XCOM 2
LWOTC Fuller Override
41 Comments
hottt3 21 Mar @ 5:06am 
Thanks for your mod!
pgg12  [author] 16 Jan @ 11:48am 
No this will absolutely not work without LWOTC, as this mod relies heavily on LWOTC's havens and the basic full override ability.

Feel free to make your own version.
Dęąth Viper 16 Jan @ 12:09am 
Does this work without LWOTC? If not, you mind if I create a new version for covert infiltration?
Rui 17 Jun, 2024 @ 6:28am 
They are located in characterstats.ini btw
Rui 17 Jun, 2024 @ 6:27am 
For people who have the same issue to enemy mods not native to LWOTC or Mod Jam, copy the hack rewards from an enemy mod thats included in Mod Jam to an enemy mod not included. That fixes the full override ability not working on those.
Rui 15 Jun, 2024 @ 2:38am 
So I was wondering why full override doesnt work on certain units such as synthoids or the robots for the even more robots mod. When I hack one of those there are no hack rewards. its just blank
Tedster 25 May, 2024 @ 7:08pm 
Dude, Where's My Loot will resolve the loot getting lost issues issues.
pgg12  [author] 24 May, 2024 @ 2:09pm 
@Wp I am not entirely sure, though I believe the loot is lost.
pgg12  [author] 24 May, 2024 @ 2:06pm 
@blazerluminous Fundamentally, yes it can be made to work. That said if this mod / the buildable units addon does not already have you covered, chances are it would be a bit of work and one would need to use the SDK. (First create an appropriate UnitTemplate to go into the resistance haven, and then make the appropriate edits to XComLWOTC_Fuller_Override.ini).
blazerluminous 23 May, 2024 @ 2:49pm 
can it work somehow with modded robotic unit show up as haven reward? I had no problem with archer mecs and heavy/superheavy mecs drones and sectopods, but i dont have the option to have a LWOTC mechtoid? or a modded assault mecs as a reward.
Wp 1 Dec, 2023 @ 12:22pm 
Hi, really enjoy this mod. I was wondering what happens when an enemy unit has loot. Does it just disappear or do we get the loot after the mission? Thanks for making the mod and answering our questions.
Tedster 20 Sep, 2023 @ 7:18pm 
Hello, now that I made Full Override not get removed by Stasis (robot is permanently rewired, no connection for stasis to block), can you make the change to this mod as well? It's one line, I also DM'd you on discord.
shogun00blade 25 Aug, 2023 @ 9:13am 
can you convert this to create mod for LW2 Vanilla? this mod looks awesome :}
pgg12  [author] 9 Apr, 2023 @ 12:36pm 
If I understood you correctly the issue should be fixed for future units.
pgg12  [author] 7 Apr, 2023 @ 2:34am 
@AlexandrClibanarius Do you know whether the drone shows up during missions as intended?
Alexandr 20 Mar, 2023 @ 3:34am 
Oh, I'm getting the same issue with this mod and the screen for Resistance MECs showing nothing relevant after I Full Override captured an ADVENT Surveillance Drone early on. I'll explain as best I can, but the haven seems to show that it's got a robot defender in it and all based on the icon on the Haven screen next to resistance worker count, but once you click through to the new sub-screen, nada.
WaldoTheRanger 2 Feb, 2023 @ 11:49am 
This mod made me laugh so hard when I first saw it.

One of those jokes that requires super specific context to understand, and that I'll never be able to explain to anyone else.

It has a special place in my heart.
Kiruka 30 Jan, 2023 @ 1:31pm 
Just wanted to share this here, I made a little meta mod that piggybacks on this one. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2926067252

Also updated Buildable Units so that your Resistance Sectopods are able to benefit from Buildable Units' upgrade researches.
Layth36 29 Nov, 2022 @ 11:57am 
@pgg12 true, could be nothing related to this mod but the actual base game ability. If I tried to reproduce the bug without this mod I'll let you know.
pgg12  [author] 29 Nov, 2022 @ 7:11am 
I'm honestly not sure what could cause this behavior, as this mod technically does not make any changes to the way the full override ability actually works (it only modifies a config file to change the rewards that show up during the hack). Might be a while until I can get this fixed (if it is caused by this mod in the first place).
Layth36 29 Nov, 2022 @ 6:47am 
OK I think I found the issue, I used Ability Editor to edit it so that it will only cost 1AP. The bug occurs when I use Full Override with only 1AP left. Tried it with 2AP while costing 1AP and turnending, the ability worked fine. Seems like it's not about the AP cost but more about how many AP is left when the ability is used.
That's very odd.
Layth36 24 Nov, 2022 @ 10:04pm 
I'm having a weird bug, when I try to full overdrive a robot (drone or achermec) in a normal mission, nothing happens, the specialist turn ends but the robot stays the same as an enemy and what's even weirder is the gremlin just stays flying near the robot until xcom turn ends then it flies back to the specialist like nothing happened
pgg12  [author] 12 Oct, 2022 @ 10:48am 
So just so I understand you correctly the list of Units is only populated by entries "Mec Type: Resistance Mec", right?

If Sectopods are present in the haven the list should have an entry "Mec Type: Resistance Sectopod" (or maybe, if you had this mod active since shortly after its release "Mec Type:").

