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The Second message is about how Proficiency Plugin: Drone Pilot v1.2 is missing some perk dependencies. rustycloistaperks???
As the Description only speaks of one conflict i decided to ask if i'm missing something.
I'm ignoring the missing dependencies in the alter-launcher as ordered.
[NevikTheStoryteller's XCOM 2024 Modlist - Gameplay (Optimized)]
-- Sacrificing content for stability, this modlist fleshes out the game while prioritizing balanced gameplay.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3165178980
[NevikTheStoryteller's XCOM 2024 Modlist - Gameplay (Core Enhanced)]
-- A consolidation of the Covert Infiltration and LWOTC modlists built around core WOTC. Without the restrictions and experimental features of the other overhauls, I have made this into one of my largest yet most stable and content-packed modlists yet.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3151750146
If I remember right, you can play RPG Overhaul with either Covert Infiltration or LWOTC without problems, no edits to the game needed and no changes to the modlist required.
Do I need to edit or change things on your list if I add RPG Overhaul and his related class mod ?
The functionality of Yellow Alert Gameplay is actually already emulated within mods in this modlist, meaning that YAGv2 is both unnecessary and would cause problems if added.
@Negative.
This modlist is built around Covert Infiltration, which is like a Long War Lite, but doesn't require anything to do with Long War. The Alternative modlist I just finished however is indeed centered around Long War of the Chosen.
Content are realy good. Xcom feels far more alive than vanila. Thx for your coll
Not to far in but the mercenarys who spawn instead of the lost does not aggro when attacked from resistance NPC. They only "activate" when my guys get into range. is this how it suppose to work?
Thank you! I am not sure about guides as I usually learn through trial and error (AKA 200 failed campaigns) but you may have luck seeking out some community made guides for most of the included classes such as the Proficiency Classes.
@Relenzo
I'm so glad others are enjoying the modlist, thank you for the kind words. I don't remember any incompatibilities with Not Another F1 or variants, I think I just cut it from the list for efficiency. It should be safe to add in!
One question, is there any reason for not including Not Another F1 or Not Another F1 -- Autopsy Required? If there's not an incompatibility reason I might try to add that to my game.
Recruiting aliens was indeed cut from this modlist, it should be more to your liking.
The lost are replaced by a mix of Resident evil monster, Orcs, wraih and other monster I don't recognize and it makes lost mission impossible. On the 2nd month the lost have brought 5 hulk with 15 hp and rocket launchers. I've met the serpent king on a random mission with no warning as well. I added a single mod to it, the bowcaster mod, and without its 100% hitchance at range I would have died much earlier. That weapons is busted early game and it's still not enough
That is way too much for me. I hope people have more luck with it than I did, but too much stuff interact with each others I'm probably going to take a pass and remove some stuff and try again later.
It may be a case then of needing to clear the config files accumulated from other mods, as I know those can sometimes still have an effect on a game. Using Steam's Check Integrity of Game Files should do the trick in removing those.
Something definitely seems wrong, half of the sitreps in that screenshot aren't included in this modlist (the MTF Eta-10 and GOC factions). You may need to unsubscribe to all mods and resubscribe to this list after all, or at least check that the unsubscribed mods are truly deleted and not activating in your game.
So, for some reason, the mission started without a single crate.
Very clever! I wouldn't have thought of that, well done.
So far, I have had much less issue than previously. Game is much faster. Thanks for the upgrade ;-)
Thank you for the feedback, I am glad to see it is working optimally for more than just me. For dealing with factions, at least the more difficult ones, I like to maneuver around so that Advent is put inbetween me and them, which makes Advent an easier target for them to attack. Otherwise there is stealth, defense, or retreat to utilize in the trickier situations. Overinfiltrating on missions may also help grant an edge over them by either giving you additional boons to work with or avoiding some threats that would otherwise come with the mission.
I'm afraid the only way to reliably switch lists without hours of manually checking differences between the two is to unsubscribe from one entirely and subscribe to the new one(s). I'm not entirely sure, but if you make the switch quickly, it may keep what mods are still installed before they are removed, depending on how Steam handles Workshop downloads.
My question is, is there a way to download this and enable it easily, without uninstalling everything and downloading it again? Unsubscribing to the previous one then subscribing to this one would remove all the mods in common before downloading them again wasting a lot of time.