XCOM 2
Bladestorm Customization WOTC
32 Comments
adsumarkus 15 Feb @ 2:26am 
; If true, the attack is subject to Reaction Fire penalties and will also be dodged by Lightning Reflexes and Shadowstep will make it not trigger
REGULAR_BLADESTORM_REACTION_PENALTY = false
; If true, just moving around the target will not trigger it.
REGULAR_BLADESTORM_MOVEMENT_TRIGGER = false
; If true, attacking the target in melee will not trigger it.
REGULAR_BLADESTORM_ATTACK_TRIGGER = false
; If true, the attack will use the regular Crit calc and bonus damage assigned to it.
REGULAR_BLADESTORM_ALLOW_CRIT = true
adsumarkus 15 Feb @ 2:26am 
Are the comments in the .ini the wrong way around?

The comments say, that inversing the settings should cause bladestorm to trigger in more situations, but the name of the variables suggests the opposite and I just had a unit caught in a bind after I deliberately parked them next to a viper
Juravis  [author] 14 May, 2022 @ 9:09pm 
There might be exceptions for reinforcements, I forget. This would be part of the base game if it does, I dont change that. I made this mod to nerf Bladestorm and only make it work on attacks personally as i felt movement bladestorm traps are annoying on both sides.
trsand98 14 May, 2022 @ 8:30pm 
Strange. I've had several instances where I put a unit with bladestorm in the center of a reinforcement pod, and it has never triggered on enemies whose first action is to move away from the unit.
Juravis  [author] 14 May, 2022 @ 8:00pm 
It detects all movement, no particular direction. Its not possible with this mod, but everything is codable. It counts movement toward and away.
trsand98 14 May, 2022 @ 7:57pm 
Would it be possible to make bladestorm be triggered by enemies moving away from the user?
Juravis  [author] 20 Apr, 2021 @ 1:11pm 
Well you are SOL then. Good thing we played when things worked
Dragon32 20 Apr, 2021 @ 2:58am 
@ADVENT Avenger
The ability to reorder mods was removed in a recent version of the AML. All that function did was rejigger the order mod names were written into XComModOptions.ini, and that had no effect on how the game processed them.

robojumper's got a blog piece about load order in XCOM 2. It's... complex
https://robojumper.github.io/too-real/load-order/
Juravis  [author] 19 Apr, 2021 @ 8:54pm 
If it does work, ensure you use the Alternative Mod Launcher and put this mod AFTER RPGO.
Mr.Smiles 19 Apr, 2021 @ 8:53pm 
@ADVENT Avenger, hopefully he can get around to it, I haven't had any luck getting a concrete answer on this anywhere, even with the mod author of those mods X_X oh well, thanks for your time.
Juravis  [author] 19 Apr, 2021 @ 8:39pm 
RPGO is a complete overhaul and i do not support it. The Templar seems to have undergone a complete retooling in RPGO (Templar Disciple) and as such it probably will not work correctly. You can ask Musashi to implement it himself.
Mr.Smiles 19 Apr, 2021 @ 7:55pm 
@Dragon32 actually the psionic melee mod, which allows your psi operatives to use templar gauntlets. I don't think I have ever seen them proc bladestorm and I haven't found a fix for that. I believe it is because the id for the item is replace_psiamp. I'm not a modder so I have no idea, it just bugs me that I can't have a proper ranger/templar hybrid (templar with blade storm not withstanding). I have this thing were only the gifted can use the disciple and stormcaller classes (RPGO and Psionics overhaul v3). Sorry for the book I'm just racking my brain trying to find an answer.
Juravis  [author] 19 Apr, 2021 @ 7:51am 
Templars are covered. They have their own copy of the ability. Their accuracy is 100 percent without my Templars can miss mod.
Dragon32 19 Apr, 2021 @ 7:13am 
@Mr.Smiles
What are "psionic melee's guantlets"? If you mean the Templars then their Bladestorm ability is affected by this mod but you shouldn't need to do any messing around to get the ability to work.
Mr.Smiles 19 Apr, 2021 @ 5:06am 
so does this only edit the skill itself or can it be used to allow the skill to work with weapons that should proc it but don't? Just asking since for some reason psionic melee's guantlets don't seem to work with bladestorm despite being a melee weapon and I've been searching everywhere for a solution.
Triel 27 Jun, 2020 @ 6:33am 
it triggers when the enemy sneezes!
Juravis  [author] 26 Jun, 2020 @ 1:08pm 
What would you do with a blade storm that doesn't trigger from attacks or movement both? Lol
Dragon32 26 Jun, 2020 @ 11:23am 
@ADVENT Avenger
Dont overthink it.
Wise words :)
Juravis  [author] 26 Jun, 2020 @ 10:55am 
The default is both triggers are enabled. If you disable both, then that would disable the entire perk and make it a waste of space so its not allowed and both will be treated as enabled (just like the vanilla game). Dont overthink it.
Dragon32 26 Jun, 2020 @ 6:17am 
@AA
OK, I'm really confused then. I think that's due to the use of the word "disable"

