XCOM 2
Blessings of the Elders AI Pack
184 Comments
MabelTheBraixen 21 Aug, 2023 @ 2:01pm 
Alrighty thank you! I'll have to stick with ABA because of the new enemies. But keep up the amazing work on this mod and all of your others. I love the work you put into all your mods
Juravis  [author] 20 Aug, 2023 @ 4:38pm 
Yellow Alert Gameplay is fine its in my Requirement list.
Juravis  [author] 20 Aug, 2023 @ 4:37pm 
That mod contains AI, do not use this one if you use the other one. You can alternatively use this mod also, but you need to go to the Chryssalid section and delete all lines pertaining to Chryssalids in my mod then it would probably work.
MabelTheBraixen 20 Aug, 2023 @ 11:03am 
I also use ABA but I am not sure if that mod makes changes to chyrssalids or not
MabelTheBraixen 20 Aug, 2023 @ 9:57am 
Juravis  [author] 19 Aug, 2023 @ 10:14am 
Is The Hive another mod? Do you use anything else like an Overhaul mod?
MabelTheBraixen 19 Aug, 2023 @ 9:46am 
Chryssalid queen from the hive has broken ai and only walks around
Juravis  [author] 22 Jun, 2022 @ 10:03pm 
All AI packs are optional, they only link to each other for reference. They are not strictly required.
Juravis  [author] 13 Mar, 2022 @ 5:05pm 
Probably by mistake, it still stands. I will add it back.
Lobuno 13 Mar, 2022 @ 3:38pm 
Quote:

"ADVENT Avenger [author] 6 Mar, 2018 @ 7:27pm
Updated the compatibility list to be extra explicit that this mod is NOT compatible with A Better Advent."

It seems this "extra explicit" warning was removed from the mod's description. I wonder why.
Juravis  [author] 23 Sep, 2020 @ 12:29pm 
I dont know what they were going for, but it looks terrible in game and with double move and attack it's really not required. If they were going for the classic XCOM popper terror they failed, NOTHING can top that sheer terror of seeing those things run towards your party and explode.
Rtma Eros Paragon 23 Sep, 2020 @ 3:44am 
Was Burrow for Cryssalids suppose to add tactical depth or just add a jump scare horror theme?
Ya_boy_aj 22 Sep, 2020 @ 4:07pm 
okay thx again man
Juravis  [author] 22 Sep, 2020 @ 3:19pm 
- You will need to remove all AI changes in the other mod (remove XCOMAI.INI lines) so it uses this one exclusively.
Juravis  [author] 22 Sep, 2020 @ 3:16pm 
- Chryssalids now have back the abilities to burrow and unburrow but the AI will never use them except to Unburrow if the game made the Chryssalid start burrowed (think Shadow Gate mission).
Ya_boy_aj 22 Sep, 2020 @ 1:28pm 
this is the mod. thanks for helping me out my setup couldnt possibly work without this ai pack so the fact that you are taking the time to try and patch this old mod is appreciated https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1918499687&searchtext=the+hive
Juravis  [author] 22 Sep, 2020 @ 12:47pm 
I`d have to make a check in this mod and exclude my ability removal. Then you`d have to delete all of the AI code manually, but it can be done. Link the mod to me I'll see what i can do.
Ya_boy_aj 22 Sep, 2020 @ 10:56am 
is there some way to remove chryssalids ai changes to make this compatable with the hive mod the fact that they cant burrow anymore might be breaking that mod
Malek Deneith 28 Jun, 2020 @ 5:24am 
Run into a few more behaviors that get removed but not replaced thus causing issues for other mods trying to use them (in this particular case it's A Harder War: Advanced Aliens):

FindPotentialAoETargets-AcidBlobProfile
SelectAoETarget-AcidBlobProfile

TryMoveThenAcidBlob
TryMoveForAcidBlob
TryAcidBlob

TryAnimaConsumeOnEnemy
AnimaConsumeStepSelectorEnemy
Juravis  [author] 17 Jun, 2020 @ 10:25am 
It was done at the time because ability equivalencies are unreliable. Its probably not going to change at this point as im not actively modding and this would affect gameplay in ways i cant test right now. If you list an incompatibility i can address it or provide alternatives.
Malek Deneith 17 Jun, 2020 @ 9:24am 
Coming in with a potential compatibility issue: I've had a lenghty talk on modding discord about usage of EquivalentAbilities and in the process learned that what you're doing with StandardMelee equivalency (triple removal of possible variants of the line, then re-adding them as one merged) is both unnecessary (apparently the game handles merging those disparate versions fine on it's own), and could potentially cause issues with other mods trying to add to that list if things get loaded in wrong order.

It, uh, might be best to just remove those lines for sake of avoiding cross-mod errors.
tastiger841 14 May, 2020 @ 10:24pm 
Cool.
Juravis  [author] 14 May, 2020 @ 8:34pm 
Compatibility bugfix for muton centurion
tastiger841 14 May, 2020 @ 8:11pm 
Just wondering what has been changed?
tastiger841 5 May, 2020 @ 5:11pm 
No worries, cheers.
Juravis  [author] 5 May, 2020 @ 7:42am 
Not compatible they have their own AI
tastiger841 5 May, 2020 @ 5:49am 
I did what JJLuckless suggested and the default chrysallid works, but not the ones from The hive mod, which just running around and not attacking even I load it after this mod.

