XCOM 2
TimerTweaks
392 Comments
mayrenise123 27 Jun, 2024 @ 12:00am 
Is there a way to fix such bug?
Zormac 13 Jan, 2022 @ 8:18am 
There is a bug - if you go over the original turn limit (i.e. 12), you get a 0% successful shot score.
Pipes 30 Nov, 2020 @ 8:11pm 
Does anyone know if this conflicts with the version of the mod compatible with WotC?
Fgyjt 11 Jan, 2020 @ 9:19am 
Finally, now is truly balanced.
P3ngw1ng 13 Jan, 2019 @ 7:55am 
Is this compatible with true concealment?
PulseLcie12 22 Mar, 2018 @ 4:21am 
Most of them are 12 turns, I had never seen an 8 turn timer in vanilla so I assumed 12 was the default. Everything seems to be working, thanks for the mod m8
Shaska  [author] 21 Mar, 2018 @ 2:27pm 
Just to be sure, default timers for most missions are 8 turns, and a few have 12, which are increased to 12 and 16 turns respectively. Are you getting 8 turn missions or 12 turn missions frequently?
PulseLcie12 19 Mar, 2018 @ 1:34pm 
Never mind, I discovered that most missions just didn't change to 16 turns, however that raises the question of is there an option to raise the frequency at which missions recieve the 4 turn boost?
PulseLcie12 16 Mar, 2018 @ 8:34am 
Im having an issue where the mod works for the first timed mission I do in a playthrough, but after that the timer goes back to default time. Any advice?
I Darkstar X 7 Oct, 2017 @ 9:05am 
Thank you for responding. ^vv^

I need to check regardless justin case a combination of mods creates the issue.
Shaska  [author] 7 Oct, 2017 @ 1:04am 
It only modifies some of the mission files, so it shouldn't be able to cause any issues with research or cutscenes.
I Darkstar X 6 Oct, 2017 @ 12:22pm 
Hey, just a question, but does this mod cause issues when you research teh Codex Brain Shadow Project? When I did in my playthrough it stopped the scanning, but the cutscene did not trigger. The Decrypt Codex Brain Shadow Project was unlocked however. I was just curious if you knew anything about this XD
Shaska  [author] 7 Sep, 2017 @ 11:31pm 
Afraid not
hashpipe123 7 Sep, 2017 @ 4:01pm 
does this work with LW 2?
PatientLandBeaver 2 Sep, 2017 @ 8:42pm 
Thanks for updating this for WOTC Shaska!
Shaska  [author] 1 Sep, 2017 @ 8:37am 
I've uploaded a WotC compatible version of Timer Tweaks here:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1125479503
Rabid Dutchman 29 Aug, 2017 @ 8:23pm 
@Shaska Fair enough, thanks!
Shaska  [author] 29 Aug, 2017 @ 3:11pm 
I'll be looking into updating it, but it'll likely be a few days before I can.
Rabid Dutchman 29 Aug, 2017 @ 2:28pm 
WIll this be updated for WotC?
Artek [General] 11 Aug, 2017 @ 11:08am 
Thank you for this mod! Really.
I found turn-limited missions annoying in vanilla game, i got 3 soldiers in a single playthrough to get captured and lost the DLC Pistol forever because of this crap.
This mod makes the missions tolerable, but still with a sense that you probably should hurry the f*ck up.
Lampros 10 Aug, 2017 @ 7:15am 
I think this doesn't work when paired with True Concealment. The turn counter remains the same with this - or without this. Can you test and see if you can find the source of the issue? Thanks.
Shaska  [author] 21 Jul, 2017 @ 4:15am 
Don't think so, but I haven't tested it, so I can't be sure.
If it doesn't work though, you could always try pairing it with Configurable Mission Timers instead.
Arey 21 Jul, 2017 @ 4:07am 
Thx, for such quick responce.
The standard True Conc. reduce turn limits, your mod increases. Conflict? :)
Shaska  [author] 21 Jul, 2017 @ 2:58am 
According to the mod page, it works with other timer extending mods, but I haven't tested it myself.
I think you'd be better off going with the standard True Concealment, rather than the one with default timers, as it's more up-to-date.
Arey 21 Jul, 2017 @ 1:48am 
Does this mod works with "True Concealment (Default Timers)"?
=[NK]= Col. Jack O'Neil 11 Jul, 2017 @ 8:45pm 
Deepweb are you using vanilla or lw2.. Seriously, a bit more info would be helpful...
Shaska  [author] 11 Jul, 2017 @ 1:29pm 
I just tested it, and it does still seem to work fine for me. Are you having issues with timers not increasing in specific missions or all of them?
Psyclops 11 Jul, 2017 @ 10:55am 
This mod doesn't work. Why is it rated 5 stars?
=[NK]= Col. Jack O'Neil 11 Jun, 2017 @ 7:54am 
It's not for lw2 guys...
Gorgo 9 Jun, 2017 @ 11:04am 
doesnt work at all
Tripitaka (HUN) 18 Feb, 2017 @ 8:11am 
this mod doesn't work with long war 2. still 8 and 12 turns for missions.Please fix it.
CedricO 3 Feb, 2017 @ 1:25pm 
Does this mod work with long war 2 ?
jztemple 20 Jan, 2017 @ 3:01pm 
Thanks for posting the info for finding the file with the timers. Just in case you can't find the actual lines in the file because you're using an editor without the line count displayed, search for "MISSION TIMERS" and that will bring you to the section.

