XCOM 2
[WOTC] LordAbizi's Battlefield Leadership Training
207 Comments
lordabizi  [author] 11 Jul @ 10:34pm 
I don't think it exists, but I can add it in the future.
RolandJ 11 Jul @ 9:10pm 
Thanks! I just noticed that the strength upgrade information is revealed in the SoldierSkill config, sorry for not noticing sooner.

Is there a line I can add to the 'Patch Up' config lines to enable targeting self? If I've got a bandaid, I guess it's not far-fetched to put it on myself? :)
lordabizi  [author] 9 Jul @ 9:46pm 
ABIZIOTS_PATCHUP_HEAL = 2
ABIZIOTS_PATCHUP_HEAL_IMPROVE = 3
so from 2HP to 3 HP.
RolandJ 9 Jul @ 3:23pm 
No problem, thank you for the explanation! I see now that the Officer's Toolkit ingame description does mention Patch Up, I had just overlooked it when I looked earlier. I used BStars Scope to confirm that it comes from your mod.

Does the nanomedkit research give a flat boost? If so, it boosts Patch Up by how much HP, please?
lordabizi  [author] 9 Jul @ 2:01pm 
It is done this way because this is how the ability is added, you don't get it by itself, it's part of Officer Toolkit. That's why it also doesn't show on the armory, the unit doesn't get the ability directly.
I'm sorry for any inconvenience that this may cause.

The strength of patch up only depends on Nanomedkit reserach.
RolandJ 9 Jul @ 1:39pm 
Are there any abilities that increase the strength of the Patch Up ability? This is what the 'Make Heals Persist' mod line would look like, I need to sort out these details. Please assist, thanks!

HealingDefinitions[10]=(TemplateName="AbiziOTS_PatchUp", PerUseHP=2,IncreasedHealProject="",IncreasedPerUseHP=0,MultiTarget="N",BonusAbility="",BonusAmount=0)
RolandJ 9 Jul @ 1:36pm 
The "Patch Up" ability comes from this mod, right? Why is it so secretive/hidden? I say that because a) it's hidden here in a slight passing-mention in the appendix A and b) in the armory it's hidden from the unit's list of abilities?

Am I missing something? I was trying to add it to the 'Make Heals Persist' mod, and when I went to the armory to look at the ability it wasn't there, when I came here to look for it, it wasn't there. It's a little obnoxious that it hides like that. More visibility and mentioning it in the ingame/workshop descriptions might be better.

It's an awesome mod, though! I'm loving it!
lordabizi  [author] 3 Jul @ 9:53pm 
it's always the mission count :smirk:
hivemindtime123 3 Jul @ 5:12pm 
It was the Mission count
lordabizi  [author] 3 Jul @ 12:51pm 
When you click on the "Officer Training" ability in armory view, it will show you which requirements you are missing. It might be mission count.
hivemindtime123 3 Jul @ 12:05pm 
How do you get a regi officer? Because i have a field officer at max rank and the game wont let me train them to Regi officer even though I have the upgrade in the GTS.
lordabizi  [author] 20 Mar @ 10:45am 
Yes, I agree that this functionality is not the most reliable.
Looks like there is a bug regarding the "one Officer only restriction". While the game doesn't allow you to select normally, if you simply switch to sort the soldier list on squad menu by a different category (by Classes for example), then the restriction is bypassed and you can send more than 1 officer.

I've checked my config file and the setting was set to True
ZtatiC 13 Jan @ 3:23pm 
Ohh I see it in your Mod too, in the XComGame.ini its in TRUE state. Ty my man
ZtatiC 13 Jan @ 3:22pm 
Ty my friend, I saw this in the cfg file:

;if enabled, allow only ONE 'Officer' unit on the Squad at any time
;if a unit is classed as an 'officer' other 'officers' in squad select get a warning message that you already have an officer in the squad
bOnlyOneOfficer = false

It's false for default, and when i use your mod with this, I can only have 1 Officer in the squad... I need to change something in your mod too?
lordabizi  [author] 13 Jan @ 12:39pm 
XComGame, it's a config of Rusty's Detailed Soldier List.
ZtatiC 13 Jan @ 11:50am 
Ty for the great mod! In which config file I can disable the option of only one Officer in the squad? Thanks!
lordabizi  [author] 18 Dec, 2024 @ 10:13pm 
only on mondays.
Dęąth Viper 18 Dec, 2024 @ 9:20pm 
Is it compatible with Chimera Squad?
lordabizi  [author] 9 Dec, 2024 @ 9:47am 
Yes, I've even seen one campaign that had this mod and RPGO. Didn't see any problems.
CompleteTrash 9 Dec, 2024 @ 9:36am 
Is this mod compatiable with Mushashi's RPGO?
lordabizi  [author] 27 Nov, 2024 @ 4:17am 
Unfortunately not. It is not hard to do, I might do it next time I update the mod.
Taylem 27 Nov, 2024 @ 12:23am 
There a console command to give a soldier the Born To Lead ability manually?
Hudson 23 Nov, 2024 @ 12:21am 
I apologize, this was not caused by your mods.
My soldier dissapeared when ambushed during Convert Mission. There was 3 soldiers but only 2 soldiers. Maybe she was captured. I'm very sorry.
Hudson 22 Nov, 2024 @ 3:49pm 
Hmm I think I need to clear out mods just to figure which one causing this, my bad!
I'll update this later.
lordabizi  [author] 22 Nov, 2024 @ 9:55am 
I'm not sure what you are referring to, or why do you think it is caused by that change. The one config line I wrote does not even touch specific soldiers, it just makes the part that checks for if a soldier is eligible for a mission/covert action automatically say "yes" for any soldier. It doesn't edit properties of the soldiers themselves.
Hudson 22 Nov, 2024 @ 6:57am 
Hey man just quick update, I've done what you told me and it seems one of my soldier bugged it said "0 days" and the soldier is grey cannot be clicked. Is this normal? I can't deploy the soldier too.
Hudson 22 Nov, 2024 @ 3:05am 
Nah I'll finish the game soon because I'm started to get real bored of XCOM 2 I think I'm going to edit the config instead. Thanks you're so helpful :cozybethesda:
lordabizi  [author] 21 Nov, 2024 @ 10:26pm 
XComAbiziOTS
Preferably in a local mod using this guide
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2820842366
Otherwise you can edit this mod's configs directly, but your change might get reset whenever I update the mod.
Hudson 21 Nov, 2024 @ 3:51pm 
Apologies for the late response but which config should I edit/add those command?
Jensonkiin 21 Nov, 2024 @ 3:30pm 
@Dragon32
That's sorted it. Thanks mate!
Dragon32 21 Nov, 2024 @ 2:41pm 
@Jensonkiin
XComAbiziOTS.ini
Jensonkiin 21 Nov, 2024 @ 2:36pm 
Absolutely love the mod, but not a particular fan of the ranks given to the officers i.e. Tactical 5 (TAC5), instead preferring more conventional military ranks. Which shouldn't be a problem as I use the aforementioned Iridar's Rank Replacer anyway, but unfortunately I can't get it to prioritise Iridars ranks over this one's.

