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My modding tools are not setup at this time. So youll just have to switch manually the INI parameter.
This is the default in Reliable Smoke:
bSmokePreventsFlanking=true
No
.Also, are the removals really necessary? Doesn't the last value overwrite the previous one(s) automatically?
The text importer in XCOM sucks, by removing both lines you ensure the parameter is empty before introducing the new one.
.So in this case, the actual important part is loading your mod after Reliable Smoke, no?
Yes, but XCOM load order changing mostly doesnt work.
You are correct on your flank bonus assessment, you can make Reliable Smoke and this mod work correctly in the fashion you best prefer!
Personally, I'll crank up the SMOKE_CRITCHANCE_PENALTY to completely disable crits in smoke so it doesn't matter to me, but just wanted to put it out there. Might be useful to someone :)
[SmokeStopsFlanks.X2Effect_SmokeGrenade_Antiflank]
; Remove both to prevent addition duplication
-bSmokePreventsFlanking=true
-bSmokePreventsFlanking=false
+bSmokePreventsFlanking=true
Shouldn't the last line be false ? It seems you did the opposite of what you intended :3
Also, are the removals really necessary? Doesn't the last value overwrite the previous one(s) automatically? So in this case, the actual important part is loading your mod after Reliable Smoke, no? (This one I'm asking as a newbie XCOM2 modder)
(I'm trying it out, wanted to make sure all works well.)
Yeah, there it is, sorry, Thanks for the confirmation.
"The way this mod is coded, any custom effect that adds smoke will also work (for example, if a mod creates a SmokeMK3 grenade and uses the base game code, this mod will apply to it.)"
Could you tell me if there needs to also be a correct load order between this mod and the Reliable Smoke mod that you recommend? I am yet to try in game as I am building a new mod list but was wondering if I load Reliable Smoke AFTER this mod and as you suggest turn off IT'S flanking setting, would that override that function in this mod?
Sorry if this is a curfuffled way to ask.
I actually updated Infinite Starting Items on November 7th to complete all changes without overriding anything. The DLCInfo is quite helpful with that, but I don't believe you need to change anything yourself since the SmokeGrenadeEffect() can't be grabbed with a template manager.
Given that, it should work with everything.
Thanks and subbed ^^
The number of grenades you have in your possession is in the grenade itself (Template.bInfiniteItem = true) in CreateSmokeGrenade.
I don't think it's that. Maybe i'm partially mentally slow but i was under the impression that multiple mods could extend the same class, as long as they did not overload the same function. Otherwise, any mod in the XCOM 2 era could not have worked because they all hooked on X2AmbientNarrativeCriteria and then extended it.
I'm not expecting a fix, particularly because I'm not sure either mod is possible without touching that file, but I thought I should share.