XCOM 2
Minimalistic Modjam for LWOTC 1.2.0
88 Comments
Do you think it is possible to breakdown into a customized Tedjam+?
Avaritia  [author] 15 Jun @ 9:18pm 
No, I have done no modifications on their spawn rates.
Ok. 14 Jun @ 10:36pm 
Has the spawn rate of requiem mods been modified in any way? I've rarely been meeting any in my latest campaign.
Ok. 12 Jun @ 12:30pm 
Just the requiemarmory one in this mods config. Even tried unsubscribing, deleting and resubscribing to this mod and that did nothing.
Avaritia  [author] 11 Jun @ 4:38pm 
Did you change the .ini for what mod? Maybe it is due to priority, more updated mods are loaded first, if I remember correctly.
Ok. 11 Jun @ 2:08am 
Weirdly I just changed the ini slightly, saved, and now it's back to using taipan corpses. No idea why that happened.
Ok. 9 Jun @ 1:58am 
Haven't really put in too many big changes. Just simple ini edits, one or two enemy type mods and various cosmetics. Really nothing that should effect it but I'm not the most knowledgeable about how it all works under the hood.
Avaritia  [author] 8 Jun @ 9:40am 
I guess it overwrote changes that you had made. What were these changes? Asking so that I can integrate them in the modjam.
Ok. 7 Jun @ 1:50am 
With the latest update, stainless plate seems to have gone back to using muton corpses again for me.
Avaritia  [author] 11 May @ 12:27pm 
hi, just letting you know that a new update dropped
Avaritia  [author] 7 May @ 5:19pm 
I figured it out, the mod AHWRequiemArmory has the item RequiemStainlessVest configured with a MutonCorpse in 'CreateRequiemStainlessVest()' in the file ARFM_Requiem_Ammo.uc, and also has it configured with a CorpseRequiemTaipan in the file XComLW_Overhaul.ini. Very weird.
Avaritia  [author] 4 May @ 8:57pm 
I checked in my game and here it also requires a muton corpse, so probably there is another mod changing it. In a few days I will upload another update and I will add a fix for this.
Ok. 3 May @ 4:58pm 
Yeah, that's the weird thing. I've edited that. It also shows that it costs a taipan corpse in there, yet mine requires just a regular muton corpse, 10 supplies and some alloys.
Xeal 3 May @ 3:22pm 
Ah, yeah, whatever isn't modified by this would go back to original mod.
Avaritia  [author] 3 May @ 1:12pm 
hi, this modjam doesn't change anything on the RequiemStainlessVest, but you can change it yourself if you go to this file in the original mod: 3010467224/Config/XComLW_Overhaul.ini
Ok. 3 May @ 3:39am 
Yeah i've looked through the modjam folder but I don't see anything relating to stainless plate.
Xeal 1 May @ 4:44pm 
are you modding it from the default requiem folder, or the folder in this mod jam? Because anything in the mod jam folders will override as far as I know, so if its a requiem thing and you're editing from the requiem folder, you gotta find that folder in the modjam folder instead.
Ok. 1 May @ 12:34pm 
What mod modifies the stainless plate? I've been trying to edit the resource cost and the values I change through the requiem armory ini don't seem to reflect to in game.
Ok. 23 Mar @ 7:41pm 
It would be from a new save since the update so wouldn't have needed to respec. When you suppress someone with the havoc perk, the enemy makes an animation as if they are taking damage, however no damage is applied.
Avaritia  [author] 23 Mar @ 3:00pm 
If it is the same soldier, you would have to respec it, because it would still have the perk badly configured (the fix only works for new perk rolls). But, it may be a different fix, anyway, because I didn't test this bug specifically, I just found this perk listed in a forum discussion about perks with bugs and this was the proposed fix, so it may be a different bug. Also, a question, when you say it 'doesn't work', do you mean in the tactical layer, or that the text shows wrong?
Ok. 23 Mar @ 2:22am 
With the latest update, I was trying havoc again and noticed it still doesn't work with laser weapons. Was there supposed to be a config folder for extended perk pack as well?
Avaritia  [author] 11 Mar @ 6:40pm 
Makes sense, I will take a look if it is possible to do this with the config files (since the idea of this modjam is no code changes). Not sure about the free action, thought, only if it is also possible to have some sort of cooldown.
Ok. 11 Mar @ 2:51am 
Regarding system infiltration, I reckon a good balance change would be to make them a free action but limit the amount of uses to around 2. Currently I feel its a bit too easy to use them to cheese objective hacking to always get the reward (if you have the turns left of course).
Avaritia  [author] 9 Mar @ 9:27pm 
Hi, just dropped a new update considering the feedback in the comments and a few things I had been working on. The details are on the 'Change Notes' session.