Any idea how to fix it?
JJLuckless 23 Feb, 2020 @ 1:17am 
I deleted the entries in the XCOM AI file for the chrysallid and ran some missions with the Hive enemies. They seem to be working fine now.

Thanks for your advice. Good to have these two mods working together.
Juravis  [author] 22 Feb, 2020 @ 10:46am 
Probably but id have to double check. Run the game in redscreen mode and if you see any AI errors at startup its not
JJLuckless 22 Feb, 2020 @ 1:08am 
Would deleting the lines for the Chrysallid in this mod's XComAI file make this compatible with CX's Hive mod? Or does this go further than ini edits?
nisida 15 Feb, 2020 @ 5:28am 
OK
Thank you for answering
Juravis  [author] 14 Feb, 2020 @ 8:17pm 
I just checked and the hive is a massive overhaul mod it is certainly not compatible. I know Shadow somewhat and its not because its not coded properly.
nisida 14 Feb, 2020 @ 7:46pm 
Chrysalid does not attack when using the HIVE MOD
Is there any other way to all remove ini?
Juravis  [author] 13 Jan, 2020 @ 8:35am 
That is correct
MechaSaurian 13 Jan, 2020 @ 2:53am 
Your "Advent Future" mod allows psi zombies to double move and attack in the same turn.

This mod allows Sectoids to raise zombies without ending the turn.

You are an evil, evil person.
LightenedDark 29 Dec, 2019 @ 11:51am 
I see from your other comment that messing with the XComAI.ini is tricky. Could you look at Future AI (id=1162708210) for incompatibilities? I think it's doing the same as this mod. Would you like me to list out other AI mods for the chosen I found in your other mod?
Juravis  [author] 28 Dec, 2019 @ 10:41pm 
Im partial of course to my own work but ABAI is more popular
LightenedDark 28 Dec, 2019 @ 8:50pm 
So um, no one has mentioned "A Better AI" https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1123669369

Is ... is it smarter? Is it harder without using inflated stats/abilities?
Juravis  [author] 1 Nov, 2019 @ 12:44pm 
Pastebin it here
panagiwthsrx8 1 Nov, 2019 @ 12:39pm 
I'll provide it to u in a while... U want to pm it?
Juravis  [author] 1 Nov, 2019 @ 12:22pm 
Where is your log file?
panagiwthsrx8 1 Nov, 2019 @ 12:03pm 
It happens suddenly in a tactical mission when the aliens take their turn and especially when an additional pod is activated... Tell me what else you want and I will provide it to you even my save file in the mission that happens... BTW I don't use additional map mods because I know that most of the times are causing problems
Juravis  [author] 1 Nov, 2019 @ 11:40am 
Gonna need more details. But most of my crashes originated from ragdoll physics.which ive removed. Havent had a hard crash since. Also one of the map mods has issues right now so check that. Ill check in depth your log later
panagiwthsrx8 1 Nov, 2019 @ 10:41am 
First of all thank you for your exceptional work!!!The last week i encounter a crash in the mission on alien s turn and i try to find out what causing that!!!ill be very much appreciated if u take a look at my modlist!!!tell if u see something weird that might conflicts with ur mods because i cant find something!!! https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=1904006264
Juravis  [author] 6 Oct, 2019 @ 10:19pm 
- The Faceless will morph when an XCOM soldier is just a little farther than usual (4 tiles instead of 2 and a half).
- Psi Bomb range reduced from 30 meters to 17 meters away. That's 11.5 tiles in a straight line.
- Mass Reanimation radius reduced by 1 tile. It should go from hitting absolutely everyone to almost everyone.
- The Psi-Witch Dimensional Rift range has been reduced slightly. Dim Rift is supposed to punish you for bunching up, not for being far away.
Juravis  [author] 1 Oct, 2019 @ 8:39pm 
PSI Reanimation (Sectoid) is now on a 5 turn cooldown.
Juravis  [author] 11 Sep, 2019 @ 11:37pm 
Devastating Punch no longer ends the turn. This is only dangerous if you enjoy ending your turn in front of berserkers as they are required to move first before hitting unlike regular WOTC where they can dash and strike.
Juravis  [author] 10 Sep, 2019 @ 1:14pm 
Then delete the offending line and you're good to go (from his's, not mine).
Skootchums 10 Sep, 2019 @ 1:05pm 
I might try them together to see if it's noticeable, if it is I'll see if it's easy enough to just merge the vital parts from MMT. I'm not sure how important the changes from MMT are overall or if they're just necessary for the specific mission types it adds. I may not be the best point of reference though, since I'm running with an asston of mods that I've sloppily patchworked. I'm not usually bothered by a few bugs as long as I can iron out the annoying ones so if it's simple enough for me to fix, it only means it's either a easy fix or it's still just buggy enough to seem tolerable to me.
Juravis  [author] 10 Sep, 2019 @ 12:20pm 
I could also check if you pasted the XCOMAI.INI file in that mod in pastebin and link it here so i can see exactly what was the issue. It's an issue that also affects me i wanted to use the mod too.