XCOM 2
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[WOTC] Bluescreen Nerf
   
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120.295 KB
14 Jul, 2018 @ 5:08am
24 Nov, 2019 @ 3:25pm
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[WOTC] Bluescreen Nerf

Description
Originally posted by Bradford:
Commander, we should equip our soldiers with Bluescreen rounds because really, why not?
Description
This mod intention is to make you think twice on who you will equip your Bluescreen rounds on.
It will reduce the damage on mechanical units to 4 instead of 5.
You will have a penalty of 1 damage when using Bluescreen rounds on non-mechanical units.

Configuration
You can edit the damages by going into the mod config file XComGameCore.ini, then modify the lines:
+BLUESCREEN_DMGMOD=4 +BLUESCREEN_ORGANIC_DMGMOD=-1

Troubleshooting
https://www.reddit.com/r/xcom2mods/wiki/mod_troubleshooting
Mods not working properly / at all
Mod not working? Mods still have their effects after you disable them?

Credits
Thanks to DerBK and robojumper for guiding me, Astral Descend for warning me to NEVER call CreateDifficultyVariants 😜
17 Comments
Boundir  [author] 13 Jul @ 7:51am 
Firaxis had a line in XComStrategyTuning.ini showing the cost for Legend was different. But they never created the different difficulties for the item IIRC. This mod creates the difficulty and apply the default cost. It can be changed in XComStrategyTuning.ini.
Don't know where the Elerium Core comes from though.
Daddy Takeda 13 Jul @ 7:35am 
So the cost of a Bluescreen round should be 50$ and 1 Elerium core, but your screenshot shows 125$. So does your mod also change the cost?
MegaBlade 9 Jun @ 1:22pm 
Finally a mod to make things balanced and interesting. Finally I have a good reason to use the stinky bullets.
Boundir  [author] 21 Jul, 2019 @ 5:31pm 
Unfortunately you won't be able to change it with ini files. It has to be done with a mod changing the Gatekeeper template.
Aliens panic at the sight of the ruler armor because of abilities tied to the armor template. Abilities are IcarusPanic, RagePanic, SerpentPanic
Syro System 21 Jul, 2019 @ 5:20pm 
Well, that should be easy enough to edit myself now that I finally know which ini line controls it, so thanks :)
The biggest issue when one wants to self-edit these things is figuring out how to find the correct line (for example, the line that controls ruler armour making aliens panic is really unintuitive).
Boundir  [author] 21 Jul, 2019 @ 4:45pm 
You will need a mod for that. Gatekeeper template got his variable "bWeakAgainstTechLikeRobot" set to true. If false he won't suffer from Bluescreen.
Syro System 21 Jul, 2019 @ 4:25pm 
Is their a way to make bluescreen stop doing their bonus damage to gatekeepers? They are giant psycic brains in floating balls, It makes no sense for an anti-robot weapon to work on them (just like it makes no sense to disorient a spectre).
Dawnpromise 24 Apr, 2019 @ 11:33am 
I like this mod, by default the Bluescreens were too strong for their cost (if they were in the experimental ammo roulette pool they'd be fine).

Personally though I prefer to edit out the organic penalty and just further reduce the EMP damage by 1 (reducing it to 3 overall). I find this lets Bluescreens still fulfill their function as anti MEC bullets while not being so strong they outshine the experimental ammos.
SuspiciousSeal 8 Apr, 2019 @ 5:55am 
To each his own. They have never really been a problem for me useing AP rounds either. Thanks for the answers.
d_valroth 8 Apr, 2019 @ 4:04am 
Yeah, basically lob some acid at them, then start the Lightning Hands/Quickdraw/Fanfire chain.