XCOM 2
RPG Overhaul - Shadow Ops and Much More
131 Comments
Endermarke 18 Sep, 2023 @ 9:14am 
Slice and Dice can't work when primary weapon with sword(secondary with combat knife,
ofcourse.)
Rukks 12 Feb, 2023 @ 3:09am 
Brawler issue as well... 'Keen Edge' and 'Slice and Dice' aren't appearing as part of the specialization.
NightUndead 4 May, 2022 @ 11:58am 
Two of the perks in the brawler tree references a "Run and Slice" ability. I cannot seem to find this ability on any weapon or in any specialization, am I missing something?
Tacoaloto 11 Oct, 2021 @ 3:52pm 
It appears "Compensation" from the assassin tree always triggers, even after moving, giving your snipers two shots all the time.
darrylrfd 17 May, 2021 @ 6:20pm 
is it just me or does Keen edge not seem to work with any of the melee weps?
aredenrare 9 May, 2021 @ 1:52pm 
Sorry, seems like it actually was psionics that messed things up.....
aredenrare 9 May, 2021 @ 12:58pm 
So, this breaks my game. Freezes and ctd. Regular rpg overhaul works though......
thenumba1hitman 12 Apr, 2021 @ 1:55pm 
seems to break the disable classes mod
PreConceptor 1 Feb, 2021 @ 10:23am 
Suggestion for part of a future update - Scrapper name change to Aggressor? I think it still works, and it would eliminate the only currently duplicated spec name (I think)
lyra_tcm 10 Dec, 2020 @ 8:03am 
The ability liquidator (coup de grace) only applies to secondary weapons but with mods like primary secondaries/ akimbo won't work properly
TheWildChild 10 Nov, 2020 @ 8:57pm 
Hello
Bulletsorm doesn't work with Squadsight, moreover it has a stackable penalty increasing with every use. On the third use of the skill the penalty is higher than 100%. I tried to find smth in ini files, but failed. How I can fix this?
ElegantMud 26 Jul, 2020 @ 7:59am 
Hi, i was planning on using Xcom psionic overhaul, but I know it's not compatible with LW2 Classes and Perks mod because that makes some changes to the psionics tree. I know this mod requires LW2 Classes and Perks to be downloaded, but does it disable the other mod and just use it as a resource or will it still cause problems if I try and run a game with this mod and Xcom psionics overhaul installed. Thanks for any help you can give!
adverl 21 Jun, 2020 @ 1:48pm 

decryption not working.

proposed change at:
./Src/RPGOverhaulShadowops/Classes/X2Ability_SoldierPerks.uc


// AI Decryption - Guarantees hits on robotic enemies
static function X2AbilityTemplate Decryption()
{
...

Effect = new class'XMBEffect_ChangeHitResultForAttacker';
-- Effect.EffectName = 'FlushOut';
++ Effect.EffectName = 'Decryption';
++ Effect.bRequireMiss = true;
++ Effect.NewResult = eHit_Success;
...
TargetProperty.ExcludeOrganic = true;
++ TargetProperty.IncludeWeakAgainstTechLikeRobot = true;
++ TargetProperty.ExcludeFriendlyToSource = false;
...
}

