XCOM 2
Restore Tutorial Narrative
165 Comments
Dragon32 23 Jul @ 2:42pm 
@LordDeTracy
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.
LordDeTracy 23 Jul @ 12:53pm 
I am curious though, I have the 2 mods that add the metal gear characters who join during missions. They kill a few dudes and join your team. They dont have issues.....
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.
LordDeTracy 23 Jul @ 12:49pm 
@Dragon32 Probably not as i have 1100 mods and it takes 15 minutes just to boot up the game. Sure i could do that but then half the mods end up crashing because they have requirements and then i have to activate the required mods and soon Binary search quicky becomes problematic.

If have had 20 mods, no problem.
Dragon32 23 Jul @ 2:45am 
@LordDeTracy
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
LordDeTracy 22 Jul @ 7:25pm 
I am still having issues with the starting mission where Jane Kelly and Central wont join my team. They're friendly but not my team, nor do they move. I dont have the 2 mods listed as uncompatible and never had them.
The Best We Have 22 Jul @ 4:52pm 
Excellent! Thank you for the response with my name so that I get the notification. Much appreciated.
Epigamesh  [author] 22 Jul @ 12:20am 
@The Best We Have There is no automatic death ; they can survive or die the mission as any other standard soldier.
The Best We Have 21 Jul @ 6:09pm 
I am close to starting a new, potentially "final" campaign, and I was thinking about how I kind of now miss the tutorial narrative mission and scenes. I may try this mod out. My only real concern is whether or not Peter and Ana automatically die in this mod like they do in the vanilla tutorial because it would be pretty cool to be able to keep them alive.
Terra_Wiccanbird 20 Jul @ 7:09am 
heck I wish I found this earlier
Epigamesh  [author] 11 Jul @ 9:17am 
@Taylem This mod adds two more missions right in the beginning, so it can indeed be heavy on the barracks.
I didn't tested it with L&A active, though, so I'm not quite sure what happened to you.
Epigamesh  [author] 11 Jul @ 9:14am 
@Daddy Takeda Yes, you can: just go into the XComRestoreTutorialNarrative ini file and put false to AddPeterOsei and AddAnaRamirez (instead of true)
(Also, thanks for the enthusiasm :D)
Daddy Takeda 8 Jul @ 5:05pm 
For people who already have Ana Ramirez and Peter Osei in their character pool, would it be possible to use them instead of creating/generating a new Ana Ramirez and Peter Osei everytime we start a new campaign? That would be very appreciated if it was possible! :KneelingBow:
Daddy Takeda 1 Jul @ 5:16pm 
This is a MUST HAVE for the full experience. Thank you for this! :Honored: :Perseverance:
Niviryd 28 Jun @ 8:50am 
nevermind, i found it.

i was using this mod instead of the WOTC version XD

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=634905023&searchtext=enhanced
Niviryd 27 Jun @ 10:21pm 
does anyone else's game crash when you try to use grenades in this mission?
Taylem 27 Jun @ 2:52pm 
[WOTC] Visibility Memory ... turns out I was running this. Removed it and they joined no problems. Biggest issue I am having now is a sort of inconsistency with the missions. So many missions back to back with very little time progressing can be taxing on games without a large soldier pool. Also, I had the Chosen appear (Lost and Abandoned is active) before the L&A mission triggered. Moreso, the Councilman never appeared to reintro himself ... but I may have just scrapped the game before it was set too. In the run I tested, I had roughly 4 or 5 missions pop before L&A and then after L&A I just reset the game for another test run.
LordDeTracy 27 Jun @ 2:37pm 
Same issue as @Taylem I too cant get them to join my squad and they just stand there. I have nether mod mentioned as incompatible.
JKingJ 24 Jun @ 4:31pm 
I see. Guess I interpreted it as you get 1 spawn on turn 3, then 2 on 5, 3 on 9, etc.
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.
Dragon32 24 Jun @ 6:05am 
@JKingJ
Re-read the Description. Working as designed.
JKingJ 23 Jun @ 4:44pm 
I'm experiencing a bug where the mod spawns reinforcements every single round on gatecrasher. Editing the config doesn't seem to do anything except delay the first spawn. Had to delay the first reinforcement to turn 5 to even have a fighting chance.
Taylem 21 Jun @ 5:45pm 
@Deacon Ivory Negative, not running either.
Povuh 21 Jun @ 8:02am 
Update: I tested it out and it works perfectly!

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.
Povuh 21 Jun @ 7:49am 
Ah, I didn't notice it was specifically those two existing characters from the tutorial that had a class :) Good to know, I will give that a try!

