XCOM 2
[WOTC] Standard Melee
37 Comments
Zelfana 30 Jun, 2023 @ 12:52am 
This mod actually completely removes all shooter conditions on all melee attacks unless they are excluded. This is not good as most abilities have more complicated conditions than this mod is adding back.

You would have to add every single melee ability in the game that you don't want this to apply to the exclusions as there is no config to turn off the functionality of the mod touching all melee attacks entirely. Doable but very tedious.

Easier to just avoid using the mod.
Anakameron 9 Nov, 2022 @ 10:26am 
I saw someone on the Bayonets page post this as a fix between the two mods:

Add into the XComStandardMelee.ini file -

+STANDARD_MELEE_EXCLUSIONS=Bayonet_Stab_Conv
+STANDARD_MELEE_EXCLUSIONS=Bayonet_Stab_Mag
+STANDARD_MELEE_EXCLUSIONS=Bayonet_Stab_Beam
+STANDARD_MELEE_EXCLUSIONS=Bayonet_Ripper_Stab_Conv
+STANDARD_MELEE_EXCLUSIONS=Bayonet_Ripper_Stab_Mag
+STANDARD_MELEE_EXCLUSIONS=Bayonet_Ripper_Stab_Beam
+STANDARD_MELEE_EXCLUSIONS=Bayonet_Stab_Psi

Would that be accurate, to ignore them in this mod? Or would adding them to "+STANDARD_MELEE_ABILITIES=" cause them to work correctly and follow this mod's rules?
CyberGamer15 13 Oct, 2020 @ 8:30am 
Ah ok, thanks for getting back to me.

I've found the file and made my changes. I think things should be fine, but if any issues pop up, I will check through the Launch.log file you mentioned.
Udaya  [author] 13 Oct, 2020 @ 8:27am 
@CyberGamer15 Just go to Steam\steamapps\workshop\content\268500\1567085568\Config and edit XComStandardMelee.ini. From there, it should be pretty simple to make changes to the conditions. As for other mods, I'm not entirely sure what abilities will or will not conflict with what this mod does. However, this mod does make a note of each ability modified in the Launch.log file. In case you run into any issues, there are ways to exhaustively resolve them.
CyberGamer15 13 Oct, 2020 @ 8:17am 
Where would I need to go to change the conditions of the melee attacks, and what would I need to change exactly?

Also, I am using RPGO along with a mod called Psionic Implants, which a near copy of the mod No More Psi Amps, and I am wondering if this mod will work ok with those ones.

This mod is pretty cool though, and it's nice to make things simpler in terms of knowing which status effects make melee unusable.
ElmGrove 11 Mar, 2020 @ 10:28am 
RambelZambel, thank you for your comments. I was wondering what was crashing my game so often. After I saw your comments, I removed either this or iridar's bayonets, and the game worked much more smoothly afterwards. Seriously, thank you. I had gone part way through 2 or 3 campaigns before I could find out what the problem was. I haven't completed all the testing though, so I am not sure if necromancer or anything else psi related had any effects. I never had "no more psi-amps" mod ever, so I don't think it was that.
MaCC165 5 Sep, 2019 @ 6:41am 
its not a psibladestorm mod, thats the (funny) thing
its just "no more psiamps", thats the name of the mod, and i dont know if its this mod whats incompatible with urs,
it just give some melee units like necromancer(modclass) a melee attack with a custom animation, and this animation is used by these weird psi bladestrom
Udaya  [author] 5 Sep, 2019 @ 5:43am 
@RambelZambel I haven't done anything specific with Bladestorm, but I'm not sure about the Psi Bladestorm mod you're talking about. If they're incompatible, I can try fixing it with a Launch.log (comment the link w/pastebin.com)
MaCC165 5 Sep, 2019 @ 4:40am 
did u do something with bladestorm? I use "no more psiamps", and in combi with this mod mostpsiunits(including enemies) have bladstorm, and game crashes if two units with (psi)bladestorm attack each other, i disabled this mod and its gone
Udaya  [author] 3 Sep, 2019 @ 6:19pm 
@Flamingcheesepie I guess he's not wrong. Those random slash abilities probably have issues with this mod because they rely on a specific "condition" class from Iridar's mod to work correctly. However, this mod "resets" the conditions of melee abilities and gives them new ones to make them usable while burning or disoriented. This usually isn't a problem for most modded melee abilities, and for all vanilla ones.

