XCOM 2
148 valoraciones
[WOTC] Configurable Immunities
   
Premiar
Favoritos
Favorito
Quitar
Tamaño
Publicado el
Actualizado el
171.543 KB
23 JUN 2019 a las 14:54
7 JUL 2019 a las 2:35
4 notas sobre cambios ( ver )
Necesitas contenido descargable para poder utilizar este artículo.

Suscríbete para descargar
[WOTC] Configurable Immunities

En 1 colección creada por Boundir
Make Your Own Game
26 artículos
Descripción
Description

This mods lets you configure units immunities. It can be Aliens, ADVENT or even your soldier.
I have started this mod wanting to add immunities to rulers, and it was the Avatar after that. Then I realized this feature could be used by others for any unit.

Changes

None. This is meant to be used by other mods.
You can tweak XComImmunities.ini as you wish and share your changes.

Variables

TemplateName - String
Required - Name of the unit being modified.

RemoveOriginalImmunity - Boolean
Optional - If set to true will remove original immunities from the unit.

AddImmunityName - Array (string)
Optional - Immunity names you want to add to the unit.

RemoveImmunityName - Array (string)
Optional - Immunity names you want to remove from the unit.

List of immunities (some have not been tested)
  • Explosion
  • KnockbackDamage
  • ParthenogenicPoison
  • Disorient
  • Psi
  • Panic
  • Bleeding
  • Fire
  • Mental
  • Unconscious
  • Stun
  • Acid
  • Poison
  • Electrical
  • Melee
  • BlazingPinions
  • Falling
  • ViperCrush

Examples

[ConfigurableImmunities.OPTC_CharactersImmunities] ; Examples ; Will make Soldier units immune to Fire ;+CharacterImmunities = (TemplateName=Soldier, AddImmunityName[0]=Fire) ; Will remove immunities from Soldier units ;+CharacterImmunities = (TemplateName=Soldier, RemovePreviousImmunity=true)

Note

Some enemy units have some built in immunities as abilities. You won't be able to modify those with this mod.

Troubleshooting
Mods not working properly / at all
Mod not working? Mods still have their effects after you disable them?
45 comentarios
huntersorce20 5 SEP a las 23:36 
I notice that frost/chilled (from frost munitions mod: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2262682879) isn't on the list of available immunities. how do i use this mod to make a unit immune to those effects? like if i wanted to make the snake bosses from children of the king immune to frost?
RambelZambel 25 ABR a las 2:45 
is there a way to make immun to rupture?
modifieda4 28 OCT 2022 a las 14:55 
hi, im trying to make lost immune to ParthenogenicPoison in an attempt to prevent cocoons. i added: +CharacterImmunities = (TemplateName=TheLost, AddImmunityName[0]=ParthenogenicPoison) and so on, even for world war L units. im not seeing any changes in a mid game save using another F1. any ideas?
Haite 25 ABR 2022 a las 4:09 
How about weaknesses?
Boundir  [autor] 25 SEP 2021 a las 12:59 
Blinded is handled differently iirc. Would probably require to make an ability immune to it using X2Effect_DamageImmunity and then attach this ability to the template you need.
Kiruka 25 SEP 2021 a las 11:03 
Is it possible to add immunity to Blind?
PЋФƎȠiメ 14 AGO 2021 a las 8:13 
Ok, thank you for clarifying.
Boundir  [autor] 14 AGO 2021 a las 1:09 
It's different. Chosen strength are not immunities set to the character template but abilities.
You can remove it in XComGameData.ini if you're starting a new game. The ability is called ChosenImuneMelee.
If the ability is already on the Chosen you will need Repurpose Ability or WSR by Iridar to remove it.
PЋФƎȠiメ 14 AGO 2021 a las 0:31 
Does this work for the Chosen? I'm trying to remove their melee immunity. Where are the Template names? I don't see any files in the game's localization that mention unit names as you stated.
Titanium Highwayman 12 NOV 2020 a las 13:10 
Much appreciated.