Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I would advise joining the XCOM2 modding discord where you can have a better conversation about all the issues you have with your current setup @nightmares, instead of repeated unrelated messages on a mod page.
As Dragon32 kindly pointed out you can find alot of help for your issues on the Wiki, namely the troubleshooting and superseded mods lists. Knowing what the mods you have subbed too actually *do* also helps and aids in locating a culprit when issues arise.
Trim your mod list and know which mods you're running for a start.
Read all of this: https://old.reddit.com/r/xcom2mods/wiki/mod_troubleshooting
The game's visualisations can get out of step. Floors can be destroyed before the explosion occurs etc.
This bug is hard to reproduce, but it's always present in tutorial mission, when Bradford is shot in the back - his hp bar is already at 1 hp before officer shoots him.
thanks.
If by lag you mean a heavy FPS hit, typically on the geoscape, then that's usually indicative of a MCO conflict. That's one of the few that AML can identify so use its conflicts tab. Or manually check your other mods for the same MCOs as listed above.
I noticed a small bug, though. When moving the cursor to an elevated tile (at least one level up), it is immediately available for a click and there is no delay. When cursor in on a lower elevation, it works fine. So seems it is just an issue when using for an upper elevation tile.
WOTC Extended Information (perfect info's wotc version)... yes, should be fine
Long form: Above your soldier skills you get a list of targets you see from your current location. If you move the cursor around, should it show me a list of targets from the location my cursor is at? The little reticles on enemies and allies change depending on LOS, flanked, etc., just not the target list. Does this come from a different mod?
I'm playing with Odd's season 9 list, and his UI shows the extra row of targets.
Is this mod okay to put in mid playthrough or does it require a fresh save (do worry if not sure)
Does this mod work with Long war of the chosen 2? I don't know if longwar comes under the ones that change things that this mod overrides.
sorry if these are silly questions.
I remember doing it in EU / EW but can't recall ever being able to do it in XCOM 2 (base game or WotC). Maybe use Skirmish mode to test things out?
I learned of "tile scanning" in an XCOM2 WOTC legendary ironman let's play series a few years ago, and I both saw the author perform tile scanning and I did it myself in my own campaign, so I've seen proof that the tile gave a visual indication that it was occupied. I cannot remember if it was selectable or not - it's been too long - but I no longer see any visual indication that lets me differentiate the tile from any other tile.
So, something has changed. And, since this game hasn't had an official patch since 2017 - right? - it is either that A) both I and the youtuber had a mod that caused the differentiation and I no longer use it (unlikely) or B) I have a mod that has caused the tile visual to change.
Do you have any ideas? I'm out of ideas aside from A) turning off this mod in my next battle and B) convert back to the old combo mods (gotcha again + ui fix + missclick protection + crouch lower).