XCOM 2
[WOTC] ESO SkullJacks Fix
13 Comments
RustyDios  [author] 27 Aug, 2024 @ 3:02pm 
so you mean like how it behaves after you do the Skullmining project?
We go together 27 Aug, 2024 @ 8:35am 
Can I make a humble request?
an WOTC Psijack / Skulljack any humanoid ADVENT at or above ADVENT OFFICER in the tiers, along with making them infinite reusable.

Basically this allows you to get hacking benefits from any Humanoid ADVENT trooper that is at least OFFICER or above. Also, to give Skulljacks no cooldown as an ability when equipped.

Basically: This would make skulljacking MUCH more enjoyable and much less situational.
Karmapowered 28 Nov, 2022 @ 11:12am 
@RustyDios Thank you very much for your reply and confirmation.

Sorry if I was confused because of the comment below mine, which seemed to hint at an issue. I'll activate these mods with peace of mind then, and see how it goes in my forthcoming modded XCOM2 run. Please have a nice day/evening.
RustyDios  [author] 28 Nov, 2022 @ 10:45am 
Should both be working fine. Skulljack Mind-Controlled units works by changing the target conditions of the the Skulljack and Skullmining perks.

This mod works by adjusting the damage amount and type they do.
Karmapowered 28 Nov, 2022 @ 10:33am 
Could we please know if a fix is in the works concerning this mod ?

I'm basically in the same situation as @Zelfana, where I'm using @Hotl3looded's mod to fix the issues with mind-controlled enemies through skulljacking and obviously this mod paired with @NotSoLoneWolf's overhaul.

If no fix is possible, could you please share your recommendations on how best to proceed to get these mods working together to have the smoothest skulljacking experience in game ?

As always, thank you very much for your assistance and sharing your creations with the community here.
Zelfana 31 Mar, 2022 @ 3:37am 
Skulljack Mind-Controlled Enemies is what conflicts with this as they both edit SKULLJACKAbility and SKULLMINEAbility. Could possibly include changes from that?

SKULLOuch Straight to the Dome only edits SKULLOuch and works fine in tandem.
Nero 27 Jan, 2022 @ 5:10am 
i have skullouch straight to the dome
RustyDios  [author] 26 Jan, 2022 @ 7:45pm 
Hmm, that's the bug they have without this fix .. are you sure the mod is enabled?
Are you running any other mods that might affect the SkullJack/Abilities ?
Nero 26 Jan, 2022 @ 7:04am 
it seems like i have this mod installed but the skulljacked enemies still are alive even though they appear dead
RustyDios  [author] 30 Aug, 2021 @ 9:28am 
Well, this was designed to fix the interaction issue between SkullJack/Skullmining and Energy Shield Overhaul ... so yes it is a requirement.

Without ESO, this would still give Skulljacks the Psi Damage Boost, which they don't need as Jacking someone kills them normally anyway, without it being blocked by ESO.
MrMister 30 Aug, 2021 @ 4:13am 
Energy Shield Overhaul is listed as a requirement - is that accurate, or does it just convey that without it you simply wouldn't need this?
Jolly Jerry J Jenson 30 Aug, 2021 @ 1:19am 
Thank you!
lordabizi 29 Aug, 2021 @ 9:50pm 
Yes! No more Shieldbearers playing possum after being skullmined! Hooray!