XCOM 2
CPP Framework
156 Comments
Cato  [author] 16 Mar @ 9:54am 
No, absolutely not. This pack forked from MPP six years ago.
tangqikong 15 Mar @ 4:32pm 
Hello author, it is mentioned in the description that Mitzruti Perk Pack conflicts with this MOD, so if CPP Framework can replace Mitzruti Perk Pack to support the MOD that originally needs Mitzruti Perk Pack?
LeyShade 7 Jan, 2024 @ 12:14pm 
@Cato - Been getting a lot of requests to reintroduce Chimera back into the Community O+E .

When possible, please send us a message to discuss the incompatibilities between this and other perk packages and so we can better explore potential ways the issues can be mitigated, Thank you.
huntersorce20 2 Jan, 2024 @ 6:27pm 
oh cool, that's much easier. i thought the cpp perks replaced the vanilla. thanks for the help.

btw, for chimera heroes specifically, (not chimera classes), you can make it compatible with I'm the commander here if, in the ITCH .ini file, you replace the deck name listed there with the deck name you have in the chimera heroes .ini file. so you would change the deck name in ITCH to Chimera_SkirmisherXComAbilities for the skirmisher deck, for example, and it works perfectly. for me at least.
Cato  [author] 2 Jan, 2024 @ 6:21pm 
You do not need to add in vanilla, they are already present. Delete all +ExtraCrossClassAbilities entries if you do not want any CPP skills for your AWC perk rolls.
huntersorce20 2 Jan, 2024 @ 2:26pm 
I was just thinking in terms of the odds for any particular xcom skill. the cpp pack ads like 30-40 skills to pick from, many of which are useless to most classes, like the light ordinance perk or the one that boosts status grenade dmg. i wanted to go back to the base game xcom perks for a little more reliability. so for changing that in the configs, i just need to delete the abilities i don't want to see, and add back in the ones i do, making sure that brackets and spacing is accurate?
Cato  [author] 2 Jan, 2024 @ 10:07am 
You should only have four rows for each class, the three set Paths in each class and a single AWC row.

If you have multiple AWC rows then you have a mod conflict adding extra. A known conflict of this is 'Im the Commander Here' mod.
Cato  [author] 2 Jan, 2024 @ 10:04am 
You can configure the +ExtraCrossClassAbilities table within the CPP Framework mod folder /config/XComClassData.ini

Your edits must be exact, with no rogue spacing or missing brackets. I recommend using NotePad++ [notepad-plus-plus.org]
huntersorce20 1 Jan, 2024 @ 8:12pm 
if i wanted to revert the training center/xcom abilities back to what they were in the base game, how would I do that in the configs? I personally feel like you have too many options for the xcom row of abilities.
Cato  [author] 24 Aug, 2023 @ 2:03pm 
Correct.
hottt3 23 Aug, 2023 @ 5:31pm 
Thanks for the mod! But as far as I understand, I cannot use Chimera Classes because it uses this mod as a dependency and this mod is incompatible with Mitzruti Perk Pack which I have.Am I right? (I play LWotC)
Zigg Price 23 Jun, 2023 @ 7:41pm 
Gotcha.
Cato  [author] 23 Jun, 2023 @ 7:38pm 
Just for Chimera Classes. This is a heavily divergent 2019 fork of those packs.
Zigg Price 23 Jun, 2023 @ 7:29pm 
I see this apparently uses stuff from MZ pack and LW2 pack. Can this stand in as a requirement/dependency instead of those, since this one doesn't play nice with a lot of things? Or is this really just for use with the Chimera classes?
Cato  [author] 9 Aug, 2021 @ 9:34am 
:coffee: :coffee: :coffee: Minor Notice :coffee: :coffee: :coffee:

You may notice an AML warning that you are missing a dependency.
This mod now requires WOTC Community Promotion Screen - replacing the 2017 version.

If you do not wish to upgrade yet, you can continue to use the 2017 version with no issue. That said, switching mid-save worked fine for me.
Cato  [author] 17 Jul, 2021 @ 3:21pm 
:diplomacy: CPP version 9.5 release.

I was not expecting to ever make this update, but here it is. :seriousboss:

Provides framework changes for Chimera Heroes and Classes.
Adds in missing voice bark hooks for ~75 abilities.
Cato  [author] 28 Apr, 2021 @ 9:30am 
Huh. I was unaware that another class mod was using CPP Framework. It's only intended for Chimera Classes since loading other class mods and perk packs breaks abilities.

