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BehaviorName=GenericScamperRoot
BehaviorName=CounterBeaglerushManeuver
There is more writen on those lines, but just search for then and there will be only one result of each line, delete the entire line. Now you can just copy the entire content of this mod and paste were you just deleted one of those 2 line (Doesnt matter witch).
Ive tested and it is working fine. If the long war guys dont mind I can upload the .ini file and post a link here, but anyone can do this by itself, super simple. Hope this helps, I personaly cant play the game without this mod.
PS: I dont know how to integrate the scrip that makes it work on existing saves, it will most probably only work on new saves (For LWOTC, because if its not LW then the original scrip work anyway)
Though after playing through half a campaign, i find that it makes the game way too easy.
The problem is that all targets are automatically "flanked" when you activate a pod, so you get crit after crit without ever having to think about tactical positioning.
Not sure what could cause an issue though, I haven't worked with this stuff in quite some time.
If it's not a conflict with another currently active mod, I vaguely remember something about an existing edited file potentially causing issues, but it's a long shot.
If you want to try, you could delete the XComAI.ini file in the config folder. Make a backup to be safe, but I think it should auto-generate a new one when you launch the game.
Alternatively, you could try using my XComAI.ini file. I uploaded it here https://pastebin.com/Xd9uP1A0
Just paste it in and replace the existing content or replace the file entirely.
The file can be found at:
C:\Users\-your username-\Documents\my games\XCOM2 War of the Chosen\XComGame\Config
If the new enemy uses the AI routines of an existing enemy type, it should work, but if they have their own AI put in by the modder, that won't be affected.
As I'm not active in the overall modding scene I don't know how likely each scenario is, so you'd just have to try and hope for the best :p
After all, the whole point of the mod is to NOT make them run for cover on your turn.
WIth this, you can essentially ambush with normal attacks, without having to put everyone on overwatch and hoping for the best.
Reveal animations work as far as I can tell. You get the reveal cutscene, then they just don't run away afterwards.