XCOM 2
Melee Lost Headshots
91 commenti
=[NK]= Col. Jack O'Neil 13 set 2024, ore 4:07 
Alex Nares  [autore] 13 set 2024, ore 0:09 
Thanks for the compliment! Unfortunately I am long retired from XCOM 2 modding, but anyone is welcome to take this mod and make an alternate version!
=[NK]= Col. Jack O'Neil 12 set 2024, ore 5:09 
I do love your mods, thank you for them! Although I find this one particularly easily to cheese :( Is there any chance of an alternate version that maybe doesn't refund the full point, maybe like gives a reduction to move, or something? Some way of nerfing it? With a templar who can dash and deal good damage it's a little full on!
Daddy Takeda 22 lug 2024, ore 7:43 
You are right, I misremembered.
Alex Nares  [autore] 22 lug 2024, ore 4:37 
I don't think it was in the vanilla
Daddy Takeda 19 lug 2024, ore 6:45 
Doesn't Rend and Sword slash already allow your soldier to attack again? I don't have this mod and I'm pretty sure I recall being able to mop the floor easy with my Templar with his Rend ability.
Lûte the Goblin 5 mag 2024, ore 16:35 
The bonus Momentum for Templars combined with this mod allowed my Templar to LITERALLY walk from end of the map to the other after killing 8 Lost in a single turn.
I'm going to have to unsub to this, it's just too silly with how melee talents work in this game.
Mask 19 mar 2024, ore 12:45 
I got the point. That really helps. Thank you very much!
LinkFan001 17 mar 2024, ore 20:53 
+ValidHeadshotAbilities=WOTC_APA_SwordSlice <For Proficiency Sword
+ValidHeadshotAbilities=IRI_Rider_Intercept <For Stormrider Intercept
+ValidHeadshotAbilities=MZShieldCharge <Shield Attack from the updated Shield Mod
+ValidHeadshotAbilities=IRI_Rider_PowerKick <Stormrider Powerkick
+ValidHeadshotAbilities=IRI_Rider_Haymaker <Stormrider Haymaker
+ValidHeadshotAbilities=DP_PistolWhip <This is for Akimbo but do note it acts funny. The first hit must kill. The second hit does not count for the mod, period. I think this is an engine issue.
+ValidHeadshotAbilities=WOTC_APA_Rend <For Proficiency Templars
+ValidHeadshotAbilities=WOTC_APA_RipjackStrike <For Proficiency Skrimishers.

Here are some examples from my mod list. This is not all of them but I will add the rest later, point is this is what they should look like. Stupid thousand word limit.
LinkFan001 17 mar 2024, ore 20:52 
For anyone wondering why some melee skills are not working, modded characters and abilities will needed to be added to the XComData_SoldierSkill config. For example, proficiency Templar does not work because the name of the attack is different. You need to find the name of the skill in the XComClassData of each of your modded classes, find the note for the skill in question, copy it without the quote marks, and add them to this mod's XComData_SoldierSkill.
Mask 16 mar 2024, ore 1:10 
It should be SwordSlash, I also don't get headshots with my templar too. Don't know what's the deal here. Thx for response @Alex Nares.
Alex Nares  [autore] 13 mar 2024, ore 11:30 
I am retired from XCOM modding. I didn't know Hunter's Axe was counted separate from SwordSlash. Some weapon characteristics are hard coded and can't be edited via INI. It's possible Hunter's Axe is one such weapon.
Mask 10 mar 2024, ore 12:33 
Modder are you still checking this mod? I thought axe attacks are the same as SwordSlash, it still should be. Why do you think it isn't working on Hunter's Axe equipped on Jane Kelly? I was concealed while slashing, is there an interaction?
Mask 9 mar 2024, ore 4:55 
Doesn't it work with Hunter's Axe? It just didn't, that's why I'm asking.
Cúchulainn 24 gen 2024, ore 9:37 
I definitely think Chryssalid Attack moves should not be in here. Just had a map where chryssalids took out like 8 lost in a row, each spawning a gestation pit, and i had to deal with 30 neonate chryssalids and it truly felt like a horror film HAHAHA