If I understood you correctly it sounds like it might be an issue with your config files, maybe try the Config file edit from the troubleshooting section of the description and see if it works then (though note that this will not retroactively add Sectopods to the haven).
Dundalion 11 Oct, 2022 @ 7:21pm 
Yep I have that button, the thing is all havens with mecs just show "resistance mec", even though I've full overrode two Sectopods. Should it be showing a description like resistance sectopod in the havens where they were overriden?
pgg12  [author] 11 Oct, 2022 @ 10:59am 
The newest version of the mod should have a button on the top right corner of haven managment, which opens a screen displaying which kinds of mecs are present in the haven.
If the mission has no evac (i.e. is a "full salvage mission") the mecs should be added to the haven regardless.
The mecs appear in the same order they were added to the haven (I believe).
Dundalion 11 Oct, 2022 @ 7:22am 
Oh I just saw, all resistance robots are called resistance mecs? So you cant tell which havens have different types of mecs? Is it random which mec type show up on resistance missions if you have many in one haven?
Dundalion 11 Oct, 2022 @ 7:19am 
Hold on so you need to evac them? I overrode two sectopods on a ufo and a supply raid which have no evac, and all my havens only show resistance mecs, no sectopods.
haastylecat13 20 Aug, 2022 @ 9:26am 
Fixed and working as described...lol I have a Sectopod helping defend on any missions in that zone it was from. I also got a Wreck for study/project resource! Thank you so much! Realty fun addition to the game.
haastylecat13 16 Aug, 2022 @ 6:31am 
Oh wow thank you sooo much look forward to this adding to my campaign... Just started a new one a few weeks ago so I just got fuller override, I'll let ya know how it goes maybe later today...if not soon!:steamhappy:
pgg12  [author] 3 Aug, 2022 @ 11:48am 
I found and fixed the issue, so you do not need to do anything afterall.
haastylecat13 3 Aug, 2022 @ 6:43am 
Ok, Ill give that a shot. Is the * portion a wildcard? Honestly it may be something on my end... I have close to 250 mods going:steamthumbsup: most voices and cosmetic changes, but still...lol

Here is the current LWOTC's XComLW_SoldierSkills.ini
[LW_Overhaul.X2Effect_TransferMecToOutpost]
+VALID_FULLOVERRIDE_TYPES_TO_TRANSFER_TO_OUTPOST="AdvMec_M1"
+VALID_FULLOVERRIDE_TYPES_TO_TRANSFER_TO_OUTPOST="AdvMec_M2"
+VALID_FULLOVERRIDE_TYPES_TO_TRANSFER_TO_OUTPOST="AdvMec_M3_LW"
+VALID_FULLOVERRIDE_TYPES_TO_TRANSFER_TO_OUTPOST="AdvMECArcherM1"
+VALID_FULLOVERRIDE_TYPES_TO_TRANSFER_TO_OUTPOST="AdvMECArcherM2"
+VALID_FULLOVERRIDE_TYPES_TO_TRANSFER_TO_OUTPOST=*Enemy Template Name*
pgg12  [author] 1 Aug, 2022 @ 11:51am 
You do need to evac them, and this mod should add the evac ability to appropriate Units, so im going to look into that. for the meantime adding
+VALID_FULLOVERRIDE_TYPES_TO_TRANSFER_TO_OUTPOST=*Enemy Template Name* to LWOTC's XComLW_SoldierSkills.ini in the [LW_Overhaul.X2Effect_TransferMecToOutpost] section might work as a bandaid fix.
haastylecat13 1 Aug, 2022 @ 10:36am 
Question: Do I need to evac the unit fuller override or let it die? I haven't been able to evac them as of yet.
pgg12  [author] 26 Jul, 2022 @ 4:33am 
@cryxalus i named one of my event listeners in a way that was not unique so it overwrote LW existing ones
cryxalus 21 Jul, 2022 @ 5:25am 
Thanks a lot! Was the problem in fashion? And then I began to suspect that just some kind of conflict is happening. The mod itself is good!
pgg12  [author] 20 Jul, 2022 @ 1:54pm 
@cryxalus should be fixed now, thanks for letting me know.
cryxalus 19 Jul, 2022 @ 12:36pm 
Hello. Author, please check the mod for errors. With this mod enabled, explosives with the grenade thrower ability Needle Grenades continue to destroy corpses and trophies on kill. I play LWOTC and only with this mod enabled I have a similar problem
pgg12  [author] 24 Jun, 2022 @ 5:45am 
Honestly I don't think that its worth the effort at least in my mind mecs and robots are pretty much the same thing, and only changing that one name doesn't make things any more transparent.
MrMister 24 Jun, 2022 @ 2:48am 
Could just call them Resistobot while you figure out how to call them differently.
pgg12  [author] 23 Jun, 2022 @ 11:00am 
@Kiruka Yes it simply shows everything as a "Resistance MEC", I haven't looked in to how to create a feasible UI yet.
Kiruka 23 Jun, 2022 @ 6:37am 
This mod is incredibly based and I love you for making it. How does the UI for the strategy layer work? Does it just show all of your robots as "Resistance MECs" regardless of what type they are?