XCOM 2
XModBase 2.0 for War of the Chosen (beta)
36 Comments
Hudson Savage 22 Apr, 2023 @ 12:03am 
Moders usually integrate XMB into their mods directly, makes it easier on the user's end.
zin 15 Apr, 2023 @ 6:56am 
I don’t see any mods that use this. Is there a more updated alternative that other mods use?
Hudson Savage 1 Aug, 2021 @ 12:06am 
Not with my previous setups (hundreds of mods)
Joe Marotta 31 Jul, 2021 @ 11:16am 
has anyone had any issues with this mod disabling use of PCS's? i easily could have messed things up by adding own abilities (but nothing that changes anything to do with PCS). after removing various mods, i have isolated "insufficient rank for combat sims" to this mod with my own modifications. any help would be appreciated
SentySent 9 Jun, 2020 @ 10:09am 
Is it possible to implement rupture damage effect into XMBEffect_ConditionalBonus? And can XMBEffect_ConditionalBonus applied to grenades and heavy weapons?
Drakten 2 Jun, 2020 @ 10:24pm 
Hey @xylthixlm having a bit of trouble with the "syntax". This is an ability tied to a melee weapon upgrade, but it doesn't seem to fire: https://pastebin.com/E3CJAZVc

What am I doing wrong exactly?

xylthixlm  [author] 30 Apr, 2020 @ 5:32am 
You'll need to update your mod if you want the improved compatibility, but it's safe to keep running the old version.
SentySent 30 Apr, 2020 @ 5:27am 
Hi, do I need to replace the XModBase with the latest version for my mods that dependent on it?
xylthixlm  [author] 30 Apr, 2020 @ 4:16am 
Updated to 2.0.2. This release improves compatibility with the Community Highlander.
1D3D4RY 29 Apr, 2020 @ 6:39am 
Never mind, i got it working.
HEY, EVERYBODY NEW HERE!
THERE IS TYPO IN INSTALL TUTORIAL!!
Rename all XModBase_Core _x_x_x up to date!!
If mod version is 2.0.1 dont name the folder _2_0_0 like in tutorial and name it _2_0_1.
1D3D4RY 29 Apr, 2020 @ 6:22am 
Help, it crashes :(
\Classes\XMBEffect_ConditionalBonus.uc(383) : Warning, Unresolved reference to Class 'XMBConfig'
Mr. Nice 22 Oct, 2019 @ 8:19am 
Some Highlander fixes are being reverted by XModBase due to it's class overrides, which I note none of which are mentioned above (Yeah, doing it in OPTC not with the MCO config doesn't change that that is what it's doing).
SteelCrow 29 Nov, 2018 @ 7:15pm 
@JCSato
Weird 'cause I performed the installation steps and wotc modbuddy checked out just fine.
Before I read the instructions, I started to copy XMBAbility.uc and dependencies into my mod (working with xylthixlm's Shadow Ops Perk Pack), until I read the heading stating to
"Install the XModBase core as described in readme.txt"
So I did what I was told and came here.
JCSato 4 Nov, 2018 @ 8:14am 
I've been having trouble getting this working. I downloaded 2.0.1 from Github, but just including them in a completely fresh, new mod causes the build to fail with no warnings or errors. I used the "Complete Installation" instructions above (created folders in ModBuddy, "Add Existing Item" for all the class files, updated the .inis in Config, etc.), and whenever I try to build it says it succeeds in compiling all the scripts and gives me the:

"Success - 0 error(s), 0 warning(s) (0 Unique Errors, 0 Unique Warnings)"

message, then just spits out:

"Done executing task "CompileScripts" -- FAILED."

Anyone got any ideas?
Emong 6 Nov, 2017 @ 5:16pm 
Before a do a dumb workaround for this, any thoughts on an ability that gives bonus damage to melee attacks started in concealment? Since you're never in concealment at the time of the attack conditional bonuses don't seem to apply to it even if they apply in the preview.
Djackdau 26 Oct, 2017 @ 5:02pm 
Having chewed on it, it seems like a given that I should be using ConditionalBonus rather than PermanentStatChange for this.

However, I have a much more confounding problem as I've realized that at least two other perks just don't work at all. They did work back when I tested them through modbuddy debug, but they have no effect whatsoever in the actual game. One of these is the basic BonusRadius effect, which I lifted straight from your Danger Zone example. Some other XMB perks are working just fine.I have no other mods installed that add classes or perks.