Also created a thread 'Main differences from Minimalistic Modjam and Kiruka's/Tedster modjam' trying to summarize an answer for this question, since I noticed it will take sometime before I fill all the details in the 'Modjam Notes' threads.
Ok. 2 Mar @ 8:06pm 
I think it was on a technical, and I picked it up through an xcom skill point. But i'll confirm down the line.
Avaritia  [author] 2 Mar @ 5:14pm 
> I also noticed that close quarter specialist doesn't seem to work properly, but I thought that was a vanilla perk?
yes, very weird if it does not work. Do you remember what class/weapon had the bad behavior, and what it is? I may no be able to fix it, but it is nice to know about bugs anyway.
Ok. 2 Mar @ 1:45pm 
From what I can see so far, it's only the perk Havoc that doesn't seem to work, but i'll let you know if I notice any others nothing working. I also noticed that close quarter specialist doesn't seem to work properly, but I thought that was a vanilla perk?
Avaritia  [author] 2 Mar @ 9:04am 
@Ok do you know if there is an easy way for me to see which perks are not compatible with laser and coil weapons? I would like to take a look and probably remove them from the modjam
Ok. 1 Mar @ 3:04pm 
Just to let you know, some perks in the extended perk pack don't have the relevant weapon techs added in lwotc associated with them. Perks like havoc don't work with laser and coil weapons.
Avaritia  [author] 24 Feb @ 3:23pm 
I really didn't pay much attention to these two weapons, I will take a look.
Xeal 24 Feb @ 9:32am 
Not me, I never even researched the bitterfrost protocol on my last run. Though with the psionic reaper, none were able to equip that either, so I guess there's a few of those.
Ok. 24 Feb @ 3:06am 
Thanks for the info. One other question, who uses the cryolater? It's another weapon I can't find anyone to be able to equip it.
Xeal 23 Feb @ 8:08pm 
Ah, I probably won't get it tho, already with adding the warden and stormrider it broke the UI XD. I just forgot until you mentioned it, I haven't actually played in a bit, had my attention stolen by Marvel Rivals and Battletech after finally trying it. I'll have to give it another go now that you added the requiem stuff. That's going to be pain.
Avaritia  [author] 23 Feb @ 7:26pm 
mod that show all classes in the topbar, instead of only the GTS classes: '[WOTC] Show All Class Counts'
Avaritia  [author] 23 Feb @ 3:09pm 
> They didn't even have counts at the top where it tells you what you have of each class I think.
yes, classes that are not trainable are like that (for example, templar, reaper, bountyhunter...). There is a mod that shows everything at the top, but it breaks the UI, that is why it is not used in this modjam

>tho I suppose you can kind of say they did with the warden/stormrider and raider.
yes, this was part of the idea with adding these classes ^^
Xeal 23 Feb @ 12:39pm 
Ah they do show up in black market and rewards still? Guess I was just unlucky lol, I never had either of them show up for either until I made them trainable. They didn't even have counts at the top where it tells you what you have of each class I think. But yeah, making them recruited like ea bounty hunter would be cool. I kind of wish that skirmishers and templars got the bounty hunter treatment, tho I suppose you can kind of say they did with the warden/stormrider and raider.
Avaritia  [author] 23 Feb @ 7:50am 
ah, also, answering how to get a warden/stomrider if you keep them as not trainable:

