XCOM 2
Odd S9: Season 9 Campaign Tweaks
178 Comments
Caine 29 Jun @ 9:35pm 
I discovered that if you use solely the MEC Trooper mod and there are no SPARKs in your roster, the Repair skill, and every other skill that affects Repair, is useless. It doesn't work on MEC Troopers. Only healing skills work. Which begs the question as to why MEC Troopers can train in the Repair skill but cannot use it? Anyways, just some feedback for your hard work guys. Thank you! =)
Bibaboy 29 Jun @ 11:18am 
Ok, thank you for the info, that was very helpful, have a nice day.
FearTheBunnies  [author] 29 Jun @ 11:06am 
Yes, the two are not mutually exclusive. We had to add in the removal mod to turn off SPARKs otherwise the two would have existed with each other. Please note, though, that the SPARK will be the stock X2 spark as we don't include any overhauls for them in this mod list.
Bibaboy 29 Jun @ 10:04am 
Understood. Thank you. Can I still have MECs if I enable SPARKs?
FearTheBunnies  [author] 29 Jun @ 9:49am 
@Bibaboy If you desire to have SPARKs as well, you will have to remove a mod called "Sparks-B-Gone" from your modlist
RustyDios 29 Jun @ 8:50am 
If you read the season and modpack correctly you'll notice Sparks were removed in favour of using MEC Troopers as the big tanky units :)
Bibaboy 29 Jun @ 8:48am 
Hello! I cant find a similar question here. How do you get SPARKs in this modpack playthrough? I cant seem to get the Lost Towers mission. Is it delayed? (I've already built Proving grounds and MEC Foundry)
Caine 20 Jun @ 9:50pm 
Awesome thank you RustyDios. =)
RustyDios 20 Jun @ 9:14am 
Look for the XComGameData_SoldierSkills.ini
in particular the "RECKONING_COOLDOWN=6" line.. and change to suit your hearts desire

Keep in mind 6 turns is actually the default cooldown for the Skirmisher melee. It's possible that this season just simply "didn't change it"... when other season have had mods that do (like PCP's Skirmisher re-balance)
Caine 20 Jun @ 8:26am 
@ProfileName .. Appreciate the insight. I'm on episode 19 and noticed it every time he field his Skirmisher, and seeing as this was months ago and I'm encountering it now means there has not been any fix that I've seen. Which means that it's happening somewhere else and impacting the skirmisher indirectly. I'm wondering if the MOCX mods are doing this? I'll update it if I find it. Thanks everyone. =)
Profile name 19 Jun @ 10:20am 
@Caine Funnily enough Odd encountered this in the first episode of his S9 run. Just know, I can't help you pinpoint which mod is the one making that chance.

Odd did mention it being quite long, but accepted the cool down on basis of the Skirmisher still being able to move afterwards. I'm only on ep 3, so I have no idea if he changes this during his run.