Thank you!
Timbermaw 8 May, 2020 @ 2:09pm 
First blood does not seem to be working with grenades. Threw a grenade from concealment with both the soldier and the enemy at full health yet it only did the regular 3 damage.
DI Wayfinder 24 Apr, 2020 @ 11:02am 
OK thanks! I'll just avoid picking it for now then
bstar  [author] 24 Apr, 2020 @ 2:49am 
I think it's an issue with the code. It assumes that shooting the sniper rifle costs 2 actions which it doesn't in RPGO. The ability comes from Extended Perk Pack, so ideally Favid would fix it. Gonna ask him about it.
DI Wayfinder 23 Apr, 2020 @ 11:18pm 
hey @bstar, I'm not sure if this is an issue with this mod or a different one, but Compensation is bugged for me. If i move my sniper so they only have one action left, and take a shot, Compensation still applies and gives me an extra action. I can post my modlist if it will help, just wondering if you had an idea what might be causing it.
Pontifex Maximus 30 Nov, 2019 @ 1:57pm 
Do you know if any of the melee abilities will work with the shield bash from the protector class?
kamykrak 25 Nov, 2019 @ 8:41am 
no i didnt i forgot that i will try it should fix it thanks for the help
bstar  [author] 25 Nov, 2019 @ 1:37am 
Did you rebuild the soldier on question after changing the file? Ability trees don't get updated dynamically.
kamykrak 24 Nov, 2019 @ 9:02pm 
@bstar thanks for the answer
one more thing what files would i need to change i have been trying to chage it but even with the secundary changed to primary it still doesnt work
bstar  [author] 21 Nov, 2019 @ 2:49am 
The list is linked in the description. No, there are not a lot of perks with out-of-specialisation prerequisites.
DMW45 20 Nov, 2019 @ 8:17pm 
Is there a list of the specializations/what perks they get somewhere? Outside of that, are there many perks that have out of specialization requirements? I like to use the Second Wave option that limits Specializations to 3.
bstar  [author] 20 Nov, 2019 @ 10:16am 
Sorry for the late answers. Steam randomly unsubscribed me from this mod's comment thread.

@moemasterrace It's from MINT.
@kamykrak Well it's tied to the secondary weapon slot in the config. Not sure if primary secondaries dynamically changes that. You could go in there and make it apply to the primary slot.
moemasterrace 14 Nov, 2019 @ 7:01pm 
I'd like to use the Momentum Swing perk in rebalancing Skirmishers in my current campaign but cannot find it in any class mods on the Workshop. I don't use RPGO and would love to find out where the perk originally came from.
kamykrak 11 Aug, 2019 @ 9:07pm 
i have have a problem with the perk liquidator from the surviver tree, its not working with primary pistols is this normal beavior ?
bstar  [author] 26 Jul, 2019 @ 10:33pm 
Just a log message that needs to be removed from the code. Gonna remove the Flashout one when I have time. For the Smoke and Mirrors one, I'm gonna adl Favid to remove it since it's caused by his mod.
Alexandr 15 Jun, 2019 @ 3:20pm 
Ah, hell. Having some minor issues right now with this spamming my log with.... thousands of instances of:

[2441.44] ScriptLog: Effect Smoke and Mirrors changing turn-endingness of ThrowGrenade: False
[2441.45] ScriptLog: Effect Flashout changing turn-endingness of ThrowGrenade: False

Anyone else with this issue?
bstar  [author] 29 May, 2019 @ 1:14am 
Huh, guess that only becomes apparent now with the new UI elements for the Second Wave Options Musashi recently added. Thanks for the report, I'll check it out later. Glad you're having fun with mod and its plugins!
Alexandr 29 May, 2019 @ 1:08am 
ABSURDLY small bugfix request: Mercenary's localization ClassSpecializationSummary has a problem that causes it to parse to null in-game. The text for the class is just blank, haha. Probably because you doubled up on quotation marks at the start of the definition. While I'm at it, though: Thanks for the awesome work on RPGO and all, bstar! You rock!
bstar  [author] 20 May, 2019 @ 2:31am 
The thing is, before this RPGO plugin was released, there were already quite a few other ones. Along with the base mod's perks, most of the class-defining perks like Light Em Up, Run and Gun, etc. were already in use and I'm doing my best to not have duplicates in my mods. So obviously, if you want to recreate e.g. the Shadow Ops Infantry class, you have to mix and match perks from this one and the base mod.
Zorbakaq 19 May, 2019 @ 5:09pm 
Yeah its a little of a habit since the previous Ones I've looked at have are pretty much classes added to RPGO. So in the next three parts I'll try to keep that in mind, and I'll be able to built upon them by referencing previous specializations. Thanks for the FeedBack
bstar  [author] 19 May, 2019 @ 4:01pm 
If you think certain perks are too weak, too strong or don't behave the way they should/you'd expect, I'm always open to feedback.
bstar  [author] 19 May, 2019 @ 3:57pm 
Most of the perks originally come from various class mods and very rarely do these classes' perk rows add up to 7 thematic perks, much less to one perfect build (especially without the classes' corresponding squaddie perk(s)) so you can't really expect an RPGO plugin for these mods to do that.
bstar  [author] 19 May, 2019 @ 3:57pm 
Awesome of you to make a video to highlight the mod.

