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Hey thanks for informing me! I just went to Richard's workshop items, didn't realize I could search through there! I'll take a look at how to disable the other ones and reenable the vanilla ones then hehe.
Just checked, so deleted the old comment(which was that above), as not to spam: It's in the description how to do that. Also need to reenable the vanilla classes if you still want to use them(as I will too XD), and the way to do that is in the description as well.
I mean, it naturally might break stuff, and not everyone has subscribed to the comments of the mods they have subscribed to, like I have, so they couldn't even tell you if they're still using it or not.
Thanks!
As for "Hide" being powerful I use a mod that allows concealment when no enemies can see any of my units allowing them to go back into stealth; I suppose it depends on the users individual mod setup/list. It allows for a more risky assassin to perhaps retreat a little; its very easy to break concealment against the timers.
Your classes look in theory to be better balanced and closer to vanilla than most, so I think they'll make for a good time. I'll let you know how it goes, when I get that far.
And thanks for sharing!
I'd recommned "Rapid Reinforcements", "A better Advent: All the enemies", "A better advent", "[IESS No Alien Hunter] Increased Enemy Squad Size", "Riftkeeper", "Sectoid Commander", "Elite Viper" & "Long War Alien Pack". I generally Play Normal with Custom Classes and a max squad size of 8 (via longwar toolbox) and sometimes it can get quite tough but I'd still say it's fair without being too punishing.
The main drive for me behind creating mods is that i will actually use them. I will look into a compromise if possible when I have the time.
I think I'm just going to keep it as it is, it's vanilla friendly and friendly with most other mods bar a few exceptions. I would like the 3 perk system but it seems like too much compromise.
Even if you can't figure out what causes it, it is the best kind of unlikly bug. One that makes things easier for the player.
As the mod is working fine for me it's hard to know what the cause is. I will try reuploading the mod to see if that does anything other than that my best guess would be its a conflict with another mod.
1) Is it on a new game or a loaded game?
2) Since the update did you delete the contents of: Documents\My Games\XCOM2\XComGame\Config ? (This will set options to default and sadly will mess with any saved character pool customization set by workshop content as these folder contains all the mod and game ini data, deleting it will allow the game to generate fresh/new ini data, thus refreshing installed mods)
3) If none of these work try to verify file integrity
4) Have you installed any new mods since shen/june update?
5) Are any of your other mods having problems? For one user a "voice pack" was causing the conflict oddly.
Hope this helps :)
In My Documents if you can find your xcom 2 folder there is a config subfolder in there. Usually mods leave over stuff in that, I cleared mine out the other day and it got rid of some issues for me. If you clear the whole folder though it can mess with game options settings and saved character pool settings (like capnbubs cosmetics etc)
Well anyway, enjoying the class again.