Just saw your question while browsing through the mod list and wanted to let people know.
FearTheBunnies  [author] 14 Jun @ 2:09pm 
There are multiple mods which touch the Skirmisher in this mod pack, so I would suggest looking into them to find the culprit.
Caine 14 Jun @ 9:31am 
Ahhhh ok thank you FearTheBunnies. Very much appreciate you looking into it.
Cheers.
Also, I noticed something else and I don't know if it's related to Odd's Season 9 tweaks or not, but the Skirmisher regular melee attack has a 6 turn cooldown, whereas none of the other basic melee skills have a cooldown. You can see it in some of Odd's Season 9 videos using a skirmisher. Any idea what might be causing that? Intended? Or a bug from some other skill?
FearTheBunnies  [author] 12 Jun @ 7:03pm 
Follow up: Absolutely Critical is added by EU Aim Rolls. If you want to run that mod you will need to remove LW Aim Rolls from this modlist.
FearTheBunnies  [author] 12 Jun @ 7:01pm 
@Caine I know Absolutely Critical is a mod added Second Wave option. I don't 100% remember which mod adds it though. I will post a follow up early next week (out of town for the weekend) after I look it up (unless some kind souls posts which mod adds it before I do.)
Caine 11 Jun @ 9:42am 
Hi FearTheBunnies. I found a line of text in the Season 9 Odd mod. In the drop down list, there is an option called XCOM Preset Second Wave, and I removed the semi-colon for the Absolutely Critical, but whenever I start a New campaign, AC is not available. I also found the mod Auto-Set Second Wave and removed the semi-colon for AC, and still AC is not an available option when starting a new game. Hope this helps narrow things down. ;)
FearTheBunnies  [author] 11 Jun @ 8:50am 
@Caine Could you remind me where Absolutely Critical is located again? I'm trying to remember where that is/came from and once you point me in the right direction, I will be able to answer your question.
Caine 11 Jun @ 7:28am 
How do I turn back on Absolutely Critical? Note, I subscribed to Odd's entire Season 9 mod list.
EvilBob22 7 Jun @ 7:53pm 
Ahh, sorry I missed that one, good catch FTB. On the plus side, the localization can probably be changed at pretty much any time before the mission where you rescue her (and even if it's too late, changing a name in game is an easy fix).
FearTheBunnies  [author] 7 Jun @ 3:09pm 
@Seedling Those edits only touch the cosmetics. You also will need to touch the Denmother localization file too otherwise they will look like Denmother but still have the changed name.
EvilBob22 7 Jun @ 1:52pm 
Yep, deleting that section puts her back to her original look.
Seedling 7 Jun @ 1:47pm 
Thanks EvilBob22, I appreciate it. Yeah that looks pretty straightforward, I presume deleting the cosmetic part of the section just reverts to what is used in the denmother mod? I imagine if I dig around I can find a list of classes within the amalagamation mod files, but less bothered about the class tbh :)
EvilBob22 7 Jun @ 1:34pm 
Very easy if you are used to modifying configs, it's all in XComDenmother.ini. If you are ok with getting a random class, you can just delete/rename the whole file. If not, it is pretty clear where in the file the cosmetic changes start.
Seedling 7 Jun @ 1:21pm 
Anyone know how easy it would be to rollback just the overwrite on Denmother?
Myricae 29 May @ 2:32am 
@FearTheBunnies thanks you very much for explaining, sadly I'm not savvy enough to be able to do that but maybe I'll look into it in the future. Have a good day!
FearTheBunnies  [author] 28 May @ 1:29pm 
@Myricae The tweaks to System Infiltration are not config based. In the X2DLC file for this mod, you will find a function called "PatchSystemInfiltration()" which is where the tweak occurs. Feel free to create your own mod that extracts that logic for your own use (or even to publish on the workshop for others too, I just ask that you credit where you got the code from.)
Myricae 28 May @ 4:01am 
Hey sorry to bother, is there a way to download only specific tweaks? Or in alternative, could you tell me how you created the System Infiltration tweaks? I looked at it and i don't think they are possible with just the config of the mod
FearTheBunnies  [author] 25 May @ 9:40am 
Short answer is this mod pack uses Iridar's Appearance Manager (IAM).

Long answer is that it technically isn't, but IAM disables itself and you use UC(R) instead. The only "issue" you will run into is the characters from the S8/9 character pool will only have their base look for all tiers of armor and will never "upgrade" looks like they do in Odd's campaign if using just IAM.
bidiguilo 25 May @ 8:25am 
why is this incompatible with unrestricted customization?
RustyDios 21 May @ 5:08am 
A) this modpack is designed around the squadsize limits already set, just to keep that in mind

