XCOM 2
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ABECoreMod
   
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File Size
Posted
Updated
15.916 MB
29 Feb, 2016 @ 11:11am
16 Nov, 2016 @ 1:58pm
11 Change Notes ( view )

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ABECoreMod

Description
Mod Last Updated: November 16th 2016, to version 1.5b

Introduction
This mod is a core mod, a highlander mod, whatever you want to call it. Only one highlander mod can be installed at a time, so I have tried to make this mod as generic and mod friendly as possible, modifying as few classes where possible. No classes are extended, only directly modified, so theoretically any mod should be compatible with this one

The purpose of this mod is severalfold. I wanted to make some changes to the base game to fix bugs, change some of the minor functionality of the game, and to make some other mod ideas that I have possible. But eventually this grew into an idea to create a core mod that can help other people mod the game, to potentially eventually reduce mod collisions, provide more events, fix some bugs, etc. It has a built-in options menu, some extra event registration helper functions, additional events added to native classes, etc.

A further description and look at writing and compiling highlander mods in general can be found here:
https://forums.nexusmods.com/index.php?/topic/3868395-highlander-mods-modding-native-classes-and-core-packages-xcomgameupk-etc/

Documentation
So that I do not have to duplicate a ton of information, a constantly-updated Google Doc of documentation for this mod can be found at the link below. Some of the basic information like installation help will be duplicated on both Nexus and Steam, but more detailed information will be available from this link.

https://docs.google.com/document/d/1EpKjW5vkZzQk7K95imxw0G6xG3F9l9rXbR2kcV-WX5I

Nexus & Steam Workshop, Installation, Dependencies
This mod will be available on the Nexus website as well as the Steam Workshop. Links are below:

Nexus: http://www.nexusmods.com/xcom2/mods/569/?
Steam Workshop: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=635488466

Dependencies
This mod has the following dependencies or recommendations. In Nexus these are located in Required, under the images at the top of the mod page. In Steam Workshop, these are located on the right side of the page, next to the Subscribe button.

Mod Config Menu
Nexus: http://www.nexusmods.com/xcom2/mods/573/?
Steam Workshop: https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=667104300

Installation
For the Nexus version, simply unpack everything into the game's Mods directory. This should be located at: steamapps\common\XCOM 2\XComGame\Mods\ABECoreMod.

For the Steam Workshop version, all you should need to do is subscribe to the mod. It should download and install automatically.

(Note: As of the November 9th 2016 patch, package overriding has been fixed. Previously, the June 30th 2016 patch broke mod package overriding, and before that you couldn't override core packages, so you had to manually copy UPK files between directories. This should no longer be necessary, though if you need/want instructions for this you can check one of the previous versions of this documentation file for more information. Other documentation links can be found in the Update Notes section of this document.)

XCOM2 & Mod Updates
XCOM 2 will be getting updates and DLC in the future. When these patches are released, this mod may either cause the game to crash or behave strangely until I have an opportunity to update the mod to the latest game version. This is just something that's gotta happen. There's not really a way around this, is there?

If you are using this mod through Nexus, then either you will have to update the mod manually yourself, or use the Nexus Manager. (Full disclosure: I've never used the Nexus Manager, so I have no idea how it works, if it literally updates the correct files in the correct directories, or what-have-you.)

If you are using this mod through Steam, then as soon as an update to the mod is pushed, it should download to your system by the next time you restart XCOM 2.

Mod Removal
Standard methods of mod removal will work for this mod. It currently makes no permanent modifications to the game or your save files. Removing this mod should not cause any issues with your save files. If this ever changes, this section of the document will be updated to reflect any pertinent information.
21 Comments
Boisegangpc 21 Feb, 2017 @ 7:21pm 
How's this work with mods such as LW Perk Pack(has a different promotion tree UI) or stuff like Enhanced Melee Attacks or Skulljack Mind-Controlled Enemies?
Dragon32 25 Jan, 2017 @ 1:46pm 
@robojumper:
Cool beans!
robojumper 25 Jan, 2017 @ 12:46pm 
@Dragon32
Already contacted abeclancy and we're in talks :)
Dragon32 25 Jan, 2017 @ 12:28pm 
Not sure if you're still into XCOM 2 Abe, but I saw this and thought of you and this mod:
Long War 2, Compatibility and Highlander Takeover
AbeClancy  [author] 20 Dec, 2016 @ 10:16pm 
Weird that you're getting a crash! This mod doesn't actually stop the My2K communication with Firaxis servers from happening, it just automatically hides the popup window. But if you're getting a crash, try loading the game from the vanilla launcher, with all mods disabled, and upload the Launch.log file after the game crashes. If it's an issue with the game EXE there's probably not much to do except send the log to Firaxis, but if it is caused by My2K maybe I can add a second option to just disable it altogether.
twopointfour 18 Dec, 2016 @ 10:57am 
Hi Abe, tried your mod because I was getting a crash at startup which I'm fairly certain is caused by the My2K EULA appearing. It doesn't appear if I go offline and I can play just fine which leads me to believe that's the issue.

Unfortunatley the mod didn't do the trick, I'm not sure if that's because it doesn't load in time before the message tries to appear or what, but could you tell me what .ini I need to edit to try it myself? My hope is that by editing the .ini to disable it, the game might not try to load it altogether and hopefully sort this out.

Of course I can play in offline mode it's just a bit of a nuisance. Thanks!
robojumper 18 Nov, 2016 @ 12:47pm 
@Abe Clancy
Can you upload the code to Github? Or at least open up a repo to track issues, a wishlist , so to say...?
AbeClancy  [author] 16 Nov, 2016 @ 12:46pm 
Yup, nice! Going to update now and should have it updated in an hour or two.
Dragon32 16 Nov, 2016 @ 10:09am 
Should be there now , although you may well already have seen that via robojumper and Nexus.
AbeClancy  [author] 15 Nov, 2016 @ 5:38pm 
Yeah, unfortunately Firaxis didn't deploy their code changes. Unless they issue a surprise update soon, I need to scan through 1,000+ files for all the changes and apply them manually. I don't have a copy of the old XComGame.upk unfortunately, otherwise it would be much easier :(