XCOM 2
Mod Jam+ Refinements by Illogical
36 Comments
hottt3 16 Mar @ 6:03am 
Thanks for the mod! Do I have to install Combined Workshop and Labratory with this mod? Or, do I need it if I don't use Combined Workshop and Labratory mod? Please, somebody answer, cuz I'm confused.
Breakleg Bonesnapper 19 Jun, 2024 @ 1:52pm 
might be worth adding charges to gremlins/bits (maybe just 1), assuming the laptop would properly combine the number of charges.
AKA Illogical  [author] 19 Jun, 2024 @ 12:05pm 
Laptops are no longer infinite uses, and now use a charge based system. This can be disabled in configs, but all future updates will assume laptops having a charge limit.
Its like it was in the update log!
Blackouto000 19 Jun, 2024 @ 11:22am 
Fun fact, you can restore the laptop to it's old functionality (No limited uses) by going into "XCOMAbilityConfigsOPTC.ini" and changing "ENABLE_SI_CHARGES" to false
Breakleg Bonesnapper 22 Mar, 2024 @ 10:19pm 
Hey Illogical. Any chance we could get a change that allows us to apply red fog to chosen? they're currently immune to that feature and it would be nice to atleast be able to cut their sometimes 100+ aim a little.
Earl Sneakington 12 Mar, 2024 @ 5:35pm 
Why are the laptops only 2 uses now?
Oniwabanshu 9 Mar, 2024 @ 10:23pm 
"Laptops are no longer infinite uses" Yeah.. no thanks.
Jagged XCOM 16 Feb, 2024 @ 8:55am 
@AKA Illogical
Thanks for your quick reply! I didn't hear about meld mod, but it sounds very interesting! I'm going to try it. I will let you now if somethenig else disrupts. Thanks again for your help!
AKA Illogical  [author] 16 Feb, 2024 @ 5:30am 
@Jagged XCOM
Are you not using Meld? If not using Meld, you will need to comment out (or preferably setup a local mod to remove the newly added meld tables) in this mod - 2802698386_Meld\XComGameCore.ini
AKA Illogical  [author] 16 Feb, 2024 @ 5:19am 
@Jagged XCOM
1) see Discussion, it is disabled in unit flag extended config in this mod.
2) Will look into, if one loot table breaks, all loot tables break, so could be a conflict somewhere, as this is the first report of this.

Sure - but It wont have the fixes, configs, scripts, or anything else that implements MJ related content or LWOTC content.
Jagged XCOM 16 Feb, 2024 @ 5:11am 
This mod causes the following issues:
1. No more loot indicator by advent units (provided through Unit Flag Extended Mod)
2. Got no ressources after ending "Extract Advent Ressources" (extract crates) mission.

Without this mod is everything fine. I'm playing LWOTC. Could I actually use "[WOTC] Combined Workshop and Laboratory" without your this mod?
zephyx 7 Feb, 2024 @ 12:01pm 
I have unsubscribed/resubscribed, added again the mod. Results:
* I still have the missing mod warning
* But I can no longer build workshop, my project list is back and I can start new projects
So it's seems good to me, we will see later for this warning ^^