Your issue may just have been a one off (anomaly is by nature a little janky) but if it persists it's probably a conflict on Superclasses end.
LooseNooseZeusMooseGooseJuice 28 Apr, 2021 @ 7:12am 
oh if the information matters, its being used by the super classes mod that requires the framework with the character class 'anomaly', and hes using an amp for his secondary with a cumulative psi score of 50. anything else I can do to help just let me know.
LooseNooseZeusMooseGooseJuice 27 Apr, 2021 @ 9:25pm 
hey howdy, could I maybe get some help figuring out what might be wrong with the anomaly skill in my games? no damage, but it does teleport a pod in.
Cato  [author] 28 Jan, 2021 @ 2:20am 
I've considered it before, renaming all the scripts with standalone identifiers. But you are underestimate the scope of the work - editing 400+ perk scripts at source, config and template, documenting and testing the changes, then updating Chimera Classes to use the new templates.

50 - 100hrs work, which on publication would break everyone's current campaign. No thanks.
MrMister 28 Jan, 2021 @ 1:40am 
@Cato You know, given that there is still (and there may not be due to the content lock) any CPP-dependant mod besides Chimera Classes and Heroes, you could still rename all the perk IDs by prefacing them with "CPP_".

Mind you, it'd be quite boring to got through all the code and make sure you didn't skip any reference, but since the scope of the mod has changed from a substitutive resource pack to its own take on some of the perks...
Cato  [author] 27 Jan, 2021 @ 8:50pm 
Feel free to recycle parts of this framework for whatever you want. Just bear in mind that my version of RS perks have been modified in name, icon and sometimes effects based on what I wanted them to do for Chimera.
Pinky's Brain 27 Jan, 2021 @ 6:53am 
Is it okay if I split out some of the RS perks into a separate mod? B&T's LWotC classes/enemy tweaks use them, but CPP will conflict and Richard's classes mods have more scripting than just the perks.
JethroKirby 19 Nov, 2020 @ 6:51pm 
Sweet!
Cato  [author] 18 Nov, 2020 @ 6:28pm 
Already included. As per description above:

Some extra Gene Mods if Gene Modding is installed (Mitzruti content)
JethroKirby 18 Nov, 2020 @ 2:56pm 
Hey guys, currently setting up a modlist using Chimera as this is probably my favorite class pack and I noticed that the Gene Mods mod has new mods available when using Mitzruti's Perk Pack. Will these work alongside the CPP Framework? I know Mitzruti's pack would cause crashes so I don't want to add that. Any ideas?
Cato  [author] 25 Oct, 2020 @ 4:33pm 
It's required to fix visuals and voice pack barks for a number of perks of using the base code of rapid fire. You can freely remove it and they will still inflict damage.
Cato  [author] 9 Oct, 2020 @ 8:14pm 
@13Crusader13 - No, they will not. CPP Framework will only work correctly with Chimera.

"CPP diverges significantly from the original authors content, with scripts & animations either being outdated now or redesigned for a new purpose."
Cato  [author] 9 Oct, 2020 @ 8:09pm 
@MBI - I checked over both of Kyuubicles Psi mods.

XCOM Psionics Overhaul V3 - will work absolutely fine.

Psionics Overhaul - Expanded Psionics - references a single Mitzruti perk - MZFuse. I have not altered that in anyway witin CPP Framework, so yes you can use it alongside Chimera Classes. :cozyspaceengineersc:
Cato  [author] 9 Oct, 2020 @ 7:57pm 
Apologies, Steam appeared to have unsubscribed me from comment notifications here. :steamfacepalm:

@DuM4 - Oh wow you remember the old Google Spreadsheet? Yes this was originally intended as a modders resource pack but that... was not well received. Instead CPP was redesigned to be a framework exclusively for my own mods which frankly made life much easier.

The good news is that the Perk Index is still a thing and is located within the mods directory as a formatted INI file. Open it with Notepad++. I just no longer endorse using the Framework for your own mods.
My Balls Itch 24 Aug, 2020 @ 11:00am 
Hey Cato. First, since it doesn't get said enough, thanks for everything you've done for the X2 community--you've improved mine and countless others' games/memories immensely.

A bit of an unfair question, and I assume the answer is "probably not" without having to speak to the author / dig through the mods' code, but do you have any insight on compatibility with Psionics Overhaul expanded by Kyuubicle (https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2134612062)? He doesn't seem to list the perks borrowed from Mitzruti, nor did I find any documentation on those you took/edited from his pack. Again, I don't expect much, but I figured I might as well ask.
DuMa 17 Aug, 2020 @ 4:46pm 
Hey there Cato, how's it going?