But when it does mess with them, any issues like that have to be dealt with on a case by case basis (not a great idea if you're programming anything). If I knew a better way around the problem, I'd do it immediately. But for now, there's the config.
Flamingcheesepie 3 Sep, 2019 @ 3:43pm 
It's not that it's strictly incompatible, it's more that with both, when bayonets are equipped there exist a bunch of random slash abilities. I haven't tried it myself, but that's mostly because of Iridar's own warning about their incompatibilities.
Udaya  [author] 3 Sep, 2019 @ 12:17pm 
@Flamingcheesepie I haven't tried that mod before, so probably not. This was more of a hotfix for Dual Wield, but if you send me the Launch.log of the game with Iridar's Bayonets then I could make it compatible.
Flamingcheesepie 3 Sep, 2019 @ 11:24am 
You think that this fix will make it compatible with Iridar's bayonets?
Star¤Dagger 2 Sep, 2019 @ 8:31am 
Awesome! Thanks for making this and updating! Subbed!
Udaya  [author] 2 Sep, 2019 @ 8:25am 
@Star¤Dagger I haven't been able to replicate the double hitting glitch myself, so I updated the mod today in the hopes that this most recent change will keep any issues from happening between the two mods.
Star¤Dagger 1 Sep, 2019 @ 9:45pm 
Talk to us about the double hitting, has this been fixed?
jonek2k3 5 Aug, 2019 @ 5:57am 
yeap dual melee + this mod and all melee aliens (one with weapon only?) hit twice.
N3V3RFORGOTT3N 17 Apr, 2019 @ 6:09pm 
it is like they were saying using dual-wield melee causes it
Udaya  [author] 17 Apr, 2019 @ 5:53pm 
@N3V3RFORGOTT3N Oh boy, that's weird. When I tested it while making the mod's description photos, that never happened with any Stun Lancers I spawned. I wonder if it's due to another mod's interaction?
N3V3RFORGOTT3N 17 Apr, 2019 @ 4:03pm 
yea i like this mod but double hitting stun lancers hurt too much lol
Udaya  [author] 20 Feb, 2019 @ 2:14pm 
@Bardmaster @Laharl That's unfortunate. It seems like the only way to prevent those sorts of glitches from happening is to add an array for any incompatible abilities. Is there any chance you could check out your game's Launch.log to see what the ability names are for those mods? StandardMelee logs all of the abilities it modifies on game launch.
Laharl 20 Feb, 2019 @ 1:13pm 
There's also a bug if used with Iridar's Bayonets. It occasionally causes multiple bayonet abilities, and psionic ADVENT or XCOM units, Warlock included, automatically do psi bay bladestorm when they shouldn't be able to.
Bardmaster 1 Feb, 2019 @ 8:29am 
@Udaya I found a bug: this mod, paired with Musashi's dual-wield melee, results in single melee attacks also doing two damages - as if the attacker had two melee weapons. Some might actually like that...until they realize the Advent and aliens ALSO get the 2 damage rolls!
neIVIesis 12 Dec, 2018 @ 7:07pm 
Silly me, I read the blue text only in your description....but this mod can be used to also DISABLE melee while burning. Great, this along with the no shooting while burning mod takes me half way to my ideal settings. I'm installing your mod.

Only problem left is that enemy units lack the AI to hunker down and remove fire.
neIVIesis 12 Dec, 2018 @ 2:35pm 
Right, if you're on fire, the last thing in your mind is skullmining anyone and calmly hacking through data while your flesh melts.

Hunkering down would remove fire effects (running would not), and then after the fire is put out all the abilities should be restored. This should also apply to organic aliens and Advent. Robots don't feel pain and should be immune. Not sure how difficult is to create such a mod, since I am not a modder.

Udaya  [author] 12 Dec, 2018 @ 2:26pm 
@neIVIesis That's a fair conclusion to come to, and exactly the reason why I made the condition configurable. However, the issue with doing it for any ability is that clearing and remaking ability shooter conditions isn't feasible for more complex attacks, and even some melee abilities that this mod thankfully doesn't affect (just imagine Skulljack and Skullmine hack conditions being erased).
neIVIesis 12 Dec, 2018 @ 2:03pm 
I wish for the exact opposite mod: to disable ANY attack while burning, and restricts actions to only run, or hunker down, for every organic unit. Not even reload should be enabled if burning.

Anyone that has ever suffered even from a minor burn, knows that instinctively we protect the wound and try to stop the burning above all else, we don't think of anything but stopping the pain.
yes_commander 21 Nov, 2018 @ 5:33pm 
@Udaya
Well, the thing that came to mind was basically a combination of this with similar effects from Burning Disables Shooting, plus whatever else a prospective author might be willing or able to include. It's always nice to be able to condense multiple mods into one that's more comprehensive. MCM support would be ideal, to just be able to select which actions the burning status would cancel from a checklist. I'm just brainstorming - thinking out loud here - not specifically requesting anything.
Udaya  [author] 21 Nov, 2018 @ 4:40pm 
@yes_commander As of now, the status effect exclusion system for impairments like burning is ability-based, and on a case-by-case basis. A comprehensive system like the one you're suggesting may need a bit of elaboration, but seems to be within the realm of possibility.
yes_commander 21 Nov, 2018 @ 3:24pm 
Whether burning affects a particular attack is a matter of some being weapon-based and some being ability-based, right? Might be nice to see a totally comprehensive version that includes true/false settings for most everything, including shots fired, melee, and a number of abilities, for people who want to use fire as crowd control that you can rely on. I'm pretty generous with the burning in my games (when I have the luxury), but I also use an enemy hunker down mod so they have a chance if the AI decides to not freak out.
p6kocka 18 Nov, 2018 @ 5:16am 
IOk. I see, thank you
Udaya  [author] 18 Nov, 2018 @ 4:06am 
@p6kocka Burning Disables Shooting makes Standard Shot, PistolStandardShot, and SniperStandardFire unusable while burning, but not anything else. You'd have to add many more abilities to the array in that mod's XComGame.ini to do recreate what this mod does.
p6kocka 18 Nov, 2018 @ 2:40am 
So I don´t need this mod if I have subbed to "Burning disables shooting" mod?
Juravis 17 Nov, 2018 @ 10:46pm 
Subbed. Also reminded me, i need to add an aim penalty to people on fire.
Macca 17 Nov, 2018 @ 10:13pm 
youre a bloody legend mate
Udaya  [author] 17 Nov, 2018 @ 11:00am 
@Boats McGoats Thanks for subscribing!
B0atsMcG0ats 17 Nov, 2018 @ 10:52am 
Didn't even need a description, I see Udaya and subscribe. Yet more awesome work! Thank you!