XCOM 2
Extensive Information Overhaul (LWOTC - Mod Jam)
54 Comments
Mrvecz  [author] 15 Mar @ 10:31pm 
Nope, this mod only changes localization, it wont care about mods installed

Though, if you are using TJ, consider using the new version of this mod, which is the version that is being updated as its a straight upgrade.
hottt3 15 Mar @ 10:05pm 
Do I have to install Combined Workshop and Labratory for this mod to work properly? Thanks for the mod!
Mrvecz  [author] 16 Feb, 2024 @ 9:53am 
Yup, if you have the unbind missing mod (Which i guess you should have for MJ), you can use it, otherwise its harmless
arvandor 16 Feb, 2024 @ 9:12am 
@Mrvecz.
So its okay to ignore that warining, then?
Mrvecz  [author] 16 Feb, 2024 @ 4:38am 
@Robob
Internal name change due to Mod buddy (The tool for making and publishing mods) being obnoxious cunt that refused to update this mod and i had to jump through some hoops to get it working, something along the line of SDK kit no longer liking the mod name and it being too long. (Only now its a problem, after a year)
Robob 16 Feb, 2024 @ 4:34am 
Hey,I'd just like to ask,there seems to have been an update today/yesterday. Is there a new dependency now? My save says that it's missing "ExtensiveInformationOverhaul(LWOTC-ModJam)",is it safe to ignore?
Mrvecz  [author] 5 Jan, 2024 @ 5:46am 
Heads up people - Iridars engineering stat display is now part of the MJ+ collection so i will be reworking my mod during this weekend to shuffle localization texts around as the stat breakdowns are no longer nessesary whatsoever, not only its more accurate it also lets tactical display part of the mod visible to the player where i can cram all the factoids and such...
Tal'Raziid 2 Nov, 2023 @ 12:15am 
Okay, thanks! And sorry, its 2am and i was trying to get this finished before i blinked and found out it was 4am lol
Mrvecz  [author] 2 Nov, 2023 @ 12:12am 
@Tal'Raziid
Actually nope, i even stated it at the end, given all this mod does is touch localization (aka text, not game code or config files), its irrelevant if you have the mods or not, so feel free to just ignore it, it wont just make some sense in game when the localization will refer to concepts or classes that dont exist in your own game.

but otherwise its 100% safe to ignore if you for some reason, want to play MJ collection, without playing it whole
Tal'Raziid 2 Nov, 2023 @ 12:08am 
Are all of the pre-req mods *actually* required?
Aquiles 30 Oct, 2023 @ 9:03am 
Thank you very much. It helps a lot.
Mrvecz  [author] 30 Oct, 2023 @ 7:57am 
@Aquiles
Added it on steam, but otherwise its self explanatory in game, same things will be lumped together, autopsies should be all green unless i missed some and so on...
Aquiles 30 Oct, 2023 @ 7:00am 
Thank you, @Mrvecz, for the hard work. Could you please add some quick info about the colors in the description? It is see to nice all these colors, sure, but I cannot figure out the meaning or purpose behind each one.
p6kocka 29 Oct, 2023 @ 9:57am 
Thanks for your great addition. It's really helpful
Mrvecz  [author] 29 Oct, 2023 @ 9:11am 
@p6kocka

Absolutely, given that mod does not affect the research whatsoever, i have a free reign there.
p6kocka 29 Oct, 2023 @ 8:59am 
Is your mod after the latest update compatible with Zelfana's Custom Item Name Formats?
Yoinkyz 29 Sep, 2023 @ 10:21am 
ye ill live at least i know the problem isnt me xD hopefully someone can get permission from kiruka to continue there work if they dont come back to update it. i can only see this problem slowly getting worse as more mods update :bandit:
Mrvecz  [author] 29 Sep, 2023 @ 9:57am 
Could be, though in that case we are a bit out of luck - Kiruka cant update Mod Jam, she is too busy IRL for months already and who knows when she will even return.

