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NevikTheStoryteller's XCOM 2023 Modlist - Gameplay
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2933752583
NevikTheStoryteller's XCOM 2023 Modlist - Cosmetics
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2933754177
NevikTheStoryteller's XCOM 2023 Modlist - Cosmetics (Alternative)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2933968068
It's an amazing feat to have managed to load so many mods, but it cause too much break and also too much feature bloat. Too many weapons, to many equipments, too many classes. I wish I could love it because it's clear a lot of time went into trying to make it work, but it doesn't. Not for me at least.
Please :)
It is somewhere in my games/XCOM2 War of the Chosen/XComGame/Config/ directory
I cannot use ALM, because I am on macOS :(
Facilities pop up in all regions around the world, all working toward the Avatar project, but only some have made progress. Progress is indicated as it is in the vanilla game, through red squares under the facility's map token. Destroying an empty facility does however slow down Avatar project progress temporarily.
Any mods which mark themselves as additions to Covert Infiltration, which the mod manager should help you find in the mod's dependencies tab. Most of the associated mods tag themselves in the title with SCI or Strategy Overhaul Bridge.
I like this modpack, and played with it for a bit. But I really don't want to deal with the infilitrations honestly.
Can I just remove that one mod or do I need to uninstall a bunch more?
I'm using your modlist with a couple of additions and I am loving it. Amazing job.
I've got a a weird issue though, one I've never seen before. None of the default voice sets are showing as available (uk english, australian english, french, etc etc). I'm basically only seeing modded voice sets, I think.
Ever seen anything like this before? Any ideas on what could be causing?
I got something like that long ago with the MOCX mod, even though the mod itself did not have any problems with causing crashing. If I remember right, it was some sort of conflict between ini files causing the problems. Try removing all mod and game ini files for XCOM 2 and allow them to regenerate themselves over a few startups. This may solve the problem for you.
I think that is something even the game without mods does when putting all its effort into loading. Given the number of mods, the game will also be slower to start than normal due to having to load the mods. Allow up to 10-15 minutes of loading for the game to start, it might not need that long but if that time is exceeded then that is a sign of something going wrong.
As stated in a prior comment, add "-log" to your Active Arguments in Alternate Mod Launcher's Settings menu to see what's going on in the background while the game is launching, it will show a DOS box detailing everything it is doing leading up to the main menu.
You could try combing through the modlist for graphical effect specific mods such as Post Process Status Effects and deactivate them. It depends on what is causing the lag, XCOM 2 sometimes lags more and more the further into the game you get with or without mods. Perhaps try turning graphics options all the way down just to test it out and see if that helps, if it doesn't then the lag is likely being caused by an overabundance of processing between whatever the game has going in the background plus the various modded systems being tracked.
@Wildly Unprepared
This is an intended effect. Facilities are something Advent can replace with ease, but research not so much. See Storyteller's Strategic Overhaul mod for more information.
Also Alien Bases everywhere in every country all at once right from the begining. I ticked the longer time, and longer Alien Mission Time when i started the game. Send Help, the Alien Progress is Growing so fast.
Thanks in advance for yout time.
No ini edits that are not made by default by the mods in this list. I have taken great care to attain a stability and harmony between all of the listed mods, and it has worked perfectly fine for me and some others. If you encounter any issues, describe them and I shall look into finding a solution for them.
There is one conflict (a harmless one) and a few dozen missing dependencies which are also either harmless or supplemented by other mods. The conflicts and missing dependencies present in this modlist are all accounted for and pose no problem, you should be good to run the game.
and conflicts, is this due to an error on my part?
Load order should be taken care of by AML. Are you sure there are no conflicts shown? There should be at least one, a false alarm, if there are none at all then it is possible that something may not be set up correctly.
That is a good question. You might be able to retain your modlists separately by saving them as text files, if I'm remembering correctly and AML still features an export, which can then be loaded without deleting any additional mods to activate only what you want. You could also try putting all of the mods from certain lists into categories, which I used to do by genre years ago, but I am no longer sure how it works. Hope this helps!
Thank you again for the observations and suggestions! I had forgotten that Rusty's Recruits Redux was not exclusive for LWOTC after I had made a LWOTC modlist.
How did that get in there? Thank you for bringing that to my attention, Alien Base Counts as Subway for LWOTC has been removed from the modlist.
Add "-log" to your Active Arguments in Alternate Mod Launcher's Settings menu to see what's going on in the background while the game is launching, it will show a DOS box detailing everything it is doing leading up to the main menu.
Thank you very much for the optimizations, I shall imbue the modlist with these improvements.