 月 23 日 下午 11:48 
If I get it right, all mods included in the Ted Jam+ is modified by this mod to fit Ted Jam play style?
Hasnina 4 月 28 日 下午 7:15 
Hi
is necessary to have LWOTC Experimental install or i can run it with te stable version ?
flyingoffthetrack 4 月 19 日 下午 5:31 
Your continued work with this mod is much-appreciated, but regarding psi-ops, did you remove the ability “Domination” completely? It’s not showing up on the skill tree.
lety4ayavoropaeva 4 月 15 日 下午 1:57 
Guys, please help me understand the differences between two regularly updated, but different versions of Mod Jam
https://psteamcommunity.yuanyoumao.com/workshop/filedetails/discussion/2684079953/824829999859120170/
Tedster  [作者] 4 月 3 日 下午 7:57 
Yes, many bio items such as gas/acid grenades have been moved to bio division related R&D projects. Depending on when you build the R&D building, it can be built early since it does have 2 scientist slots when upgraded.
알파라마 4 月 2 日 下午 6:45 
As mentioned in the comment below, have some early-game researches like the Bio-Soldier Dissection been moved to facility-based research in Mod Jam+ Refinements? I couldn't use early-game equipment like gas grenades.
Tedster  [作者] 3 月 31 日 下午 8:09 
Many of these autopsies have moved to the R&D building and not Research, simply because there's just so much stuff.
ArachnidCommunist 3 月 29 日 下午 5:59 
I have an odd problem: I don't have access to Bio Division and Frost legion goons as well as Flame Viper autopsies despite having their corpses. Any idea on how to fix that?
Noire 3 月 28 日 下午 9:21 
I'm still wating for Psionics Ex Machina support. Any plan in near future ted? :D
Tedster  [作者] 3 月 22 日 下午 4:44 
Ted Jam expects it as meld is used for gene mods, mec troopers, and other things.
andrews94 3 月 21 日 下午 9:14 
OK thanks and yes I did not have it loaded.
Tedster  [作者] 3 月 21 日 下午 7:44 
you're missing the Meld mod if you get no rewards from them.
andrews94 3 月 21 日 上午 12:38 
Since the last update Smash and Grab and Extract Suppliers have no mission rewards?
Savion 3 月 13 日 下午 6:20 
In that case, it appears to be working as intended. I can confirm that upon leveling I was able to send her back for more training. Thank you for your help.
Tedster  [作者] 3 月 13 日 下午 5:12 
yes, that is correct. They will need to gain XP to get to the next rank, and once they have that XP, they will be able to go back into psi training.
Savion 3 月 13 日 上午 6:04 
@Tedster Alright, thanks, that's good to know. However, I'm still not sure it's working quite right.
I selected a Rookie from the drop-down in the Psi Lab and completed training, no problem. My new Initiate starts with Soulfire and Earth Heal active, but Corpore Sano is greyed-out. She also starts with Insanity and Mind Merge from the Acolyte level active. Is this normal?
Tedster  [作者] 3 月 12 日 下午 9:39 
Justice is a skirmisher skill with the Ripjack, I don't know how you have it on other classes.

@Savion and Aiolia - Psi Ops promote using the psi training staff slots still, the promotion screen is there for xcom row and pistol perks only.
Savion 3 月 12 日 下午 9:31 
Psi-Op isn't working right for me either. Only first two of the three skills selected at Initiate, and level-up doesn't give any options.
HolyRedEye 3 月 9 日 下午 12:49 
Was the "justice" skill nerfed when equipped with shinobi, hellion or any unit that has melee weapons? Notice that they all do 4 dmg rather than the melee dmg they have. Even the hellion only does 1 attack with just 4 dmg when using it. Dont know if it intentional or not since I switched from modjam since it doesnt have that issue.
Aiolia 3 月 9 日 上午 11:03 
My psi operative cannot select skill when he promote, everything is grayed out except the xcom rank, which costs AP.
Tedster  [作者] 3 月 8 日 下午 9:28 
@HolyRedEye - you're missing the Meld mod, which is marked as a requirement and is part of the TJ+ collection
HolyRedEye 3 月 8 日 下午 6:02 
any reason why I dont get any supplies from"smash and grab" missions?? only happens when i use this mod.