Any ideas?
lordabizi  [author] 20 Nov, 2024 @ 10:21am 
+AddCompatibilityRules = (Action = CountAsAlternativeOfficer, CharacterTemplateName= "Soldier", CountAsOfficerRank = 4)

would make any normal soldier count as an officer for the purpose of mission requirements.
lordabizi  [author] 20 Nov, 2024 @ 10:19am 
did an I just tell you how to tweak my mod? whoa. And yes, what I had in mind is what Stukov wanted to do.
Stukov81-T.TV 20 Nov, 2024 @ 8:08am 
something like this would have been easily enough

+AddCompatibilityRules = (Action = CountAsAlternativeOfficer, SoldierClassName = "SKV_Squadleader", CountAsOfficerRank = 4)
Hudson 20 Nov, 2024 @ 2:50am 
Never mind I've disabled it through the configs, with help from Gemini.
Here is response from Gemini in case anyone having same problem:

"To directly address your query about disabling officer training in AbizioTS, you can modify the following line in the config file:

MaxOfficerTraining = 0
This will limit the maximum officer training level to 0, effectively disabling officer training.

If you want to tweak specific aspects of officer training, you can adjust the following parameters:

TrainTimePerRank: Adjust the training time for each rank.
SoldierRankOfficerGate and MissionNumberGate: Modify the requirements for unlocking officer ranks.
APTrainCost: Adjust the AP cost for each training level.
Remember to back up your original config file before making any changes.

If you have any other specific questions or modifications you'd like to make, feel free to ask."
Hudson 20 Nov, 2024 @ 1:02am 
I have disabled the mod but for some reason the mod "sticks" within the game when I tried to send my soldiers for covert mission, it said "missing info text".
Hudson 20 Nov, 2024 @ 1:01am 
how can I do that? please help me.. I'm starting get bored with this game and I need to finish the game soon because I literally can't attack avatar facilities or ambush chosen stronghold without regiment officer, really stressful.. please bro
lordabizi  [author] 19 Nov, 2024 @ 10:28pm 
If you're willing to fiddle with configs, you can work around it by making any soldier count as a reginment soldier for the purpose of mission requirements...
Hudson 19 Nov, 2024 @ 3:29pm 
I had no idea why this mod is on my game, but certainly making the game longer because of these training smh.. now I have to train my soldier to Regiment Officer just to attack chosen stronghold
lordabizi  [author] 11 Nov, 2024 @ 10:59pm 
I don't know if this solves the mystery but the cooldown on Patch Up is "officer cooldown", meaning that it decreases by 1 for each officer rank.
lordabizi  [author] 11 Nov, 2024 @ 10:04pm 
ok I'll try and replicate it and test some stuff when I have the time.
Selmo 11 Nov, 2024 @ 4:58pm 
Yes, the config entries. I tested playing my current campaign, so different maps officers and sitreps. Maybe one day I will have patience for generate & test the same map again and again with different configs.
lordabizi  [author] 11 Nov, 2024 @ 9:30am 
What do the 2,3,4 count? What you set in the configs?
Selmo 10 Nov, 2024 @ 4:59pm 
I did some tests, 2: infinite T-0, 3: nothing happened like no cd, 4: T-1, 6: T-5. Still confused how this works, but I stick to 4 from now, worst case scenario I got 2 turn CD on lower leves wich is acceptable. I really hope the raiders sitrep didn't make this variance that makes things unpredictable.
lordabizi  [author] 27 Oct, 2024 @ 1:57pm 
I can look into this, but there's a difference between what we think about as cooldown and what the game thinks about as the cooldown. Maybe you need the value to be 2 to achieve what you want? (if it's 2 it's cooling down on the turn you use it and the next turn)
Selmo 27 Oct, 2024 @ 9:59am 
I encountered a strange behaviour in your officer mod: I set up the patchup cd to 1, and it worked fine until my guys leveled up to fld5, now after the first use I got an infinite T-0.
revisitedgrunt 13 Oct, 2024 @ 12:34pm 
Thanks for responding. Funnily enough I was just going to post that after coming back from a break, and loading the save, it now shows the correct status. So it did solve itself!
lordabizi  [author] 13 Oct, 2024 @ 11:38am 
yeah I know what you're talking about, unfortunately I don't know how to solve it. Sometimes it solves itself on its own and shows stuff correctly. Sorry!