XCOM 2
WotC TacFor Class Pack
81 Comments
Tortus 17 Apr @ 9:56pm 
I thiiiink this might be able to be fixed with a single-line addition in the RemoveAllEffectsByDamageType() function:

RemoveEffectTypes.DamageTypesToRemove.AddItem('Bleeding');

I also noticed that these following lines were missing from RemoveAdditionalEffectsForRevivalProtocolAndRestorativeMist():

RemoveEffects.EffectNamesToRemove.AddItem(class'X2AbilityTemplateManager'.default.DazedName);
RemoveEffects.EffectNamesToRemove.AddItem(class'X2AbilityTemplateManager'.default.ObsessedName);
RemoveEffects.EffectNamesToRemove.AddItem(class'X2AbilityTemplateManager'.default.BerserkName);
RemoveEffects.EffectNamesToRemove.AddItem(class'X2AbilityTemplateManager'.default.ShatteredName);
Tortus 17 Apr @ 4:03pm 
Idk if you still play XCOM 2 at all, but I think there's a bug with this mod where the Guardian's GREMLIN heal doesn't remove the Chosen Hunter's bleed status effect!
MrBananaClipps 26 Jul, 2022 @ 1:45am 
Somehow i read @Duck's comment before i saw the paragraph before acknowledgements. Maybe you should put it more towards the top @James to avoid a wave of down votes (although slightly negative, thank you @Duck for enlightening us all)
KillerBanshee 12 Apr, 2021 @ 12:45pm 
@Frizzeldian12 Those are the same people who break their game with mods and blame the mods
Dęąth Viper 14 Mar, 2021 @ 7:12am 
@james people dont read descriptions lmfao and act like we are paid to do this shit.
James  [author] 14 Mar, 2021 @ 6:50am 
@Duck - It's right there in the paragraph before acknowledgements:

"XCOM’s original classes are disabled with this mod but can quickly and easily be re-added by visiting XcomClassData in the mod’s config folder and following the instructions at the top of the file borrowed from Richard (thank you)!"
vampvppy ૮。•︿•。ა 27 Feb, 2021 @ 3:24pm 
Since the mod author was humanly incapable of putting this in the description and has completely avoided answering the multiple different people who've asked this question, I'll do it myself: this mod REPLACES the original 4, vanilla XCOM 2 classes. I don't know why he refused to put that in the description or answer any of the people asking, but now you know. Shit's cancer.
LightenedDark 21 Jan, 2020 @ 10:37pm 
Btw the TFDemoGrenades has a UI problem identifying itself. I had to dig up the classdata.ini to locate its real name to disable its perk status in another mod.
the_moidart 11 Jan, 2019 @ 1:42am 
Having played a few campaigns and only ever ended up using rifle pathfinder, my summation: Havoc: Decent but its strength lies in melee, which is generally an overly reckless playstyle. Guardian: Similar enough to a Specialist that you're annoyed when they can't do *all* of a specialist's tricks. Sapper: NEARLY good but the low mobility untill you can cancel it with buffs means they're not used, and when they are, they aren't able to maneuver as the shotgun demands. Pathfinder: Actually quite good, especially with a rifle. They can function as your midrange marksman, since they're generally more accurate than other classes and more flexible than a Sharpshooter. *Flexible* marksman is a role missing from the vanilla classes, hence Pathfinder and that Sniper class someone else made being actually quite useful without being overpowered.
matthew86918 17 Dec, 2018 @ 2:25am 
can you do individual versions so i can pick and choose
xiDiRtYDaNix 29 Oct, 2018 @ 10:15am 
Does this mod replace the original classes? I disabled it but it still shows up in game too.
Militus Immortalis 28 Sep, 2018 @ 2:39am 
Yeah.. I've found them already at this point. Very sorry again. :/
Militus Immortalis 27 Sep, 2018 @ 8:50am 
Really? I must be blind as a bat. I couldn't find it, admittedly, I've been looking for multiple ones. My apologies, then.
bstar 27 Sep, 2018 @ 3:01am 
@Militus It's been out for almost two weeks already. Someone else made a plugin for the Biotic months ago...
Militus Immortalis 27 Sep, 2018 @ 2:37am 
@bstar How's that coming along? And have you by any chance got any permission for the Biotic mod too? :D
James  [author] 12 Sep, 2018 @ 2:29am 
Hey Ulfur haven't really built that in due to the Pathfinder having the option of the assault rifle. I've just released a weapons pack that adds a Marksman Rifle which would effectively fulfill what you're asking about.
Ulfur 12 Sep, 2018 @ 12:37am 
So far love the mod but I'm wondering if there is a way to add a snapshot style ability to the pathfinder so thy can fire after moving? Just curious otherwise its a fun class to play (waiting on a havoc to finish training so I can test that class out too)
bstar 27 Aug, 2018 @ 4:09am 
Awesome, thank you!
James  [author] 26 Aug, 2018 @ 10:58pm 
Hey that would be no problem at all.
bstar 26 Aug, 2018 @ 11:47am 
Hey @James, I'm currently making some RPGO class plugins. Would you mind if I used perks from your mod? I read that you were planning to make a plugin yourself, but if you don't have time right now, I could do it :)
Redrumm 31 Jul, 2018 @ 10:17pm 
Would love to man but my pc is currently in storage. I`ll give you a donation though.
James  [author] 30 Jul, 2018 @ 5:39am 
Hey so I've been busy doing some updates to these classes based on feedback. Could probably do with someone up for testing the new abilities and balance of the classes if anyone is up for it?
Rein 22 Jul, 2018 @ 6:19pm 
A bit more of an emphasis on the Jackal being different from the default specalist would be nice. Perhaps additional gremlin defensive support abilities to assist not only the jackal and their overwatch but also squad mates.
dmc32 11 Jun, 2018 @ 9:55am 
James, specifically for Pathfinder for pistol training something along the lines of return fire.
Redrumm 10 Jun, 2018 @ 8:59pm 
Pathfinder is defintely my fav I use it with Claus Pathfinder mod, the tracking skill works great with his pathfinder lore I also really like the havoc and sapper and they seem to work fine for me. I just wanted to expand it into some classes via the training school
dmc32 10 Jun, 2018 @ 3:28am 
James, how about incorporating more of the Jackal perks specifically, Assassin, ambush expert, staying power and Lethal Force. Give the Pathfinder Marksman the ability to defend himself say pistol training. Havoc seems like it should have some type of CQC skill just on name alone.
Sentry, Hold Position and Corpsman are very good perks for the aptly named Guardian.
James  [author] 10 Jun, 2018 @ 2:29am 
Planning to update this soon removing some of the lacklustre perk choices and polishing up some of the rough edges whilst investigating the reported bugs. I will also look into making an RPG Overhaul version which shouldn't be too difficult.

If anyone has any feedback at all about the classes or perks it would be really useful. I'd be really interested to hear how people use the classes and if they work as I imagined.
Redrumm 6 Jun, 2018 @ 12:48pm 
Anyone know how I can make the Havoc abilty, "brute force" apply melee damage buff to my axewielder? Currrently appears to buff sword attacks.
Soma Gaming 14 Mar, 2018 @ 4:44pm 
is there a RPG overhaul compatability mod available?
Gas Head 5 Nov, 2017 @ 10:47pm 
How can I change the GTS upgrade cost? I play on legendary and the upgrade costs 75, all vanilla upgrades cost 200 (I have vanilla classes activated as well).
Experiments 23 Oct, 2017 @ 5:48pm 
@[NUBs] Jagonchen Can someone with the changed classes enabling LW2 weapons post the XCOMClassData.ini? Either link here, in the Custom Perks discussion, or even as an addon mod (which has its own load order issues). If there's demand and James doesn't come back to this any time soon, I can put it on the workshop--but I haven't played with this yet to judge where and how to balance new items.
DewFuel 17 Oct, 2017 @ 10:24pm 
hey, love the class pack, great ideas; just one bug I've encountered, it seems that first aid protocol doesn't stabilize bleeding out allies to the unconscous state, they kind of revive in a weird pseudo-death where you can issue orders but they don't do anything and enemies can target them