Thank you for your replies and for this mod!
AKA Illogical  [author] 7 Feb, 2024 @ 10:26am 
Also the workshop should not be buildable. To verify file integrity, unsubscribe and resubscribe from this mod with AML closed and wait for steam to update. If neither of these fix it, il dig further.
AKA Illogical  [author] 7 Feb, 2024 @ 10:25am 
@Zephyx - Ty for the report, I am not sure why it would be causing an issue, and the "missing" pop up was just a DLC_Identifier being adjusted due to me now building the mod in modbuddy for .uc scripting.
As for a fix, can try using
givefacility CombiWorkLab [position number}
Facility Numbers are as follow
3 4 5
6 7 8
9 10 11
12 13 14
to try and force build it again and see if that fixes it.
zephyx 7 Feb, 2024 @ 9:45am 
Hi,
I am playing ModJam with LWOTC beta and everything was fine in january, but when I come back yesterday I have a "ModJam Refinements is missing" when I try to load my old saves.
I can load them and it works but: now I am able to build lab and workshop AND the new building displays an empty project list (my current laser grenade project is still displayed on the bottom right).
When the laser project has been completed, laser grenades are now available for production, but I still don't have any project in the list anymore, so I can't search new items :'(
NeverMind 31 Jan, 2024 @ 7:48am 
@AKA Illogical Thanks for the quick reply. Appreciate your work. :steamthumbsup:
AKA Illogical  [author] 31 Jan, 2024 @ 7:01am 
@NeverMind - yeah - its just a DLC identifier that got updated as a result of moving the project into modbuddy for compiling and scripting. Has no actual effect on what the mod is doing or how its being loaded.
NeverMind 31 Jan, 2024 @ 6:47am 
After the new update, load note says ModJam Refinements is missing. Is it normal?
AKA Illogical  [author] 27 Nov, 2023 @ 6:26am 
@Karnich - Yes.
Karnich 26 Nov, 2023 @ 11:37am 
does this work with the 1.1.0 beta branch?
Heavenly Weapon Getta 29 Oct, 2023 @ 5:19pm 
Any tip to help on the random crash on sniper attack in big stages? (ex. advent train)
p6kocka 4 Oct, 2023 @ 11:15am 
Yes. Got it. I have looked in the original Meld for LWOTC mod. :D
AKA Illogical  [author] 4 Oct, 2023 @ 10:11am 
That applies if on the beta branch for LWOTC, since thats where Tedster's recent changes break loottables for SNG and Extractions
AKA Illogical  [author] 4 Oct, 2023 @ 10:10am 
@p6kocka - If you look at this file, its entirely commented out. You need to remove all the ";" after the block of
;-------------------
;Uncomment Below This
;-------------------
p6kocka 4 Oct, 2023 @ 10:00am 
Please Check Config\2802698386_Meld\XComGameCore.ini to uncomment loot tables if on the LWOTC Beta Branch
What do you mean exactly? I´ve got LWOTC Beta Branch. Should we put ";" before every entry in this config?
AKA Illogical  [author] 13 May, 2023 @ 5:37am 
@kahikateaforest - Thats really up to the players perception. If the early game provides very little new enemy corpses, R&D has alot less value, where a lab on a coil can boost research further, or Psi can create player power for very little investment.
kahikateaforest 13 May, 2023 @ 4:53am 
Sure, and that was what I thought, it was more the consequence of devaluing other tools/mechanics that seemed a little off
AKA Illogical  [author] 13 May, 2023 @ 3:35am 
@kahikateaforest - apart of LWOTC and MJ+ is decisions, and this is for the player to decide how to best move forward with what they have found, and what they can use. This facility is arguably better then most, as it provides +2 sci as well as quicker access to sidegrade tech then prior (with now only a 1 corpse requirement for items instead of 2). So yes, if the player is unable to find a UFO, a intel reward of +3 power, or a continent bonus, they will have to decide how to use their power.
kahikateaforest 13 May, 2023 @ 1:53am 
Was it the intent that this new facility would leave you short of power (assuming you don't get any from the continent bonus, or downed UFO's)? As we go from a +1 power facility to at minimum -2, which makes it that you are at least 3 power short. If that was the intention then all it does is make psionics less viable, as you need to save power for the full comms station or not do mechs or bio engineering.
AKA Illogical  [author] 31 Mar, 2023 @ 12:33pm 
@tiaz - awesome, will get added.
Tiaz 31 Mar, 2023 @ 10:21am 
@AKA Illogical
I found missing description for Sat Strike Module. Just need to add

;SatStrikeModule
[SatStrikeModuleProject X2TechTemplate]
DisplayName ="<font color='#69CA24'>Sat Strike Module</font>"
FriendlyNamePlural="Sat Strike Modules"
Summary= "<bullet/> A Sat Strike Module can only be used once per mission.\n<bullet/> The strike from the orbiting Satellite will cause massive explosion damage to the target area."
LongDescription= "The Sat Strike does greater damage than the ADVENT orbital Strikes. Will destroy cover and buildings if in the target area."

in XComGame.int
Ensais 8 Mar, 2023 @ 9:09am 
Thanks for the responses. So cool to get an answer quickly. I will definitely be trying the facility alternative. Compared to you hardcore guys I like to have super soldiers... but honestly I really like all the changes you are making to add in so much content more than just playing older content with Psions. So I'm along for the ride. Thanks for all the development work! One suggestion if it can happen... maybe make parts of the mod configurable for the number of abilities and such. I think commanders choice and similar benefit from being able to do this... Thanks again.
AKA Illogical  [author] 7 Mar, 2023 @ 3:06am 
@10,- What works for you is great, but I don't see it as a problem. Mod Jam, and Mod Jam+ is treated as a really really long roguelike, where you shouldn't see everything in one run, and you work with what you got. While this facility offers alternatives to access side-grades, nothing here can prevent a win, nor would it have prevented a win prior to this facility addition.
10,- 7 Mar, 2023 @ 1:34am 
Hello this new facility is really good but does not solve the problem of mod jam corpses / research speed.

I used "A Better Start for Long War of The Chosen" Mod with my adjusted research speed in combination with my personally edited spawnweights for supply / troop colum missions so the additional modded enemies spawn more likely.
more specifically i completely removed the "firesquad team" and "sectoid team", made spawnweights of new mods leaders higher than base lw leaders, followers the same.
Also no more M1 sectoids, troopers, mecs on high forcelevels, except rendez-vous.

This made mod jam much more enjoyable
AKA Illogical  [author] 6 Mar, 2023 @ 10:03am 
@ensais - Glad you are enjoying Mod Jam!. You would need to edit quite a few things in Mod Jam\Psionics overhaul v3\xcomlatentPsionics.ini to add (well in this case replace) abilities you would want to show up, as slots are filled currently with our changes to Psionics and the gifted mechanic. Adjusted RequiredRankPerPsionRank could let you get more abilities, but there is a limit to how many abilities can be populated in the list.
Ensais 6 Mar, 2023 @ 8:47am 
Hi Illogical, I watch (old) streaming with DerAva, and his YouTube campaigns. Wow is ModJam fun! In my own playthru with wayyy too many mods (like over 450), I havea question you can probably help with... I had all kinds of Psi possibilities with various mods. Does ModJam reduce it to 3 max abilities trainable in Psi Lab? Any way to change that or make it configurable under Mods?