Though, as you guessed, its harmless and my localization for auto pistols and AP grenades you can buy in the engineering has the negative armor penetration mentioned in the damage showcase bit in the description + my commanders archive entry on pistols under tactical layer tab has that negative armor penetration factor covered too.
Yoinkyz 29 Sep, 2023 @ 9:46am 
this was iridars response

This is caused by an update to Template Master. Some mod you are using needs to update its config for Template Master to new format. Most likely it's Mod Jam.
Yoinkyz 29 Sep, 2023 @ 9:31am 
i posted in iridars forums i suspect this will be a not my problem situation with both sides. it doesnt cause crashing as far as i know soo ehhh.....ill live
Mrvecz  [author] 29 Sep, 2023 @ 8:14am 
@Yikes
Negative armor piercing having broken name is something i am aware off - but it doesnt have anything to do with this mod - its probably just as the name says, one of Iridars mod/template master
Yoinkyz 29 Sep, 2023 @ 8:01am 
im wonder if its this mod but armor peirceing has a bugged name in my game its called
?int?wotciridartemplatemaster. help? no idea whats up my mod list was fine it had to be one of the mods thats updated within the last 6 months ;/ its not causeing crashing just confuseion
Mrvecz  [author] 9 Aug, 2023 @ 4:20am 
@Räzz
Yes, this is ONLY for LWOTC. Version for base WOTC would be a task worthy of demigods given just look at the number of mods on workshop. This mod exists around the MJ collection - which is a set given of mods, not like thousands on the workshop, much more realistic job for 1 guy.
Räzz 8 Aug, 2023 @ 3:15pm 
Sry if this is a dumb question, but is this only for Long War 2 WOTC? I'm looking for exactly this mod, but for regular WOTC.
WaldoTheRanger 8 Aug, 2023 @ 2:55pm 
holy shit this is amazing
AlphaAmpersandOmega 5 Aug, 2023 @ 7:11am 
Based mod, even more based modder
TangoHotel 28 Jul, 2023 @ 1:56pm 
much thanks for your efforts o7
Mrvecz  [author] 9 Jul, 2023 @ 2:40pm 
@pabloaram2011
Most of the mods content is only relevant for Mod Jam collection, that being said there are parts that could be usable for base LWOTC and i could split it and make it a standalone mod, only focusing on base content, things like weapon damage breakdown is handy on its own in base LWOTC.

Yeah, this should be simple and quick, should be done tomorrow before i go on a night shift
pabloaram2011 9 Jul, 2023 @ 1:24pm 
Is there a chance that this mod is maded for Vanilla LWotC??? pls
Gothyc 29 Jun, 2023 @ 4:44am 
Thank you so much! Been wanting this for so long, kinda gave up, and now you stepped in like a damn superhero! I bow to your excellence, sir! :)
juhamac 18 Jun, 2023 @ 8:56am 
Another 1k hr veteran chiming in how thiis seems useful, as nobody really knows all of this through gameplay without someone doublechecking the files.
Mrvecz  [author] 17 Jun, 2023 @ 9:46am 
@Graham
All good, i was sure it was something else, given in no way, even in the spaggheti hell that is XCOM 2, could localization files affect gameplay and such things.
I used to use automatic reload, but then i kinda realized Mod Jam is quite the mind field and has alot of perks that are not part of Iridars list of perks the auto reload mod should respect, so i just dropped the mod entirely, too lazy to fill the list myself to cover everything.
Graham 17 Jun, 2023 @ 4:59am 
@Mrvecz, apologies worked out the culprit it was Iridar's auto reload, not this mod (which is great!). When I had full ammo, Quick Zap worked fine when the Infantry's ammo was part full it ended the turn or used an action to reload.
Graham 14 Jun, 2023 @ 6:22am 
@Mrvecz on two occasions I tried using Quick Zap followed by Stun as my first action (with 2 AP) and it ended my turn. I will do a bit more experimentation, it could just be some weird interplay with my mods, if so sorry for the false alarm!
Mrvecz  [author] 14 Jun, 2023 @ 4:31am 
@Graham
i havent done anything to quick zap (No localization changes were made about that perk, its just the same as in vanilla). But it does sound weird, are you sure you understand how this perk works ? Alot of the action economy perk requires the soldier to have atleast 1 AP to do the free action. Only handful lets you do actions after all your soldier AP are spent, like bucaneers scourge cutter or flechette gun attack.