If I'm too presumptious in asking for so much guidance, please tell me so. This is really making my head itch, is all.
Djackdau 26 Oct, 2017 @ 9:06am 
Okay, having now played through most of a campaign with my own custom perks, I suddenly realized one of them does not work as I thought. Specifically, a perk that is meant to give the soldier +10 Hacking as a single, one-time boost is instead giving that soldier +10 Hacking every time they are deployed on a mission. This stacks indefinitely, to the point that my main Specialist now has nearly 300 base Hacking skill.

Perk code in pastebin. Any help on how to make this work as intended would be deeply appreciated!

https://pastebin.com/9Th2gzPE
Djackdau 18 Sep, 2017 @ 6:30am 
Thank you for your input, Hudson! I'll have a look at what can be done with vanilla methods.
Hudson Savage 17 Sep, 2017 @ 8:35pm 
you'd have to root arround for a bonus radius effect though so it might be tricky
Hudson Savage 17 Sep, 2017 @ 8:34pm 
I did get a skill based off of the moves last turn code from steady hands working, but I had a bit of trouble getting it to work with xmb formatting (inexperience with the system probably) you could try doing it with normal formatting?
Djackdau 17 Sep, 2017 @ 3:41pm 
Sorry, I meant to say "Steady Hands" there, not Ever Vigilant. The soldier is supposed to have been stationary, as opposed to Ever Vigilant which requires the exact opposite. I stay up way too late when I have problems with these things :P
Djackdau 17 Sep, 2017 @ 3:24pm 
Oh hi, it's me again, with another action-packed question. I'm trying to replicate the functionality of "Ever Vigilant", except it's supposed to grant the soldier a temporary bonus to grenade radius if they didn't move during the previous turn. I've been labbing around with this for two days now, and I suspect I'm fubbing up the way the game is supposed to know if the soldier moved or not. Here's what my code looks like right now:

https://pastebin.com/yy6pg50z
Djackdau 17 Sep, 2017 @ 12:22pm 
Applying the shredmodifier to the grenade launcher worked perfectly well, and is sufficient for my needs. Thank you!
Hudson Savage 16 Sep, 2017 @ 6:36am 
I'd be interested to know if that even works, I know I did something similar based off of one of the examples, but I have no idea if it would actually work for grenades.
xylthixlm  [author] 15 Sep, 2017 @ 2:33pm 
Oh yeah, that's a much better way of doing it. I shouldn't reply to these things at 3 am. :)
Hudson Savage 15 Sep, 2017 @ 6:57am 
I cant remember how it works of the top of my head, would applying the conditional bonus to the throw grenade and launch grenade abilities work?
xylthixlm  [author] 14 Sep, 2017 @ 11:53pm 
No wonder you're having problems. The way shredder works is stupid.

The best thing to do is to use XMBEffect_ConditionalBonus with AddShredModifier(). There's no included X2Condition that matches any grenade (maybe there should be), so you'd have to roll your own... or if you're okay with only having the ability work with a grenade launcher, XMBCondition_MatchingWeapon should work.

If you do want to roll your own condition, I suggest starting with XMBCondition_WeaponName and just replace the name check with a check for being a grenade.
Djackdau 14 Sep, 2017 @ 5:59pm 
I realize you aren't running a tutorial service for the rest of us dumb-dumbs here, Xylth, but I was wondering if I could get some pointers on where to look if I wanted to craft an ability that grants the soldier extra armor shred when using grenades. Perhaps something like the Danger Zone example? I admit I've hit a wall when trying to understand exactly how shredder works in the vanilla code as well.
Djackdau 13 Sep, 2017 @ 3:06pm 
This is the best thing in the world. Thank you so much!
DeathSickle_R 12 Sep, 2017 @ 8:25am 
:D
xylthixlm  [author] 8 Sep, 2017 @ 3:16pm 
I haven't updated the graphic recently.
Zero 8 Sep, 2017 @ 2:27pm 
NVM looking at your src folder it's clear.
Zero 8 Sep, 2017 @ 2:24pm 
Should the XModBase core folder be 1_2_0 or 2_0_0 it shows 1_2_0 in the graphic, but your description says 2_0_0
Chonsu 8 Sep, 2017 @ 4:28am 
Sweet! :D
Hudson Savage 8 Sep, 2017 @ 1:17am 
Wow, thanks so much Xylth, Hopefully I can give it a try in the next week or so. Modding tools finally finished :steamhappy:
xylthixlm  [author] 8 Sep, 2017 @ 1:01am 
Note: not extensively tested yet. I've updated things for WotC changes I know about, but there are probably some things broken. Please report bugs in the pinned bug report thread.