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THIS mod works as intended.
TYVM!
It's a suggested configuration for that mod, that's all.
So, you'd have to install the cover DR mod AND copy the configuration above to it..
Interesting choice, kind of a halfway point between various mods and vanilla in more ways than one.
Yeah CHL has had a fix in the works for a little while. It probably made it into the recent 1.25 release. I've tested with v1.25 and it doesn't make any appreciable difference to my mod that I can see. On the point of overlap, it may appear at first glance in the config that there is the possibility for this to happen, but I'm very confident there isn't - I deliberately allowed overlap only for severity bands inside each wound label, but not between labels. So far I'm yet to have this happen but if anyone finds different I will be happy to check again & sort it out! :)
It also looks like the latest highlander fixed the insta-heal issue, if I'm reading the changelog right.
On another note, your wound config still allows for (some) lighter wounds to be longer than (some) heavier wounds due to the overlapping time spans.
You may wish to consider my mod as an alternative:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2992629950
It does have a fix for the insta-heal issue & tweaks a couple of things so that the wound labelling lines up a little better. The balance is broadly in-keeping with (and was inspired by) this mod :)
Thanks for the explanation.
I don't have my modding rig anymore, so if someone wanted to publish their own version with adjusted values, that;d be cool.
Basically as the recovery brackets are floats (xx.xxx), there are instances where a recovery is worked out to be something like 20.23 ... now as this game has a bracket that goes to 20, and the next bracket starts at 21, this unit does NOT fall into a "recovery bracket", and thus heals instantly as it is NOT recovering.... yes sounds stupid but it exists
the solution is to have the number have at least two decimal places... end of a bracket at 20.01, next bracket starts 20.02 for example
This mod is a straight-up ini mod for the wound times using sane values, if something is breaking, it's XCOM2 being a mess, I can't do anything about it, there's no code to debug here.
War of the Chosen
NOT war of the chosen!
NOT WotC!
@Joshua I saw this bug too 2-3 times before on different modded playthroughs, but I didn't investigate it properly back then. I just have to hope nothing else is going on (I didn't see it again for now, but haven't either played enough to be entirely sure it wasn't just luck)
@Joshua
...honestly, XCom 2 just weird sometimes.
I am also playing with lots (171) of other mods and encountered the same problem in another campaign with close to 240 modes, including this one. However, in that case I was not playing on iron man so I simply reloaded an older save and cannot speak to what caused the problem there.
No, I didn't find out anything more since then. I did play some XCOM without this mod and didn't encouter the same crash again (either I have had a lot of luck since then or my modlist has gained a little stability).
Search the Workshop for "red fog"
All that does is change the order things are written to in XComModOptions.ini (I think it is), and the game ignores that order. That functionality used to present in the main window, but was removed a year or so ago as it didn't do anything.
@Kittah Khan
Not sure I follow, I'm afraid.
AFAIK, .ini lines with a "-" mean "remove this line if present", and "+" mean add this line. The question's if two mods have added a "+" line, which ones wins? My takeaway from robojumper's blog is "it's complicated"
I thought that the followup ini edits wouldn't work because they can't find the original line to edit, anymore?
I didn't encountered this bug again since I've disabled this mod, but haven't played enough either to be sure it doesn't appear anymore.
No. Load order for XCOM 2 mods is weird: https://robojumper.github.io/too-real/load-order/
Best it seems a mod user can do is subscribe to the mod whose changes they want after subscribing to the mods they want to overwrite.
Did you find out anything more? Or encounter the crash again?
Just for information, i'm not modding XCOM2 any longer.
@Latis
You should load this mod before others. That way the ini edits done by this mod would apply first and probably invalidate any edits by other mods.
Mind you, it's been a couple of years since I've looked at this.
I just had a mission ending crash that I corrected by disabling this mod and thought I could as well share it :
Just after the mission end, and before the Skyranger returning to base, the game was blocked into an infinite loading screen (with the RAM infinitely increasing). I've tried finding the problem by disabling my mods one at a time, and, strangely, the problem disapeared with this one.
This error seems, however, really rare : I've run several dozens of missions before encountering it ; and it could also be a mod incompatibility (since I'm currently running no less than 180 mods, including majors overhauls). At this state, I'm even wondering if disabling this mod might not have corrected the problem itself, but just changed some post-mission calculs, which prevented the bug
(For now, I will try without, but if I encounter similar mission-ending bug, I will certainly test if reenabling this mod could prevent the crash the same way)
Have a look for "Remove Missing Mods"
Easy to 'fix' and continue playing. Happy the mod is still getting updates.
Keep on modding :) o7
My apologies for the inconvenience, I thought mods were tracked by generated id and not the name.
The only thing touched by this mod is the ini settings for wound timers, so there should be no loss of stability for a running campaign.
I can revert the internal mod name if there demand for it, but the missing mod remover should work just fine.
is there a way to disable workshop auto update, btw? I appreciate all the bugfixing but I don't want to relive the highlander shenanigans
Just something that cropped up out of the blue...
It throws a 'missing mod' identifier to any campaigns that used it with the old name... and confused the hell out of me for a second !
There are three changes:
Minimum wounding time increased to slightly over WOTC default minimum.
Reduced wounding tier granularity.
Wounding times are now always multiples of 100.
I'm hoping that this fixes the bugs you've reported.