What is actually being disabled? If I set a *_TRIGGER value to False then, to me, that means it's disabled

Quoting
; If true, just moving around the target will not trigger it.
REGULAR_BLADESTORM_MOVEMENT_TRIGGER = true


Therefore, I interpret setting the above to False will *enable* the movement trigger.

The default .ini has both *_TRIGGER values set as True. So both are Disabled. But the .ini comments say "Both triggers cannot be disabled. If you disable move and attack, both will be enabled".

So they're actually Enabled? Maybe? My head hurts trying to work this out

This doesn't help too: "If true, just moving around the target will not trigger it." To set a negative state, set to a positive value.
Juravis  [author] 26 Jun, 2020 @ 5:56am 
The ini says that you need one to work. If you disable both attack and movement then its effectively disabled and wont do anything and i do not allow it. You need one trigger.
Juravis  [author] 26 Jun, 2020 @ 5:55am 
Im on the mobile steam can you paste it for me? That seems unlikely it would be an incredible oversight and i recall testing this.
Dragon32 26 Jun, 2020 @ 4:15am 
@ADVENT Avenger
Actually there does seem to be a discrepancy between the Description here and the .ini

Here:
"It allows you to change whether Bladestorm [...] triggers on movement or attack or both"

.ini
"If you disable move and attack, both will be enabled and your settings for those 2 ignored"

After a layman's look at the .uc I think that the .ini is right, it's not possible to set this to trigger on both movement and attack.

Or am I mis-reading things?
Juravis  [author] 25 Jun, 2020 @ 8:01pm 
I would have put my own parameters as default but i prefer people to make their own. Youll need to edit the ini file. In your case youll want to disable reaction fire and put can Crit on all of them.
Dragon32 25 Jun, 2020 @ 3:27pm 
@GargakOfTheEast
Did you even bother to read the Description?
GargakOfTheEast 25 Jun, 2020 @ 3:24pm 
I have no idea what this mod is even supposed to do.

Bladestorm misses all the time when you have it installed, and it misses all the time when you don't have it installed. What is it even supposed to do?

Can you just make a mod that makes it so Bladestorm doesn't miss all the time?
Triel 15 May, 2020 @ 10:23am 
Is it possible to make a config for bladestorm to define what slot it should take its damage from? primary, secondary, etc?
Juravis  [author] 12 Mar, 2020 @ 10:10pm 
Probably
Online Addict 12 Mar, 2020 @ 8:12pm 
So that mean this mod is compatible with LWotC?
Juravis  [author] 22 Sep, 2019 @ 9:04am 
Current will be affected, but if you saved in tactical you might need to wait for next mission
Kuroi.Kitsune 22 Sep, 2019 @ 8:58am 
Is it for new game or will affect currently running ones as well?
Dragon32 20 Sep, 2019 @ 4:24pm 
Thanks for the conversion, AA! Wish fulfilled