It probably doesn't help that I allow pod to pod activation outside of my FOW, but I enjoy that real aspect and it makes me move faster
bud_viking 21 lug 2023, ore 15:53 
Just tried this mod out. I would pretty much call it the Michonne from Walking Dead mod. Jane Kelly just chopped her way through a sizeable swarm. Me likey.
Anakameron 9 nov 2022, ore 17:04 
To balance the issue Flapjaw is talking about, I recommend the Lost Bladestorm mod. You still can theoretically get through large swaths of the map with one melee unit, but it's much more in the spirit of XCOM's RNG with Bladestorm active for the Lost.
Vaartok 15 apr 2022, ore 16:06 
The balance issue with this one are the melee charging attacks that let you move and slice with the same action, which means a single soldier in mid-game can buzzaw through most of the map killing dozens of Lost in a single turn. Since you can change position as you kill, this is much stronger than the other two related mods.

Bit too much for me, but I know someone reading this is excited by the idea of ninjas chopping through the map every time Lost spawn so if that describes you then give it a spin!
Triel 27 feb 2022, ore 8:09 
@drumax2000 Make sure to enable 'display web address bars when available'
Alex Nares  [autore] 10 gen 2022, ore 22:35 
Sorry but I am no longer updating mods for XCOM 2. But you can manually add the abilities yourself by opening the SoldierSkills.INI and adding the X2AbilityTemplateNames to the "ValidHeadshotAbilities=".
Let That Sink In 9 gen 2022, ore 2:56 
Iridar's MEC Overhaul are not triggering a free action. Could you add the MEC melee attacks to the supported abilities? Thanks!
Drumax 6 gen 2022, ore 9:52 
NVM, I found it. It's 2079693637 if anyone else needs to know.
Drumax 6 gen 2022, ore 9:14 
Would anyone happen to know this mods "content" number in the 268500 folder?
FryoKnight 19 dic 2021, ore 13:43 
Nvm, found it was "[WOTC] Proficiency Class Pack". I already added it to the config myself. For anyone else that needs it in the future, it is "WOTC_APA_SwordSlice" also added "WOTC_APA_RipjackStrike" and "WOTC_APA_Rend" for the faction class rebalances available for Proficiency Class
FryoKnight 19 dic 2021, ore 13:25 
Having issues with either "Primary Secondaries" (and by extension "True Primary Secondaries" ) or "[WOTC] Proficiency Class Pack". Not sure which is the culprit, but makes Sword kills not register.
Alex Nares  [autore] 22 ago 2021, ore 19:57 
Oh wow that's weird. I did not know that. Well I don't have the means to update the mod right now so that will have to suffice.
Veritas 22 ago 2021, ore 8:02 
the behavior stopped when i removed chryssalid melee as a valid headshot action
Veritas 22 ago 2021, ore 7:57 
It means that when a chryssalid executes a civilian, they get their action refunded and will move ot the next one.
Alex Nares  [autore] 22 ago 2021, ore 2:00 
When you said Chryssalids count civilians as Lost targeting, what does that mean?
Veritas 21 ago 2021, ore 10:50 
Just a heads up, you'll want to exclude Chrysallids from the headshot ability. Unless you really want them to make 6 cocoons and instantly fail your retaliation mission. Because for whatever reason the Chryssalids count civilians as Lost targeting.
765 20 mar 2021, ore 15:17 
YES!
Time to mow my way through zombie hordes with a katana!
FlamingFeather 9 feb 2021, ore 22:20 
thank you
Alex Nares  [autore] 9 feb 2021, ore 22:19 
I no longer have the means to update XCOM 2 mods right now, but you can fix this yourself by adding the ability name in the mod's INI file. Just open it and find the list of "ValidHeadshotAbilities=". You will need the AbilityTemplateName located in the Localization INT file.
FlamingFeather 9 feb 2021, ore 22:15 