B) squadsize limits for a CI campaign are in the configs of CI, changing them has numerous knock-on effects and isn't advised. If you do however want to increase them the best thing to do is sub to another mod called "RAIN's 8-man core", which should play nicely with this modpack
Hey Im Lost 21 May @ 4:37am 
Hello!
I can't seem to figure out how to change squad size, any idea on how to do this? the only mod i can find that seems to interact with it is Robojumpers, and in the description of that mod it mentions an MCM slider or the option to change it in the ini.
Neither of these options seem to do anything, So I'm thinking its a setting or config change in another mod and i cant seem to find it.
Any help would be awesome.
Cheers.
FearTheBunnies  [author] 6 May @ 8:12am 
Make sure you use the Alternative Mod Launcher and not the native 2K launcher when using mods.
Blueberry Rangler 6 May @ 6:42am 
I have a lot of mod that are not working on launch, one million colours, mech perks. Anyone else?
Kokoplays 28 Apr @ 5:52am 
Hey. I had my game crash when EXALT squad tried to spawn in (via the blue glowy orb) and I can't find the solution under MOCX mod, so I was wondering if anyone here knows what could be going on?
I had to disable the mods connected to EXALT to finish the mission, but obviously I'd like to continue playing with EXALT as I'm really enjoying this mod pack, so if anyone knows what to do, please let me know.
Eighty 22 Apr @ 8:50am 
no need for apologies. appreciate everyones attention and effort here. looking forward to the fix and continuing my run
RustyDios 21 Apr @ 7:48pm 
Just checking up on the current progress of the fix/update
... and it should be "solved now" ...
RustyDios 21 Apr @ 7:40pm 
We think it's an issue within the Mitzruti Perk Pack mod within the collection that a lot of the classes use. The author is aware and is trying to find solutions/updates/fixes.

We apologise for any inconveniences caused whilst the mod gets fixed ... please standby ...
contino4 21 Apr @ 12:47pm 
Also can't get game to start thru AML today
StuFo 21 Apr @ 12:33pm 
@Eighty same problem for me, without mods it works fine
Eighty 21 Apr @ 12:00pm 
Hey where can i find a link to the discord? would love to ask for help.

mod pack worked well for 3 days. today it crashes mid load every time.

the error logs for both my successful and unsuccessful starts include a number of missing files (i assume they are the aformentioned 18 missing dependencies.)

currently the game crashes after this line every time.

"[0030.26] FixImpactFX: Disabling Impact FX UIScreenListener.
[0030.30] Log: Crash Detected: Dumping"

Thanks everyone
EvilBob22 17 Apr @ 10:11am 
@Rewdrooster1
Yes! They were intended to be used together (for Christopher Odd's series, but available for anyone to use).
Rewdrooster1 16 Apr @ 4:14pm 
Can i download both, gameplay and cosmetic mods?
Holesale 14 Apr @ 2:47pm 
Thanks for that i was able to fix this!
FearTheBunnies  [author] 14 Apr @ 1:07pm 
You need to verify the Advanced Option is turned on for that to be active.
Holesale 14 Apr @ 6:19am 
Cant seem to get the randomization from point based not created equal to work. i'm getting no randomized stats on gatecrasher, everyone starts with 65 aim 12 movement and 4hp barracks look the same as well afterwards.

I've re-downloaded the entire mod list and this mod it self, and tried a bunch of things to get this working not sure what's the issue, makes me wonder if the other tweaks are being applied as well.

Am I supposed to be doing something specific to get the ini settings to load or is it automatically applied once I do the the AML load and im just missing something?
FearTheBunnies  [author] 12 Apr @ 7:19am 
@Buatha EvilBob hot the nail on the head. There were specific tweaks to the cosmetics that are related to submitting to Odd's campaign. If using the cosmetics for yourself and NOT doing an Odd9 playthrough then you can exclude this mod.
EvilBob22 11 Apr @ 12:17pm 
I'm not totally sure, but this is probably the only reason why it was in cosmetic collection:

Cosmetics:
Disable all alien outfit choices
Disable the Stormrider cloak
Allow up to 15 characters for names & nicknames

Try it out without the tweak mod, I'm pretty sure it'll work fine.
Buatha 10 Apr @ 11:11pm 
This might be a stupid question, but for the Cosmetic Only Mod List...it still includes the Campaign Tweaks.as part of the list. Do I simply Subscribe to All...then remove this one afterwards?
Hilgorath [IBFH] 28 Mar @ 10:19am 
Thanks for the mod list! a lot of fun so far. I am having an issue though where whenever I try to assault an alien facility the game crashes when i try to load into the mission. Any ideas why this might be or what I can do to resolve?
Jin 17 Mar @ 4:41pm 
Awesome, thanks for the reply and all the involved parties hard work on the mods and mod list!