XCOM 2
[WotC] I'm the Commander here Extension
119 Comments
RedWaltz_01 26 Jan, 2024 @ 12:22pm 
@hottt3 I know it CAN be compatible with LWotC, but you need to manually change the script in the 'I'm the Commander Here' mod (not to be confused with the extended mod here), find 'xLWOTC' & set false to true.
hottt3 10 Aug, 2023 @ 12:46am 
Is it compatible with/needed for LWotC? Thanks)
Agent Coxack 20 May, 2022 @ 8:10am 
This mod is criminal. -ly underrated. Such a simple change is so useful!
Syrett 7 May, 2022 @ 5:56pm 
i am the commander here
Legion 8 Oct, 2021 @ 10:12am 
Any reason for this error?

[0026.43] Warning: Warning, Failed to load 'ImTheCommanderHere_EXT': Can't find file 'ImTheCommanderHere_EXT'
_m_a_ 16 Dec, 2020 @ 12:44pm 
Is this:
+Abilities2Add=(Classname="CC_Marksman", Abilityname="PotShotRS")
viable?
Dellar 6 Nov, 2020 @ 2:52am 
Okay can confirm I'm Commander here is incompatible with [WOTC] Hero Classes Rebalance. It breaks the class tree of the hero classes.
Dellar 6 Nov, 2020 @ 2:41am 
I don't know why but the skill tree of these three classes are now all over the place for some reason and I don't know why, like templars have rend in the sixth rank and reapers shadow at the sixth rank instead of first. I think this mod may conflict with [WOTC] Hero Classes Rebalance
but I am not sure. Can anyone confirm?
ルシファー 閣下 4 May, 2020 @ 1:03am 
I see, I used Udaya's Supreme Focus Mod for the Templar. There's no problems after I removed "PersonalShield" from the config.
Dare  [author] 3 May, 2020 @ 11:35pm 
Yeah that is a leftover from an ability I tried to make work for it. The other one I dunno, do u use Richards Hero soldier rework, cuz that mod is not compatible with mine.
ルシファー 閣下 26 Apr, 2020 @ 9:05pm 
The default config added "PersonalShield" to templars which does not show up as an ability for me, but added an additional row of xcom abilities.
I'm Mr Meeseeks, LOOK AT ME! 31 Jan, 2020 @ 2:54am 
Anyone here using this with Shire MCT Proficiency Reaper plug in? Able to succesfully add in for XCOM abilities Remote Start, Shrapnel, Homing mines? etc
I'm Mr Meeseeks, LOOK AT ME! 29 Jan, 2020 @ 10:00pm 
Why is Johnny Sins here have a golden name,
marioreaper1 27 Jan, 2020 @ 1:23am 
Just here to also say Lampros is an idiot

Keep providing feedback Tim_ :)
thryllth 4 Jan, 2020 @ 5:54pm 
Not to jump on a bandwagon but yes having someone comment that a given mod worked well in a heavily modded game is quite valuable.
MedusaMidnight 8 Dec, 2019 @ 6:45pm 
Tim_ is the best
yes_commander 1 Dec, 2019 @ 7:39pm 
I like the Tim_ comments too. When I stumble across something that has the Tim_ seal of approval, I'm genuinely more likely to trust it.
KarpJoe 20 Oct, 2019 @ 4:24pm 
@Tim_ If you haven't you should make a collection of the mods you used. It would be really helpful.
Cris 9 Oct, 2019 @ 2:30am 
Actually I like Tim comments, is like a quality confirmation of a player that has tested a lot of mods together. So yeah is fine by my book to have the same "quality confirmation" on mods.
Tim_ 8 Oct, 2019 @ 5:04pm 
Lampros - my providing feedback to mod owners (and to other users) has an actual purpose.

By contrast, you dumping personal insults and making responses just to complain about someone else posting has no purpose other than spam. Obviously, I will ignore your further comments of this kind anyway, and continue to post feedback as I see fit. Have a nice day.
Lampros 8 Oct, 2019 @ 4:58pm 
Stop spamming every XCOM 2 mod, dumb ass. You've already spammed the same message in 20-plus mods that I subscribe.
Tim_ 8 Oct, 2019 @ 4:57pm 
I just completed a WOTC campaign with 104 mods including this one. It all went well.
Malidictus  [author] 22 Apr, 2019 @ 9:18am 
You're quite welcome :) I'd meant to mess around with a few more abilities to do with that mod, but unfortunately didn't get around to it. Rainmaker, at least, makes sense to be usable by evryone with Heavy Weapons, though.
Philadelphus 21 Apr, 2019 @ 7:50pm 
@Malidictus: No, thanks for the explanation. I just discovered your Cross Class Adaptability mod that fixes that exact issue with Rainmaker—perfect!
Malidictus  [author] 19 Apr, 2019 @ 6:31am 
Yeah, Rainmaker is a good example. The ability does an explicit check for the SPARK-specific Heavy Weapons and will consequently not do anything for human operators. In fact, Shen's Last Gift is chock-full of really bad-practice hard-coded stuff and buggy implementations.