From what I read it seems to me that these are timers only for the new LW2 missions, you'd still need to use this mod for the vanilla missions, or find where those timers are set.
oOReaK 20 Jan, 2017 @ 9:09am 
This is where you can find the file to adjust timers C:\Program Files (x86)\Steam\steamapps\workshop\content\268500\844674609\Config\XComLW_Overhaul
oOReaK 20 Jan, 2017 @ 8:53am 
@Kiva126 you talk about "XComLW_Overhaul.ini". where is it? Can't find it in my config file?
dmc32 19 Jan, 2017 @ 7:45pm 
Kiva126, thanks for the info looking at it now.
Absinthe Girl Scout 19 Jan, 2017 @ 6:12pm 
Long War 2 has built in timer modifications for those that don't want to wait for mod authors to update. (XComLW_Overhaul.ini) Lines 1037 - 1040 will have what you're looking for.
Pengos 19 Jan, 2017 @ 2:43pm 
When possible, can anyone share how well this works in Long War 2?
From the LW2 Mod compatibility sheet: "May be compatible, but further testing further along in teh game is necessary"

I definitely want a little bit longer timers than what the base game used to have. Not sure if Long War has tweaked the timers to be a little more lenient though?
rayan 14 Jan, 2017 @ 8:24am 
great mod, thanks! didnt want to completely remove the timer for sake of challenge but a small increase is nice
Shaska  [author] 13 Dec, 2016 @ 6:25pm 
Yeah, both mods alter the VIP missions. There's a workaround for it on Evac Alls mod page.
Tui 13 Dec, 2016 @ 2:23pm 
Yes, any conflict with it?
Shaska  [author] 13 Dec, 2016 @ 2:20am 
Are you using the mod Evac All?
Tui 12 Dec, 2016 @ 7:21pm 
Not working for me! Vip mission still with 12 turns limit :(
Excalibir92 9 Dec, 2016 @ 10:28am 
great mod just what i need a litte more time just in case i run out of time, thanks man i appricate it.
Drake 15 Nov, 2016 @ 10:25pm 
Updates pls.
Gregorovitch 1 Sep, 2016 @ 11:17am 
I just checked and it seems that the XCOM2 Workshop download triggered by my sub for this mod completed but has 0 bytes/0 bytes against it. This would explain why it doesn'y work I guess. Any idea what to do to fix this?
Gregorovitch 1 Sep, 2016 @ 11:00am 
Mod does not appear to work. I have it selected in the mod list but I still get only 12 turns on the next relevant mission, a VIp extraction.

I saw the comment to try downloading it directrly and install it in mods directory, howerver a) I have no mods directory (why, I have a load more mods installed from workshop) and b) ling to filedropper does not work, can't get at the file.
Morph306 23 Aug, 2016 @ 11:33am 
Thanks
Nider001 21 Aug, 2016 @ 1:55am 
thanks
Shaska  [author] 20 Aug, 2016 @ 11:30am 
Sure