I've been away from XCOM and Modding for a bit, but I was working with your perk pack a while ago in order to customize my own classes and all that.

My Question here is, since this was apparently CPP and now was transformed into a stable and finished framework, does the old spreadsheet for CPP counts as reference for me to find and use (along this mod) the skills contained within? or do you have another spreadsheet for this updated version?

Thanks in advance!
Malek Deneith 26 May, 2020 @ 8:01pm 
After changing it to false they seemed to return to normal, yes.
Cato  [author] 26 May, 2020 @ 3:34pm 
Excellent detective work. Does changing the Hijack variable to false resolve all the grapple issues? If not I will simply disable that perk from spawning in the AWC pool.
Malek Deneith 26 May, 2020 @ 12:20pm 
Coming in again to report that CPP actually *was* the culprit behind grapple ability on my armors not working properly. To be precise one of the ported Grimy perks - GrimyMultiHook, a 1 AP costing grapple that has free-form targeting rather than usual "hook to predefined grapple points for 0 AP" grapple - has an additional function that flips if the ability gets added normally, or does it instead replace GrapplePowered, i.e. the grapple that is used by Tier 3 grapple-capable armors. This switch is handled by variable "Multihook_Hijack_PowerGrapple" present in XComGrimyPerkPorts.ini, and in CPP the value of this variable is set to "true" which causes the perk pack to switch how Powered armor grapples work by default.
Cato  [author] 26 May, 2020 @ 12:27am 
Turns out it was me! :MingXiu:

~ CPP Hotfix Update 8.1.5

Fixed an engine issue introduced in Version 8 which was omitting custom perk packages from the script build process.
Cato  [author] 25 May, 2020 @ 10:55pm 
At this point I honestly do not know.

I'm going to revert this mod back to version 7.9.2 for approx 15 minutes just to sanity check that it was not something code-wise with Release Version 8.
ZiggyTouyeul 25 May, 2020 @ 10:53pm 
Wow, so the update wasn't just a new launcher ? It also update core files for the game ?
Cato  [author] 25 May, 2020 @ 10:44pm 
It was an experimental fix which failed. Since the recent XCOM engine update many animation scripts are no longer loading: Lash Out, Remote Start, Psi Blind etc.

I thought maybe my last update had a compiler error so I did a full recompile just to eliminate that possibility.
ZiggyTouyeul 25 May, 2020 @ 10:41pm 
I'm not sure I understand what the latest update fixed, broken animations ?
Carlton BEaEnkEs, no E 25 May, 2020 @ 12:57am 
Just to clarify, does this effectively combine the Richards, Mitzruti, and Long War mods? Like, if a mod depends on one of those, could I use this in lieu of those mods?
Malek Deneith 20 May, 2020 @ 10:41am 
Great, thanks for confirming!
MrMister 20 May, 2020 @ 9:25am 
@Malek Indeed they don't, it must come from something else.
Malek Deneith 20 May, 2020 @ 9:12am 
Just want to check, CPP and other Chimera mods don't alter the grapple ability on Ghost and Wraith armors, right? (Just noticed something in my modlist made those grapples take 1 action, I'm at loss what mod might be doing this, so I figured I'd ask just to rule out the mod with most ability additions xD )
Cato  [author] 18 May, 2020 @ 9:18am 
Ah yes, it's a 'very much recommended, but not essential' add-on which fixes vanilla chainshot and rapidfire animation.

I cannot think of anything that it would conflict with, it's a great fix.
Malek Deneith 18 May, 2020 @ 6:53am 
I notice that Cinematic Rapid Fire is now on list of requirements, where before I could've sworn it wasn't there. Is it a "hard" requirement, or one of the "nice to have, but not necessary" (like Even More Skirmishing is for Chimera Classes for example)
=[NK]= Col. Jack O'Neil 30 Apr, 2020 @ 7:54am 
Thank you!!!! :)
veneficus 30 Apr, 2020 @ 7:42am 
Cato, I think it was a best case scenario, as I didn't have any problems at all. But I got rid of the MPP, so for sure there will be no issues now. :)
Cato  [author] 30 Apr, 2020 @ 7:19am 
Yes, it turns out it does. MrMister identified a rogue script yesterday which was attempting to patch LW modifiers onto vanilla abilities. I am working on a clean fix as a priority.
=[NK]= Col. Jack O'Neil 30 Apr, 2020 @ 7:12am 
Hey Cato! I think I asked on your other mod, but this one doesn't effect mindspin at all would it??!! I'm using advent avengers ability tweak mod and something's conflicting and still letting mind control happen! :(