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First run would be 550, then
550 > 225 > 113 > 57 > 29
It's a great technique that I've used in this and many other games. Mods with prerequisites are easy to handle.
Unless someone else has had the exact same problem, and solved it, and decides to read this thread, and posts, then I don't know what else you can do but accept the problem.
Metal Gear Rising - Raiden and Sam Hero Units
So im curious if the join team code could be like that one instead of at the edge where it has issues joining the team.
If have had 20 mods, no problem.
Sounds like a good scenario for finding the problem mod by binary search.
https://old.reddit.com/r/xcom2mods/wiki/mod_troubleshooting#wiki_binary_search
I didn't tested it with L&A active, though, so I'm not quite sure what happened to you.
(Also, thanks for the enthusiasm :D)
i was using this mod instead of the WOTC version XD
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=634905023&searchtext=enhanced
Though I did some testimg and it seems like the reinforcements every turn doesn't happen until the VIP is triggered. So I was able to "deal" (lost half the team still) with the pods and the first reinforcement before triggering the VIP. Then I just ran to evac as reinforcements started coming in.
Re-read the Description. Working as designed.
In XComRestoreTutorialNarrative.ini, I changed Peter Osei's class from Grenadier to WOTC_APA_Sapper, and Ana Ramirez's class from Sharpshooter to WOTC_APA_Marksman.
For Jane Kelly I'm using the Proficiency Kelly plugin, and it looks like that already has her properly set as intelligence officer / scout. So I won't have to change anything there.
Thanks for the quick response!
- for Peter Osei and Ana Ramirez, you have to open the XComRestoreTutorialNarrative file and change PeterOseiSoldierClass and AnaRamirezSoldierClass to whatever class you want to use for them.
- for Jane Kelly, you have to open the Jane Kelly starting soldier config folder, and find the XComJaneKelly config file, then put the class you want for SoldierClass
I have one small issue. I'm running Covert Infiltration (and the bridge for this mod) and Proficiency Classes. In the Gatecrasher mission I am getting soldiers with vanilla classes (Grenadier, Sharpshooter), even though these classes are not meant to be available.
Proficiency Classes disables those classes, and even disabling the vanilla four classes with the Disable Any Class mod won't prevent them from appearing on the gatecrasher mission.
Is there anything that can be done about that?
Also, I don't intent to do non-WotC mods.
Yes it does, and no there isn't.
Think of WotC as XCOM 2.5, it's very different to XCOM 2 under the covers.
Or until you can find a workaround, write in an extra piece of code that allows you to toggle her off like you can for the other two characters.
I am by no means an adept in coding, but understand enough of the language to know it would be possible. Only question's how.
I have no idea why the objective wouldn't spawn, though (unless there would be another mod modifying the tutorial map ?)
Same for @jahsinha, I would suspect an incompatibility of some kind, but I don't unfortunately don't know more about it than has been reported by previous users.
The problem being that, for the game, she is indeed not here before the turn 1 begins.
It should be possible to make her spawn at the same time than XCOM (something I would want to do, nayway, as I kinda hope it would correct the concealment bug still going on), but it will require some more code modification I've not yet worked on.
[UIMissionFirstGuerillaOp]
strDescription = "Now that we got a foothole[...]"
"foothole" should be "foothold"
and capitalise ADVENT here:
strObjective = "Sabotage the ADVENT Monument"
Maybe a compatibility mod could fix it (like I managed to do with Covert Infiltration), but I'm not working on it, nor intent to (anyone is still free to try it, though).
There wouldn't also be the first time there is an incompatibility between unexpected mods.