Something I have noticed. Is that the Zombies you make using the Necromancer class mod, do not use the same attack as the Physionic Zombies. Due to this, they do not get melee head shots. I would greatly appreciate if that would be added. Thank you!
Alex Nares  [autore] 26 dic 2020, ore 1:50 
No I haven't added those yet, and do not have the means to right now due to the SDK requiring XCOM2 to be installed in order to update mods (I don't have the drive space right now). But you can manually add them by opening the SoldierSkills.INI and adding the X2AbilityTemplateNames to the "ValidHeadshotAbilities=". This mod probably won't be updated for a while so you are not in danger of getting your edits overwritten for a while.
N.C.V. 25 dic 2020, ore 15:09 
Has SuperSoldiers and the Ballistic Shield mod been added yet?
FlamingFeather 15 ott 2020, ore 13:30 
I'm just blind. I thought the bayonets were cool, but I wasn't about to subscribe without it working on here. (Thank you for this great mod btw)
Alex Nares  [autore] 15 ott 2020, ore 1:45 
They are already in there, is it not working for you?
FlamingFeather 15 ott 2020, ore 1:26 
It would be awesome to see this mod include "[WOTC] Bayonets by Iridar"
Alex Nares  [autore] 20 ago 2020, ore 20:37 
I was able to balance it out with the "Lost Bladestorm" mod. Because then the Lost get a free attack on anyone that moves into melee range.
the eeker 20 ago 2020, ore 20:18 
After playing around with this for a day or two, I realized this unintentionally destroys any sort of balancing for the ranger, as it allows them to just mow through a bunch of Lost easily, especially if they have Blademaster. It's much more broken with a Templar or a ranger with the Implacable perk, since it just grants them more and more points to move around, which can result in your ranger/Templar to be able to run around the entire map, mowing down even more Lost.
Alex Nares  [autore] 27 lug 2020, ore 12:59 
Thanks for providing the template name, that should be easy to add in.
MrCloista 26 lug 2020, ore 18:11 
+ValidHeadshotAbilities=WOTC_APA_SwordSlice needs to be added so the Assault Infantry in the Proficiency pack's sword swing will work.
Alex Nares  [autore] 7 lug 2020, ore 1:48 
Thanks for the info. I will add that to my to-do list and try to update this weekend.
Sir Sunkruhm 6 lug 2020, ore 23:11 
Addition: I forgot to mention that Supersoldiers has other abilities too that are melee (forgot, rather), such as Spartan Strike (a melee punch) and there's a nanosuit armor-added ability that is a punch too.
Sir Sunkruhm 6 lug 2020, ore 22:44 
Hey Alex! Thanks for this mod, it's a lifesaver (literally, especially a low level).
I found that shield bash abilities from Ballistic Shields and probably the Stormrider Specializations (for RPGO), such as their shield bash and stuff, don't seem to trigger. I'd also bet that the SuperSoldiers N7 Paladin's heavy shield bash doesn't work.

Let me know if you need more info and I can dig in to find it!
Alex Nares  [autore] 30 giu 2020, ore 13:03 
Thanks but those don't look like melee abilities. I am putting together a separate mod for ranged abilities.
neIVIesis 29 giu 2020, ore 14:52 
@Alex Nares
I included a few abilities, when I tested in weapon with arc thrower and the custom secondary shotgun they worked:

;ABA Abilities
+ValidHeadshotAbilities=Zap
+ValidHeadshotAbilities=HighVoltage
+ValidHeadshotAbilities=Torture
+ValidHeadshotAbilities=EmpoweredTorture

+ValidHeadshotAbilities=PointBlank
+ValidHeadshotAbilities=PumpAction
+ValidHeadshotAbilities=BothBarrels
+ValidHeadshotAbilities=StreetSweeper
Alex Nares  [autore] 29 giu 2020, ore 3:43 
@nelVesis
I wasn't able to locate the AbilityTemplateName for that ability. If you manage to find it, let me know what it is so I can add it.
Alex Nares  [autore] 24 giu 2020, ore 13:42 
Glad to see that you guys are enjoying it.

@nelVlesis
Thanks for reporting, I will add that ability to the list this weekend.