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There are other militia overhauls around that might suit your needs better if you want them to do more than tickle the enemy and finish off the occasional sectoid.
In those inis, you can change how the militia pods of that type are made up, but it's a whole lot of editing that you'd have to do.
Yeah no, that doesn't sound like anything my mods do either :D
Sorry, i don't have anything particularly helpful to say here, just that this bug is hilarious.
ABM actually takes away the militia's real grenades and gives them flashbangs instead, so i really don't see how my mod could have caused that.
Would they also have a health bar to look friendly?
To be blunt, near the end of my first completed play-through, looking to spice up the second with better stuff & yours seems rather active, at least comments section wise.
CR makes all civvies harder to hit for Advent. Meanwhile ABM changes the loadout and tiers of the militia fighters to be more supporters instead of damage dealers.
Honestly, i have to go back on what i said earlier about the two mods having lots of overlap. Reading it now they seem fairly distinct and they should be able to stack well with each other, as michael199310 said. The painpoint would be how CR did its AI changes - but if they didn't actually touch the Militia trees it's probably no issue.
Just saying, he's awfully calm for "helping" us fight Advent...
EDIT: figured it out
A modded mission might use that same EntrenchedGuards default pod and thus be affected by ABM... or it might have added its own definitions and thus use the vanilla (or its own) guards.
I don't know which is the case for the Additional Mission Types mod.
Worth a try, if you want to continue the campaign without this mod.
There's other militia overhauls around like the one from Deadput that are probably more what you are looking for than my mod.
I am less sure about the Don't Pull the Trigger mod, but from reading through its description it should probably be fine.
Yes, absolutely. The vanilla militia is OP to the point that XCOM is barely even needed for some missions. This mod is a nerf to their offensive output, they are merely stalling for time now until you save the day yourself.
Here on the stream you can see it all: https://youtu.be/KdLxQXHYg2M?t=1307
On top of that, I'm playing on Linux so there have been a couple of mods that caused issues. End goal is to have a heavily modded collection that works on Linux and provides a challenge to those of us who got bored with Legendary Ironman.
Using mods is always a balancing act.
I verified game cache, using alternate mod launcher, I cleared out all .ini files, launched the game with no mods, then re-enabled them. None of these things worked. Only disabling this ended up working.