XCOM 2
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The Vigilante Class
   
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20 Jan @ 11:28pm
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The Vigilante Class

Description
Advent, you have failed this Planet!

I had a silly dream once. I watched all the Arrowverse shows, and enjoyed them. And when I played my next LWOTC campaign after that, I wanted to have the Green Arrow in my campaign.

There was just one problem... nobody had ever made a mod that did that, or even vaguely like that. And I didn't know the first thing about coding. So after some very poor attempts at figuring out how to render a bow in Unreal Engine, I gave up and let my dream sleep.

Then EpisodeZero made a crossbow mod. And I thought of my dream and was like "ehh, close enough." And have put this class mod together off the side to put some faint version of that dream to life. The result... The Vigilante.

I set up the usual three class trees, design intents as follows:

Saboteur (top row) is all about utility and heavy ordnance. Total Combat gives some early assistance to grenade-based action economy, while their later perks provide oodles of free specialty shots for area damage, guaranteed-hit attacks, and more. A great many of the custom perks here were designed by EpisodeZero to go with the crossbow mod, so mad thanks to him.

Above The Law (middle row) is dedicated to the unique traits of the crossbow. Since the soldier retains stealth on a miss or a kill, has consistent damage, and can't graze, it's usually pretty easy to pick a shot and know it's a kill. So the middle-row tree is sort of like a sniper - get a good shooting position and pick targets off from stealth. Lots of action economy and aim boosters to improve their reliability and rate of fire.

Streetfighter (bottom row) is a lot more mobile, and should feel a bit like the Skirmisher hero class. Grapple and then Hit and Run provides a ton of mobility early, and Running on Empty helps them reload while repositioning (making the single-shot action on the crossbow more manageable).


Feel free to drop feedback. Or bug reports. Or things that could improve the existing mod using perks in other packs. I also have a few other custom perks I mean to slot in for this in future updates also, once I design them... but full disclosure, this is my first time ever writing a mod for any videogame. Or really trying to write code. So updates (bugfixes and otherwise) may be slow and sporadic b/c I have to learn HOW to fix a problem even before I can actually do it. Apologies in advance.

Mad shoutouts, again, to EpisodeZero for the Vektor Crossbow mod, which is what made this whole thing possible. And to Tedster and everyone else who's ever worked on Long War of the Chosen. And to the folks who wrote all the actually-good mods I ripped perks from to put this together.
Popular Discussions View All (1)
3
21 Jan @ 4:17pm
Custom Perk Proposals
HiddenSage
15 Comments
Vendral 10 Mar @ 2:47pm 
You never can be sure if there is something but I don't think so. LWOTC and TedJam with required mods, a number of QoL that I have used for quite some time, as well as quite a number of extra classes. PetRocks, MrVecz, EpizodeZero, Xenthalus, DeadGuy and Reshi classes. The only really new ones are DeadGuys class pack and Xen's Hell Knight.
HiddenSage  [author] 10 Mar @ 2:27pm 
Huhh. That is weird. It was working right last time I played (though that was a few weeks ago), and I haven't pushed any updates b/c I stopped playing XCOM when CIV7 came out. Wondering if Tedster made an update to LWOTC that broke something maybe.

I'll update my modlist and run some tests on my client when I get a chance (maybe tonight, probably tomorrow). Are you using anything beyond the standard TedJam modlist that would interfere?
Vendral 9 Mar @ 1:43am 
Low Recoil does not return an Action Point after shooting with Slow Fire for me. I have only used Slow Fire from stealth and no AP is returned whether I hit and kill or miss. I am playing TedJam with Experimental branch of LWOTC
HiddenSage  [author] 29 Jan @ 11:01am 
It sounds like Versatile Rookies was just being weird when the soldier had an ineligible secondary equipped. Vigilante should only be able to have *knife* and *empty* secondaries, so if they came in with a different secondary due to Versatile Rookies, it may just have broken loadout eligibility.

But if you keep having issues, feel free to ping me and I'll see if I can figure something out. For now, closing this as "other mod broke it."
HiddenSage  [author] 29 Jan @ 11:01am 
So, thoughts/followup on your feedback:

The "UnfavoredClasses" blurb in there is related to soldier bonds. It's a feature a lot of class mods have to limit soldiers bonding to duplicates of the same class.

For other classes, you are right that the class itself would not specify the Crossbow as an available weapon, since they mostly predate it. Vektor Crossbows itself has an extension line that enables the weapon for certain classes Zero thought it would fit with. AFAIK, this is the only class mod currently built to inherently enable the Crossbow, and is done by specifying it in the ClassData.ini file (though Zero has others planned in the future, and I *may* have a second one in the future if I find the time).

Capitalization *usually* doesn't matter for object names, as far as I know. Then again, "as far as I know" is not very far.
Leokosta 28 Jan @ 6:45am 
Ok, so I tested by changing the Capital C on +AllowedWeapons=(SlotType=eInvSlot_PrimaryWeapon, WeaponType="Zero_Crossbow") to +AllowedWeapons=(SlotType=eInvSlot_PrimaryWeapon, WeaponType="Zero_crossbow").
Also, I have the mod [WOTC] Versatile Rookies, and it gives the rookies various rando equips. I changed the Shield on Secondarie for knife, and after that I could equip the Crossbow. Dont know what solved , but now its working.
https://paste.pics/d5f222265a2961902fba7fa39daea882
Leokosta 28 Jan @ 6:21am 
But my biggest doubt is: on Vek Mod, XComEngine.ini, theres this line:

+NonNativePackages=ZVektorCrossbowLWOTC

on yours XComEngine.ini, theres this:

+NonNativePackages=VektorCrossbowforLWOTC . Shouldnt the names matches or something ?

Sorry is that was all dumb, and thank you again.
Leokosta 28 Jan @ 6:21am 
Hi thank you for the reply. I took a quick look on miner and scavenger classes, none of them have Vektor on their own, so I suppose their were made to work by the Vek Cros Mod ? Also, I have some doubts, plz notice that I know nothing about mod, and my english is attrocious, so I apologize in advance.
Does Capital letters matter on configs ? becauso on your mod, XCOMClassData.ini, Theres the first (Capital on Crossbow), and on Vektor, theres the second.
+AllowedWeapons=(SlotType=eInvSlot_PrimaryWeapon, WeaponType="Zero_Crossbow")

[ARFMMiner X2SoldierClassTemplate]
+AllowedWeapons=(SlotType=eInvSlot_PrimaryWeapon, WeaponType="Zero_crossbow").

Also, on your XCOMClassData.ini, theres this line: UnfavoredClasses=HS_Vigilante . Unfavored would not mean its not active or something ?
HiddenSage  [author] 27 Jan @ 8:09pm 
Well, that is weird AF then.

LWOTC+TedJam is... more or less gonna mean your list matches mine, then. And I'm at least confident that means you subscribed to all the listed dependencies for this (most of which are just for places I borrowed perks).

But the current build works right on mine and on Zero's profiles. So there's either a mod that it *does* need I forgot to list, or there's a weird conflict with your modlist that's blocking the class from selecting the default Tactical Crossbow. I'll try to audit the configs and see if this is pulling from anything else in the next couple of days, but I do *not* understand how that's happening. In the meantime... apologies for the error. Please see my disclaimer about being new at this.
Leokosta 27 Jan @ 1:54pm 
Yes sir. I am using Vektor for some time, testing it in some custom classes besides shinobi, like Scavenger and Miner. It appears just fine on them. LOWTC + TedJam, if that makes any difference. The Pic is from a save just after Crashgate mission I used to test. Thank you.