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!
Epigamesh  [author] 21 Jun @ 7:42am 
@Povuh Yes, you can change this with the config files :
- 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
Povuh 21 Jun @ 7:32am 
Hi, I really like this mod because I missed the cinematics :)

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?
Deacon Ivory 21 Jun @ 4:17am 
@Taylem Are you running: [WOTC] Visibility Memory or Starting SHIV? They are incompatible.
Taylem 20 Jun @ 2:53pm 
Love the mod. Biggest issues is that Bradford and Kelly do not join the group after arriving. They just stay put, taking fire. 2nd issue was the reinforcements constantly, as in every turn. An edit of the config fixed that issue. Still cannot get Bradford and Kelly to work, but have to dig deeper. I am using Robojumper's Squad Select to have 6 starting soldiers, as well as the (WOTC) Starting Soldiers mod. Not sure just yet if those conflict.
Epigamesh  [author] 16 Jun @ 2:45pm 
@Clarke's Third Mage Just as Dragon32 said (doing a non-WotC mod even requires a different modding tool. Some simple mods can still be compatible with both, but this will definitely not be the case here)
Also, I don't intent to do non-WotC mods.
Epigamesh  [author] 16 Jun @ 2:34pm 
@LightenedDark This is for the first mission, which is different from vanilla: I've reused as a base some TLP content (namely Rescue Ana Ramirez mission) to create this first new mission.
LightenedDark 14 Jun @ 8:55am 
Wait, why does this require TLP to get back the vanilla WotC tutorial missions?
Dragon32 14 Jun @ 1:53am 
@Clarke's Third Mage
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.
Clarke's Third Mage 13 Jun @ 10:24pm 
Does this really require WotC? Is there not a non-WotC version?
grammarsalad 11 Jun @ 1:18pm 
Anybody planning on doing a YouTube to showcase this mod? Busy setting up my config, but would love to see it in action
Epigamesh  [author] 9 Jun @ 3:47am 
@Gguy I just pushed an update where she now spawns with the XCOM team at the beginning of the mission. With this, the concealment bug I had identified is also no more.
Gguy 24 May @ 12:16am 
@Epicgamesh you could make Elena spawn close to the facility as she is in the introduction video, but just far enough not be spotted by ADVENT. That way the player wouldn't see her pop into existence.

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.
Epigamesh  [author] 23 May @ 9:35am 
@Luna Lefay yes, the mission requires the Commander to be extracted to be won (unless some console command is used instead, of course)
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.
Epigamesh  [author] 23 May @ 9:24am 
@Gguy Yeah, for now, I've made her appear at turn 1, so that I can reuse the exact same code as for Bradford and Jane (except these two appear at turn 3).
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.
Epigamesh  [author] 23 May @ 9:07am 
@Dragon32 Indeed, thanks for pointing this out ; I just pushed an update for correction.
Dragon32 21 May @ 3:02pm 
Small thing, checking the localisation file:

[UIMissionFirstGuerillaOp]
strDescription = "Now that we got a foothole[...]"

"foothole" should be "foothold"

and capitalise ADVENT here:

strObjective = "Sabotage the ADVENT Monument"
Luna LeFay 19 May @ 4:31pm 
So, the commander didn't spawn on the opening mission, just the empty pod. No way to complete as evac results in mission fail.
Gguy 15 May @ 10:32pm 
Great idea, my dude, but might need some polish. When I tested it out Elena literally popped out of nowhere behind cover. One second she was missing and then the next she pops into existence XD.
jahsinha 9 May @ 2:26pm 
My bad - I cannot control Bradford or Jane. Bradford and Jane "Quiet" spawned. But I have a starting "Silence" Jayne. This wasn't an issue before but maybe
jahsinha 9 May @ 2:19pm 
I've never used Visibility memory so that's also not it in this case.
jahsinha 9 May @ 2:17pm 
"Any one had an issue where you can not control central Jane or Elena the just stay in one place and can not be moved when they spawn in." I'm having this issue in game right now. In fact, they show up as hostile but do not move or shoot at me. I don't have Shiv's enabled ( and for like 3 campaigns now) and cleared my configs every time so this shouldn't be it
Skarsatai 2.0 8 May @ 10:34am 
@samurai_Shogun. Same Here. Glad to see that I am not alone. Solution? I unsubed the Mod to move on and play more than doing bughunting. If its not working, its not working. Time to play is precoius
Epigamesh  [author] 7 May @ 11:50am 
@Count BlingBlangula I'm answering a bit late, but I have indeed not tested with LWOTC (and would also have been quite surprised if everything worked without problem).
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).
Epigamesh  [author] 7 May @ 11:36am 
@Dies Irae Thanks for the report; I'm adding it to the description.
Epigamesh  [author] 7 May @ 11:35am 
@Samurai_Shogun I would suspect a mod conflict, though (if you test with only this mod and its dependencies, as I did, there shouldn't be such bug).
There wouldn't also be the first time there is an incompatibility between unexpected mods.
Samurai_Shogun 5 May @ 7:45pm 
I'm experiencing a problem on starting the Recover the Flight Device, after the cutscene, when I pressed launch, I'm stuck in the geoscape and won't go to loadout. I'm unsure if it's a mod conflict because I don't have any mods that modify the recover flight device. Is there a fix for this or is it hard-coded bug?
Dies Irae 2 May @ 12:58pm 
Found the issue. Starting SHIV for Alpha's EU SHIVS was causing the issue