hope you're still updating/modding! this pack is the best one out there for WOTC
Enemy Infant Tree 29 Sep, 2017 @ 7:10am 
Does anyone know if this still has issues working alongside the Trainable Sparks or Metal Over Flesh mod(s)?
dmc32 28 Sep, 2017 @ 5:16pm 
@James, good classes here, Pathfinder with the guardian skill is good. Wish the sapper could shoot above 75-77. Guardian and Havoc are also good and balanced. I see you used XmodBase to create your own perks great job, thanks.
DaddyHammer 27 Sep, 2017 @ 9:21am 
hi can u make u class compatible with this mod ?[WOTC] LW2 Secondary Weapons
Jagonchen 24 Sep, 2017 @ 4:24pm 
Sapper - Sawed off (bye g launcher)
Havoc - Combat Knife
Pathfinder - Holo-targeter
Guardian - Arc Thrower (bye gremlin)
James  [author] 24 Sep, 2017 @ 3:46pm 
@Jagonchen Sounds cool, I'm guessing the Havoc has the combat knife, the Sapper the Arc Thrower, Pathfinder the Holo-targeter and the Guardian the sawed off?
Jagonchen 21 Sep, 2017 @ 9:14pm 
[WOTC] LW2 Secondary Weapons - James...Already changed your classes to use this mod. It´s really cool to have 8 classes with dif loadouts
Dęąth Viper 21 Sep, 2017 @ 4:29pm 
@louisifier
Go into this mods ini folder and go into "ClassData" from there change the soldiers you want in the game to forcedeck 4 and and the other one to anything above 1
Louisifier 21 Sep, 2017 @ 3:37pm 
When adding this mod and starting a new campiagn I do not have any other class choices but these 4.

Is this what is supposed to happen? I thought it was 4 additional classses. If that is true does anyone have any idea why I am not getting the original classes?

Thanks in adnvance
Dęąth Viper 20 Sep, 2017 @ 7:10am 
dude we have all told him what to do. even offered to take over and he cant shoot us a text back? Get over defending that guy holy shit I used to work 16 hour das in the army and still had time to do shit xD. come on man
Yemen of House Lemon 20 Sep, 2017 @ 3:56am 
@James sometimes I read so fast I kind of miss entire paragraphs, apparently
Yemen of House Lemon 20 Sep, 2017 @ 3:56am 
@frizzeldian you need to get over yourself, dude. There could be a million reasons why he hasn't updated it, including lack of knowledge to fix something that the developers essentially fucked up with the sparks. seriously, they made a mess out of them to where I'm not going to bother creating them. if you're that upset about a mod not getting updated as soon as you like and consider it rude, you need to get a grip on what should actually be important
Yemen of House Lemon 20 Sep, 2017 @ 3:54am 
@James I'm sorry, I didn't realize that
James  [author] 20 Sep, 2017 @ 2:09am 
Hey guys so I'm not if this conflict with the Spark mod is at my end or theirs but I'll have a look.

@Jbfarley if you look just above the acknowledgements it does mention that.
Dęąth Viper 19 Sep, 2017 @ 10:11pm 
bro he is online playing xcom he isnt updating it. just saying its kinda rude cuz he has so many followers that use his stuff so
Yemen of House Lemon 19 Sep, 2017 @ 9:15pm 
@frizzeldian12 he hasn't ignored anything, calm down. he was active on the mod just a week ago. some people have real lives and stuff outside of this crap that takes up a lot of time, and which is way more important than a simple video game. there's no need to get upset about something so trivial
Dęąth Viper 18 Sep, 2017 @ 12:56pm 
trainable sparks is fucked up. the author of that mod needs to fix his shit but he refuses to do so just ignores the community with his broken mod..
Insufferable Smartypants 18 Sep, 2017 @ 12:55pm 
Since before this last weekend, I've been unable to get this mod to play nice with either Metal Over Flesh or Trainable SPARK's - both are spark upgrade mods.

I have no idea why, but if I have this mod running and either one of the other two, I get the screen freeze bug when I try to train a SPARK unit.