XCOM 2
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Commander's OCD
   
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1 May, 2016 @ 5:59pm
1 May, 2016 @ 7:56pm
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Commander's OCD

Description
I was sick and tired of starting new games over and over again to see if I could get a Power Coil setup that would fit my freak organization needs. So enough is enough and I decided I would make a mod to solve that issue once and for all!

FEATURES:
- Allows you to specify in which rooms do you want the power coils to be. Optional.

- Optional starting empty room location.

- Optional starting engineer.

- Bugfixes the issue with Shielded Power Coil rooms not displaying the Facility Blueprint Hologram when starting to build a facility

SETUP:
- On your \Documents\My Games\XCOM2\XComGame\Config, look for XComCommandersOCD.ini. This file will only exist after you run the game for the first time with the mod enabled. Alternatively, you can just copy the _DefaultConfig INI on the mod's folder, within XCOM2 install folder, copy it to \Documents\My Games\XCOM2\XComGame\Config and rename it to XComCommandersOCD.ini. Editing the _DefaultConfig directly is not recommended!

- Each iPowerCoil must have setup a value between 6 and 14. First row is disabled, 6 is the first room on the second row, counting from left to right, and cycles through the grid up to 14, which is that bottom right room. Change the values as wanted. Default Values are 9 and 11 (both on third row).

- iStartingEmptyRoom works the same way as the iPowerCoil, index value must be set from 3 to 5. Default value is 5, because I feel like the first empty room should be next to the freaking access ladder... if debris locks the construction of facilties, I dont see why it wouldnt block access to excavate aswell... DUH! Also, the swap will only happen if there is at least one filled room. If a room is going through excavation, it will be ineligible for swapping.

- If you just want the bugfix and/or the free engineer, set both iPowerCoil and iStartingEmptyRoom to any other value than those expected... 0 (zero) will do fine.

- bStarting engineer will give you a free engineer when the mod is first loaded if set to true. Default is false.

- bInitialize and iVersion are internal bool checks, don't change them.

FAQ
Q: Why is the first row disabled for Power Coils?
A: Because the mod operates in a fairly simple way, it looks for current Power Coils, and swaps them with the room indexes specified on the INI. It would feel weird to swap the empty room on the first row, which would end up being on the 3rd or 4th row. Also... don't want to make things too easy =P

Q: Setting up INI is hard! Can we have a setup menu?
A: Although I could add already a setup menu, I feel that it would start to clutter the menus, so in order to prevent it, I'm waiting for someone else to fully develop a MCM (Mod Configuration Menu) solution. I know that there are like 2 or 3 already, but don't think they are fully implemented and I rather wait for the solution that will become more popular.

Q: Will this also swap the facilites that were built over power coils?
A: Not currently no, and I really don't plan on doing it. Even though it will change the coils in any save, and no matter how far you have progressed in the game, the mod was mostly designed to new games/saves.

Q: Can I include your bugfix on my mod?
A: Sure, just credit me (Vector or VectorPlexus).

COMPATIBILITY:
- No overrides are used, so unless you have some mod, doing some really weird ♥♥♥♥, should be compatible with anything. Also, I don't care!

DISCLAIMER:
- This mod is provided as is, don't bug me if it breaks your game. If you feel it can be improved or find any bugs, feel free to tell me about it.
- The mod's name is intended to be a light hearted silly joke, for us who strive for perfectionism and like to do things in a certain way, its not intended to belittle or minimize a serious condition like OCD.

KNOWN ISSUES:
- If you downloaded and installed the mod soon after I uploaded it, you may have experienced some issues about getting the first coil to be properly placed. I already fixed that, just update and set bInitialize on your Documents INI to True, to force it to update.

- If you ever wish to change the setup again, by setting bInitialize to True, will always force the update to run. Be advised though, this will also award you a new engineer in case its set to True aswell. I'll update it if I find a better solution, although its not part of my priority list=P
55 Comments
AgisTournas 6 Jul, 2024 @ 7:55am 
It's working just fine! Even with LWOTC
(1) Start a NEW GAME with this mod activated
(2) Finish the Gatecrasher mission
(3) Save the game & exit
(4) Go to \my games\XCOM2 War of the Chosen\XComGame\Config folder
(5) Open file XComCommandersOCD.ini with Notepad++ (or a text editor)
(6) Replace everything with the following:

[CommandersOCD.CommandersOCD]
iVersion=1
bInitialize=false
iPowerCoil=10
iPowerCoil=11
iStartingEmptyRoom=4
bStartingEngineer=false

(7) Save the XComCommandersOCD.ini file
(8) While in the \my games\XCOM2 War of the Chosen\XComGame\Config folder, right click on the XComCommandersOCD.ini file, select properties & apply the Read-only attribute (just to be safe it won't revert to anything else)
(9) Restart the game and load your savegame
(10) Done
AgisTournas 6 Jul, 2024 @ 7:13am 
* NOTE *
You may change the numbers for iPowerCoil / iStartingEmptyRoom according to the instructions of the author (see his comments above)
Noire 2 Jun, 2024 @ 4:59am 
for some reason this mod is giving me an engineer every time I load a save lmfao
}OwO{ Trashcan 16 Feb, 2022 @ 1:29am 
I've found it works, but you gotta remove the "i" from the two iPowerCoil entries in the ini
Vulpsune 30 Oct, 2021 @ 1:25pm 
Used it, it fucked up my game, don't use it.
Kuro Dmon 8 Feb, 2021 @ 12:59pm 
Gotta deleted to edit a comment. Wanted to note that I got the bonus engineer, but not the powercoil placement.
Jaylo 31 Jan, 2021 @ 4:36am 
Same as what Hattori Hanzo and Sephirem have said, bInitialize just keeps reverting to false with only the engineer and starting empty room working.
Best part of the mod, powercoil placement doesn't appear to be working.
Stolas Suzie 30 Mar, 2020 @ 2:32pm 
The only effects I have is that the starting room and engineer activate but not the coils so I go back to reload the save and somehow the ini has changed itself from initialize true back to false. Guess I will be starting over dozens of times till I get the right damn room. It didn't used to be this hard what the hell changed?
Sephirem 4 Nov, 2019 @ 4:31am 
The method doesn't work for me. The line bInitialize=true automatically gets replaced with bInitialize=False everytime i reload the save and it doesn't change the rooms. Starting engineer works fine aswell as the starting room but the powercoils don't.
atletikus 11 Sep, 2019 @ 2:59am 
This works for wotc using the following similar to what described by aes0p below:

1. Enable mod
2. Advance game past tutorial missions, save & exit
3. Open XComCommandersOCD.ini (with notepad) in folder:
\Documents\My Games\XCOM2\XComGame\Config
4. Replace text already there with:

[CommandersOCD.CommandersOCD]
iVersion=1
bInitialize=true
iPowerCoil=9
iPowerCoil=12
iStartingEmptyRoom=5
bStartingEngineer=false

5. Change numbers on "iPowerCoil=" lines to whichever position you prefer.
; ----- INDEX MAP -----
; 1st ROW 3 4 5
; 2nd ROW 6 7 8
; 3rd ROW 9 10 11
; 4th ROW 12 13 14
6. Save file
7. Load save game (mod still enabled)