That said, I've so far only had a brief look at the video. Not sure if I'm misunderstanding you, but it seems like you treat the specializations like they're designed to be classes (e.g. you talk about the Mercenary only having two active perks which benefit from Recharge, the Big Game Hunter not having a way to apply poison, burning, etc.) - which they are very clearly not.

The whole point of the RPGO mod is that you pick and choose perks from different specializations and make unique builds. They are simply grouped in thematic specializations so your soldiers get class names that are somewhat fitting and so you can more easily find something that's relevant for your soldier, not so you pick all perks in one row. How you make use of something like Salt in the Wound is up to you.
Zorbakaq 19 May, 2019 @ 1:35pm 
Hey just wanted you to know I'm doing a 4 part series showing off this RPGO Expansion, on youtube, and wanted to know your thoughts, on the first part which goes over the Scrapper, Avenger, Mercenary, Big Game Hunter, and Juggernaut. https://youtu.be/Jn213m2isBY
bstar  [author] 28 Mar, 2019 @ 1:54am 
Yep, I know thanks. It's fixed in the newest update. Will come at some point.
Daniel_USA 28 Mar, 2019 @ 12:40am 
XComRPG.ini Line 234

+AbilitySlots=(AbilityType=(AbilityName="MNT_SystemUplink", ApplyToWeaponSlot=eInvSlot_Unknown)

should be: It's missing a parenthesis to close off the argument.

+AbilitySlots=(AbilityType=(AbilityName="MNT_SystemUplink", ApplyToWeaponSlot=eInvSlot_Unknown))
SOSA 28 Jan, 2019 @ 10:25am 
@bstar, Thank you!
bstar  [author] 27 Jan, 2019 @ 9:55am 
Yes. Open this mod'S XComRPG.ini and delete specializations you don't want. If you're using The New Perk Order, you should modify that mod's files since it overrides the specialization selection.
SOSA 27 Jan, 2019 @ 9:06am 
Is there a way to enable only select classes?
StormReavan 21 Jan, 2019 @ 9:44pm 
The Puppeteer perk causes the mechs I take over to still trigger proximity based attacks (fire shotgun at anything w/in 4 grids or bladestorm). Any idea what might cause that?
It would be a shame if THEBR33D 24 Dec, 2018 @ 5:44pm 
Hey man I figured it out. Just had to reset my config folder. :)
It would be a shame if THEBR33D 23 Dec, 2018 @ 7:46pm 
Thanks man! Enjoy the holidays!
bstar  [author] 23 Dec, 2018 @ 12:25pm 
I can take another look when I have time after the holidays.
It would be a shame if THEBR33D 23 Dec, 2018 @ 10:55am 
That's really weird then, maybe one of my other mods is causing it to disapear.
bstar  [author] 23 Dec, 2018 @ 3:21am 
They should coexist just fine, only their in-game names are the same, the specialization names in the files are different.
It would be a shame if THEBR33D 22 Dec, 2018 @ 5:30pm 
Hey @bstar I noticed this mod has a scrapper class and it's overwriting the scrapper class from the Akimbo mod. Do you know of a way for them to co-exist or do I have to uninstall/disable one of them?
A Big Hairy Monster 15 Dec, 2018 @ 9:27am 
Ahh, yeah that was the one. Thanks - I saw the one called LW2_LoneWolf or w/e it was, hadn't noticed there was a 2nd lonewolf perk in your expanded perks file.
bstar  [author] 15 Dec, 2018 @ 3:21am 
It's called APT_LoneWolf if I remember correctly. It was added to the main mod a while ago and renamed Lone Warrior to distinguish it from Lone Wolf. You should check the localization files - there you can find the in-game and template names which are not necessarily the same.