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Im very interested in the ONE BUTTON LAUNCH feature of this mod (Ive seen it in a Syken youtube video)
But only this
Can I crop the config file to only get this feature ? WIch one is it ?
Thanks a lot !
"Unchecking "Disable Mission Launch Prompt" solved the issue for me"
I even tried messing around with the X2Action_Delay2.uc file, trying to add a static delay after each action, but with limited knowledge of XCOM 2 modding I was unsuccessful here.
Any suggestions would be appreciated? With DisableTacticalDelays enabled I feel like I'm playing the game in fast forward, but would really love to fix the random pauses that occur.
I tried changing the 3 values in XComGameCore.ini to match the default values but that didn't change anything.
please...long war 2 needs this
Also, sporadic T-posing duplicates of units on that same screen for some units off to the left?
I suspect this mod conflicts with CI because it was working perfectly (for about a year) until I added CI this week. The problem is there is a crash during the Avatar Project movie.
AML doesn't show any conflict though between CI and Skip Everything.
Weird. I have Better Laboratory and TLM and they have worked fine for awhile with Skip Everything. Also AML does not show a conflict between BL, TLM, and Skip Everything.
Not sure if it was something in my specific mission, but I briefly saw one of the enemies far into the fog on loading into the level, and the game crashed after they ran into cover after being activated. Killing them through console caused an immediate crash on moving into cover, so I'm guessing the actual issue was not related to those enemies?
Turning off all the MCOs fixes the weird enemy reveal and brings back the normal cutscene, although the game still crashes anyways. Probably going to have to run without the mod for the time being. :(
Remove these lines in XComEngine.ini in AML:
+ModClassOverrides=(BaseGameClass="UISkyrangerArrives", ModClass="UISkyrangerArrives2")
+ModClassOverrides=(BaseGameClass="UIDropShipBriefing_MissionStart", ModClass="UIDropShipBriefing_MissionStart2")
(fwiw it was fine in my mod testing campaigns with debug cheat starts? way lighter mod lists though)
; +ModClassOverrides=(BaseGameClass="UISkyrangerArrives", ModClass="UISkyrangerArrives2")
and *possibly* also the line
+ModClassOverrides=(BaseGameClass="UIDropShipBriefing_MissionStart", ModClass="UIDropShipBriefing_MissionStart2")
in this mod's XComEngine.ini.
Doing so fixes the bug and restablishes normal LWOTC behaviour; I'm unsure as of whether disabling the UIDropShipBriefing_MissionStart2 line is necessary or not, but disabling UISkyrangerArrives2 is definitely necessary to prevent this bug.
(Some people may not have this bug even without doing this if their game loads this mod before LWOTC, but there is not a consistent way to achieve this for everyone).
so how do i find the conflict? AML doesnt show one, logs neither. Any idea beside disable mods one by one?
Wanted to mention that this did work.
Awesome! I like a lot of your mods and it looks like I'll be trying this one out as well.
SWMT removes pauses from certain animations, and some other misc things
SSWMT speeds up animations but only speeds up certain ones. mine does everything simultaneously with one variable setting
1. this is a performance issue. if your PC can't handle faster animations it will hiccup. Happens to me on some other gpu-intensive mods.
2. FFMG does not slow down except with cutscenes. that was the whole point of me making that mod, so it wont revert the speed.
3. this does not happen for FFMG at all. i can see why SSWMT might do that
Can you explain the difference between Fast Forward My Game, Skip Everything, Stop Wasting My Time, Still Stop Wasting My Time? Are there things your mods do that SWMT/SSWMT don't do or vice versa? Just want to know which ones are redundant or don't play well with each other.
I've had SWMT and SSWMT both enabled for over a year now with only three notable issues:
1. Sometimes soldiers will not visually end up on their destination square when walking/running. The speedup amount and the soldier's movement speed seems to factor into this (i.e. the greater the speeds the more this seems to occur), but I may be wrong.
2. Certain things will force everything to slow down (e.g. Advent reinforcements cutscene). And I have to press "+" key to re-speed things up.
3. Sometimes soldiers will be out-of-sync in the sense that some of them will have sped up animations while other soldiers are going at regular speeds or slowmo.
Do your mods (FFMG + Skip Everything) have these issues?
@Sharur you can do what NRFBToyStore did, which is comment out or delete the lines that cause the mod conflicts. Remove these lines in XComEngine.ini in AML:
+ModClassOverrides=(BaseGameClass="UISkyrangerArrives", ModClass="UISkyrangerArrives2")
+ModClassOverrides=(BaseGameClass="UIDropShipBriefing_MissionStart", ModClass="UIDropShipBriefing_MissionStart2")
Looking at conflicts, they are push calling the UIAlert, so you'd THINK disabled alerts would do it. Yours goes to UIAlert2, Grimmy goes to GrimmyLoot_ScreenListener. So, for now, I just removed the UIAlert line from your config and working.
[XComGame.X2Camera_LookAt]
in XComCamera.ini in the AML launcher. the lines with "Interpolation".