Sorry for the off-topic comment.
Philadelphus 19 Apr, 2019 @ 1:33am 
@initium: Thanks! I'll look into that.
initium 19 Apr, 2019 @ 12:51am 
@Philadelphus
It may be the perks. If you check Favid's Extended Perk Pack mod you'll see a discussion I created with all the SDK script for the ability linking to a weapon. Favid forgot to add this in and for those that don't know to look in the SDK, or don't have it, that means they just add in the name and forget the rest.
Dare  [author] 19 Apr, 2019 @ 12:51am 
most likely - some abilties have a specific weapon attached to them, like rainmaker for sparks, to be working - maybe that is the case for your problems as well
Philadelphus 19 Apr, 2019 @ 12:24am 
Hmm, ok. Thanks! Strange; maybe it's the perks themselves that don't work.
Dare  [author] 19 Apr, 2019 @ 12:20am 
no - they should work on the spot
Philadelphus 18 Apr, 2019 @ 8:59pm 
So, I tried following the examples in the .ini to add some perks from Favid's Extended Perk Pack, and they show up in my in-progress campain, I can respec them onto my soldier, and they even create buttons to click for abilities as appropriate…but they don't actually have any effect. Am I just missing something incredibly basic like "You need to start a new campaign for them to have an effect"?
Malidictus  [author] 14 Mar, 2019 @ 9:29am 
Steam\SteamApps\workshop\content\268500\1159614677\Config\XComImTheCommanderHere.ini
nickmorris72 14 Mar, 2019 @ 6:22am 
Hi! Can any post the full file address for the config ini please?
Crowley 13 Jan, 2019 @ 7:14pm 
I see. Let's hope it'll get fixed soon so. Thanks for the answer, forgot to check the base mod page.
GS2125 13 Jan, 2019 @ 6:46pm 
@ Crowley there was an update to the the base mod (this page is for the extension) earlier today that most likely has a bug. Several people have reported the missing respec button over there.
Crowley 13 Jan, 2019 @ 5:58pm 
Alright, need helps here, cause I'm having a trouble with this mod and I tried everything for solving without result and it's really annoying me. The mod was working perfectly fine this far, I added Richard hero classes rework later on, without knowing there was an issue between those mods, so once I saw it, I removed Richard mod, but the Respec button don't appear anymore. I tried to unsub to this mod and the basic one, cleansing my game file, checking them, started the game without any mod, resub to those two mods, activated them, started game again with them activated, and still the Respec button isn't here. The mod was working perfectly this far and the button was here, but since that, nothing, I'm unable to use it anymore, and I did file checks and cleansing three time already with no result, so if the mod creator can give me a hand here, that'd be really appreciated because playing without this mod is quite ruining my fun.
Doomed Space Marine 16 Sep, 2018 @ 5:55am 
Thanks man i was looking for something like that.
Realy helped me out .
Dare  [author] 16 Sep, 2018 @ 5:51am 
there is a mod called something like "cooldowns instead of charges"
Doomed Space Marine 16 Sep, 2018 @ 5:43am 
@Dare Hey do you know if it is possible to change the charges of certain abilities?
I know of a uncontinued mod named CustomizeAllAbilities in the Wokshop that is not compatible with WOTC.
Dare  [author] 31 Jul, 2018 @ 3:33am 
[New Update]
With the changes to the main mod and being subscribed to this mod should now enable you to choose LW2 abilities which are marked as crossclass. I also removed the restrictions I had in the earlier version of this mod like removing Fortress from Templar.
José 15 Jun, 2018 @ 2:40pm 
C'est la vie, I guess, but thanks for reading our feedback.
Dare  [author] 15 Jun, 2018 @ 9:13am 
I thnk I came up with an idea finally. I will make a bool which lets you add the normal AWC perks to the herosoldier selection. In doing so one can choose LW2 perks for herosoldiers. But it will render this extension mod pretty useless.
José 11 Jun, 2018 @ 11:06am 
@Dare: if there's anything that his mod does need to do it's that it needs to unrestrict the skill pools. What I mean is that the WotC classes need to use the general perk pool rather than have four of them that need to be modded individually. Now as for support for LW2 perk pool, I propose you add a general enabled/disabled section through the .ini files so it's manually enabled by those with that mod.
Dare  [author] 11 Jun, 2018 @ 6:09am 
José is right. This mod doesn't need any fixing to add LW2 compatibility but someone adding those Abilities to the decks via the *.ini interface I provided. Thing is what about people without LW2. I'm still unsure on how to approach this issue.
Lostax 10 Jun, 2018 @ 10:46pm 
I too, would appreciate the compatibility for the LW2 to be fixed, as VoidInsanity pointed out. God I would love to have a default skirmisher with some of the LW2 class abilities.
José 10 Jun, 2018 @ 10:06am 
@VoidInsanity: You could make this addition yourself if you have the LW2 Perk mod, as Dare made areas you could add and remove perks from other mods through the .ini file. It's as a pain in the ass as it sounds, tho'.
Dare  [author] 7 Jun, 2018 @ 2:10pm 
Hmm - that's not done easily. I would have to add every LW2 ability to hero class deck. I think about it.
VoidInsanity 7 Jun, 2018 @ 11:17am 
Could you add support for the LW2 Classes and Perks mod skills to work on hero classes? The base mod works with the mod just fine (they show up fine on soldiers just not on heroes).
Sophist88 6 Jun, 2018 @ 5:53am 
Roger that guys, thanks. It was just an odd interaction that I was making note of. The mod is great.
Dare  [author] 6 Jun, 2018 @ 1:58am 
I looked at Richards Hero Class Rework and it is as Coback pointed out. This extension mod will not work with that rewor.k The base mod should be fine if he removed the deck from the classes (guessing here), but if he kept the deck that would be problematic.