XCOM 2
Melee Lost Headshots
91 kommentarer
=[NK]= Col. Jack O'Neil 13 sep, 2024 @ 4:07 
Alex Nares  [skapare] 13 sep, 2024 @ 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 sep, 2024 @ 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 jul, 2024 @ 7:43 
You are right, I misremembered.
Alex Nares  [skapare] 22 jul, 2024 @ 4:37 
I don't think it was in the vanilla
Daddy Takeda 19 jul, 2024 @ 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 maj, 2024 @ 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 @ 12:45 
I got the point. That really helps. Thank you very much!
LinkFan001 17 mar, 2024 @ 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 @ 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 @ 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  [skapare] 13 mar, 2024 @ 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 @ 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 @ 4:55 
Doesn't it work with Hunter's Axe? It just didn't, that's why I'm asking.
Cúchulainn 24 jan, 2024 @ 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 jul, 2023 @ 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 @ 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 @ 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 @ 8:09 
@drumax2000 Make sure to enable 'display web address bars when available'
Alex Nares  [skapare] 10 jan, 2022 @ 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 jan, 2022 @ 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 jan, 2022 @ 9:52 
NVM, I found it. It's 2079693637 if anyone else needs to know.
Drumax 6 jan, 2022 @ 9:14 
Would anyone happen to know this mods "content" number in the 268500 folder?
FryoKnight 19 dec, 2021 @ 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 dec, 2021 @ 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  [skapare] 22 aug, 2021 @ 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 aug, 2021 @ 8:02 
the behavior stopped when i removed chryssalid melee as a valid headshot action
Veritas 22 aug, 2021 @ 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  [skapare] 22 aug, 2021 @ 2:00 
When you said Chryssalids count civilians as Lost targeting, what does that mean?
Veritas 21 aug, 2021 @ 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 @ 15:17 
YES!
Time to mow my way through zombie hordes with a katana!
FlamingFeather 9 feb, 2021 @ 22:20 
thank you
Alex Nares  [skapare] 9 feb, 2021 @ 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 @ 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  [skapare] 26 dec, 2020 @ 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 dec, 2020 @ 15:09 
Has SuperSoldiers and the Ballistic Shield mod been added yet?
FlamingFeather 15 okt, 2020 @ 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  [skapare] 15 okt, 2020 @ 1:45 
They are already in there, is it not working for you?
FlamingFeather 15 okt, 2020 @ 1:26 
It would be awesome to see this mod include "[WOTC] Bayonets by Iridar"
Alex Nares  [skapare] 20 aug, 2020 @ 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 aug, 2020 @ 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  [skapare] 27 jul, 2020 @ 12:59 
Thanks for providing the template name, that should be easy to add in.
MrCloista 26 jul, 2020 @ 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  [skapare] 7 jul, 2020 @ 1:48 
Thanks for the info. I will add that to my to-do list and try to update this weekend.
Sir Sunkruhm 6 jul, 2020 @ 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 jul, 2020 @ 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  [skapare] 30 jun, 2020 @ 13:03 
Thanks but those don't look like melee abilities. I am putting together a separate mod for ranged abilities.
neIVIesis 29 jun, 2020 @ 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  [skapare] 29 jun, 2020 @ 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  [skapare] 24 jun, 2020 @ 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.