- rank up a rookie, and if you are lucky they will show up in the options
- buy them in the blackmarket if/when they show up
- get them as rewards in missions if/when they show up

personally I would love to find a way to also allow them to be obtainable via covert ops missions, as occurs with the bountyhunter, but currently I really don't have time to code a mod that does this
Avaritia  [author] 23 Feb @ 7:46am 
Hi, rookies choice doesn't conflict with wardens and stormriders showing up, they just end up being quite rare when they are not trainable in the GTS. Since I can't control their chances of showing up, just 'is trainable' and 'isn't trainable', I prefered to default them as not trainable, because they are quite stronger than a regular soldier, due in part to the guarantee that they will be psionic gifted.

But, if you want to change the defaults, go here:

- 'Class - Stormrider/XComClassData.ini' and 'Class - Warden/XComClassData.ini' and follow the isntruction in this line '+NumInForcedDeck=0 ; change to 1 if you want to be able to train this class in GTS'

- 'Gameplay - Psionics Overhaul V3/XComLatentPsionics.ini' and change the line 'PSI_CHANCE=10;/100'


@Xeal thank you for answering about the shields
Xeal 22 Feb @ 10:41pm 
Not sure, it was something I changed later when I was living off the shop and missions for new soldiers because I didn't wanna bother with recruits. It might, but that's fine, at least I got them to show up at all lol.
Ok. 22 Feb @ 10:39pm 
Yeah doesn't rookies choice conflict with them being able to show up?
Xeal 22 Feb @ 10:09pm 
I also upped the chance for psi-ops just a bit... at 10% I had all of like... 1 soldier, besides the Templar, have the gift. Upped it to 15% and ended up with a couple more, likely just luckier that time but eh.
Xeal 22 Feb @ 10:07pm 
Same, well, at least until I went in and edited them so they are trainable from the GTS, then they started showing up. Not sure how they're meant to show up otherwise.
Ok. 22 Feb @ 7:25pm 
Must be why. I still have yet to see a stormrider or warden in my game yet.
Xeal 22 Feb @ 1:36pm 
As far as I'm aware, just the Stormrider and SPARK, though they use different shields.
Ok. 21 Feb @ 6:13pm 
Enjoying the modlist. Just curious on which units can use shields?
Avaritia  [author] 5 Feb @ 3:14pm 
Ok, thank you for letting me know! I will add it back in the next update, and I will take a look if it makes sense to add it to gunner as well.
HeatKnuckle 5 Feb @ 6:56am 
Good news, the GrimyBladeOil perk works as intended after assigning it to a melee weapon slot.
I think it's safe to add it back in the pool in your next update, maybe even add it to gunner class to make their knifes more formidable? :D

Keep up the good works!
Avaritia  [author] 2 Feb @ 7:34pm 
@HeatKnuckle thank you very much, please ler me know your results and I will either use your fix or remove the perk from the modjam. In case your fix doesn't work, you can use the command 'RespecSelectedSoldier' with the console enabled to reroll the random perks in your shinobi.
HeatKnuckle 2 Feb @ 3:32am 
a small bug report here, GrimyBladeOil perk is not working on my shinobi. The ui doesn't display the skill's damage and upon used, my shinobi just rushed to the target, no slash animation, no damage dealt and just stop next to the target. He still managed to poison the target though.

I took a look at config file and the ability seems missing a weapon slot assignment.

I added a line

ApplyToWeaponSlot=eInvSlot_SecondaryWeapon

to it and will test if it fix when I get to play.
Xeal 24 Jan @ 5:55pm 
I haven't added anything mid-campaign. Good news is I did remove the maps and it acts the same way, I guess it's something with another mod I have somehow, even tho it's all cosmetics and some QoL stuff I think. Oh well guess I have some work to do.