XCOM 2
WotC TacFor Class Pack
81 comentarii
Tortus 17 apr. la 21:56 
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. la 16:03 
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 iul. 2022 la 1:45 
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 la 12:45 
@Frizzeldian12 Those are the same people who break their game with mods and blame the mods
Dęąth Viper 14 mart. 2021 la 7:12 
@james people dont read descriptions lmfao and act like we are paid to do this shit.
James  [autor] 14 mart. 2021 la 6:50 
@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 febr. 2021 la 15:24 
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 ian. 2020 la 22:37 
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 ian. 2019 la 1:42 
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 la 2:25 
can you do individual versions so i can pick and choose
xiDiRtYDaNix 29 oct. 2018 la 10:15 
Does this mod replace the original classes? I disabled it but it still shows up in game too.
Militus Immortalis 28 sept. 2018 la 2:39 
Yeah.. I've found them already at this point. Very sorry again. :/
Militus Immortalis 27 sept. 2018 la 8:50 
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 sept. 2018 la 3:01 
@Militus It's been out for almost two weeks already. Someone else made a plugin for the Biotic months ago...
Militus Immortalis 27 sept. 2018 la 2:37 
@bstar How's that coming along? And have you by any chance got any permission for the Biotic mod too? :D
James  [autor] 12 sept. 2018 la 2:29 
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 sept. 2018 la 0:37 
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 la 4:09 
Awesome, thank you!
James  [autor] 26 aug. 2018 la 22:58 
Hey that would be no problem at all.
bstar 26 aug. 2018 la 11:47 
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 iul. 2018 la 22:17 
Would love to man but my pc is currently in storage. I`ll give you a donation though.
James  [autor] 30 iul. 2018 la 5:39 
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 iul. 2018 la 18:19 
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 iun. 2018 la 9:55 
James, specifically for Pathfinder for pistol training something along the lines of return fire.
Redrumm 10 iun. 2018 la 20:59 
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 iun. 2018 la 3:28 
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  [autor] 10 iun. 2018 la 2:29 
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 iun. 2018 la 12:48 
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 mart. 2018 la 16:44 
is there a RPG overhaul compatability mod available?
Gas Head 5 nov. 2017 la 22:47 
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 la 17:48 
@[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 la 22:24 
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 sept. 2017 la 7:10 
Does anyone know if this still has issues working alongside the Trainable Sparks or Metal Over Flesh mod(s)?
dmc32 28 sept. 2017 la 17:16 
@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 sept. 2017 la 9:21 
hi can u make u class compatible with this mod ?[WOTC] LW2 Secondary Weapons
Jagonchen 24 sept. 2017 la 16:24 
Sapper - Sawed off (bye g launcher)
Havoc - Combat Knife
Pathfinder - Holo-targeter
Guardian - Arc Thrower (bye gremlin)
James  [autor] 24 sept. 2017 la 15:46 
@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 sept. 2017 la 21:14 
[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 sept. 2017 la 16:29 
@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 sept. 2017 la 15:37 
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 sept. 2017 la 7:10 
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 sept. 2017 la 3:56 
@James sometimes I read so fast I kind of miss entire paragraphs, apparently
Yemen of House Lemon 20 sept. 2017 la 3:56 
@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 sept. 2017 la 3:54 
@James I'm sorry, I didn't realize that
James  [autor] 20 sept. 2017 la 2:09 
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 sept. 2017 la 22:11 
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 sept. 2017 la 21:15 
@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 sept. 2017 la 12:56 
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 sept. 2017 la 12:55 
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.