So quick zap only works if you activate it while having 1-2 AP remaining, if you activate it while having 1 action point and then move, then your ability will be disabled and your soldier wont be able to attack while having 0 AP.
megabot 14 Jun, 2023 @ 3:34am 
if you do not mind, could you link the modjam collection?
Graham 13 Jun, 2023 @ 7:18pm 
Question is there a chance you may have accidentally done something that could stop Quick Zap from working with Stun?

This mod is great, but when I had it installed activating Quick Zap and stunning someone with my Infantry ended their turn, turned the mod off and it seemed to be OK again.
Stukov81-T.TV 12 Jun, 2023 @ 8:20am 
color coding helps with ordering
MrMister 12 Jun, 2023 @ 7:18am 
On another note, is there anything that could be done to reorder the engineering projects?
Mrvecz  [author] 12 Jun, 2023 @ 2:28am 
Though to be honest, Templars atleast did have their shield named as such, its where the Spark shields and Hoplite shields do trip up though. Now they are named Guardian shields (Hoplites/Stormriders/Other guard using classes you might be using) and Mech Shields (Sparks/MEC soldiers).
Altar 11 Jun, 2023 @ 11:50pm 
Holy shit I didn't know I needed this so much ! No more building a shield for my templar and not being able to use it because it's the wrong type of shield, or building the wrong combat knife !
Venator 11 Jun, 2023 @ 10:08am 
Bless you
Mrvecz  [author] 11 Jun, 2023 @ 8:01am 
@TRNEEDANAME
Well, i didnt expect that, but i will gladly add in translations, though be wary that you would have to update it each time i add new features so everything is covered.
TRNEEDANAME 11 Jun, 2023 @ 7:33am 
I am currently translating the whole loc in french, will send it in a few days
Mrvecz  [author] 11 Jun, 2023 @ 5:09am 
@NrMister
No, localization files dont work like that, they are different file types XCOM uses, you would have to go for the source and open it in the workshop folder and do the work yourself, which would get wiped out each time i update this mod.

trust me, you will enjoy the fact that you can buy exactly what you want, without having to save scum because you mass bought rush nano cannons, only to realize only Sparks/MEC soldiers can use it, when description says 0 lines about it not being usable by infantry units.
To quote the weapon itself
"Introduction of new Elerium-based rush capacitors with separation distance of mere nanometers has allowed us to develop a new kind of autocannon, where capacitors are overloaded and discharged one by one during firing, which keeps the damage output consistently high during a volley."
MrMister 11 Jun, 2023 @ 4:39am 
Are there config toggles to disable certain components, like the weapon name streamlining?
Stukov81-T.TV 11 Jun, 2023 @ 1:40am 
No i don't think so as my wishes are against what your mod wants to achieve. For example i don't like the changing of names of perks or removing of Fluff. I love Fluff and mysteeriousness ... but i am 1 in a million :)
Awesome work with your mod
Mrvecz  [author] 11 Jun, 2023 @ 12:44am 
@Stukov81-T.TV
If you have suggestions what should be changed, then feel free to brought it up, maybe they arent as subjective as you might think and could be an improvement for everyone.
Stukov81-T.TV 11 Jun, 2023 @ 12:16am 
Definetly great work even though i do disagree with a few things, but that's just me. Will help newer players for sure
RustyDios 10 Jun, 2023 @ 3:29pm 
Nice work! Looks extremely comprehensive.. and I love that list of dependencies :)