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Sensible Corpse-Carrying Config for MJ / LWOTC
   
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13 Nov, 2023 @ 1:40pm
3 Oct, 2024 @ 7:10am
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Sensible Corpse-Carrying Config for MJ / LWOTC

Description
A set of .ini settings that make it so that corpse extraction via the titular mod is a bit nerfed, less immersion-breaking, and less visually glitchy, meant for the LWOTC or MJ+ environment.

Disclaimer: This makes LWOTC easier, specially earlygame, and takes away a bit of the roguelite-ish elements of MJ+ developement/item pathways.

But I’m not invested enough to internalize all the stuff I need to become that good at MJ, so I apprecieate this while still feeling challenged enough by my own incompetence.

Here's the main changes:

1 - Only humanoids (except custodians), humanoid-ishes (aka sectoids) and light drones can be carried. List encompasses LWOTC/MJ+ enemies.
2 - Picking Up bodies costs 1 action, dropping costs 0 actions (but needs actions remaining to be available).
3- Fulton (utility item to extract any ally or corpse, even uncarriable ones) only has 1 charge per mission, and 2-tile radius (same as medkit).
4 - Phantom Evac radius is 1.5 tiles (same as pick-up), and target must be inside the EZ (user can be outside).


Tips:

1 - Extract Corpses' "Preview Corpses" ability only shows you carriable corpses in LoS (no squadsight), and the tiles they can be picked up from.
2 - The only unambiguous way to tell which corpse is which when previewing or picking them up is via the target icons of the dead enemies, hence why the New Target Icons mods are listed as requirements.
3 - Phantom Evac lets you extract corpses lying on the ground inside the Extraction Zone without extracting a soldier. If you have a lot of time left, you can go fetch more. It costs an action though.
4 - Uncarriable Corpses can only be extracted via Fulton or Phantom Evac.
5 - If you hover your mouse over the Fulton ability icon, you'll see the activation radius of all corpses on-screen, even the uncariable (but fultonable) ones.
6 - Tip: If you really want an uncarriable corpse but don't have a fulton, you can just place the EZ on top of it, and Phantom Evac it when Firebrand arrives.
7 - All requirements are soft - either the mods whose settings I adjust, or fixes/QoLs that have to do with carrying (which you should use anyway).
8 - Using the Fulton on your own allied units is too powerful particularly allied VIPs. I can’ stop you, but please don’t.

Tell me if you find any enemy that you think by my considerations should be carriable but isn't, or viceversa - just remember that Custodians are intentionally uncarriable.


To get rid of any custom config you may have changed to your own Extract Corpses carriable list, just unsubscribe from that mod WHILE XCOM2 AND YOUR MOD LOADER ARE CLOSED (Steam should not list XCOM2 as Running), then subscribe again to it.
25 Comments
Count BlingBlangula 18 Jan @ 11:52am 
how does the archon carrying animation look?
MrMister  [author] 19 Apr, 2024 @ 1:34am 
I mean, you could fiddle with Ability Editor to make medkits give more futon charges and futons more medkit charges while also making them share charges (which makes spending one charge of one lose one charge of the other).
MrT 18 Apr, 2024 @ 8:15am 
Don't suppose I could get option to connect futon to charges medkits get?
Or maybe upgraded version that fit more charges?
MrMister  [author] 13 Mar, 2024 @ 4:10pm 
Oh, uh, yeah, not sure what's letting you pick up an unconscious muton, maybe just by having the mod that makes everything unconscious free game, even if it's not in the list of allowed corpses.

Regardless, the animation issue is to be expected if you pick up anything non-humanoid, nothing I can do about that. That was the main driver behind making this mod, disabling carrying that would look too glitchy.
Earl Sneakington 13 Mar, 2024 @ 7:52am 
unconscious ones
MrMister  [author] 7 Mar, 2024 @ 12:28pm 
Wait, you can pick up Mutons? I'm pretty sure I've got those disabled.

Is it just basegame generic muton, or a specific mod variant?
Earl Sneakington 4 Mar, 2024 @ 8:17am 
Yeah I removed the mod all together and it all seems to be working propper now. Thanks for all the help. I still have the issue that if I try to pick up say a "Muton" it looks like the Muton just stands up and walks in the same spot as the character. Not sure how to fix that one yet but I think its just another mod confilict.
MrMister  [author] 4 Mar, 2024 @ 7:57am 
Ah, then it's Denmommy - that mod disables corpse carrying; it's right there in the name.

I haven't bothered releasing a version of that mod that doesn't disable corpse carrying, but for now just delete the relevant ini in Denmommy's folder.
Earl Sneakington 4 Mar, 2024 @ 2:29am 
That is smart. Yeah "Metal Over Flesh Redux" and "MJ Denmommy Has Fulton, No Corpse Carrying (LWOTC)"
MrMister  [author] 3 Mar, 2024 @ 2:49pm 
Mmm, do a search in the whole XCOM2 workshop folder for files named XComExtractCorpses.ini , and tell me if you see any mod having one besides this and Extract Corpses itself. In particular any mod released after this.