XCOM 2
Skulljack and EMP Tweaks
74 Comments
Epic Store Exclusive 2 Mar, 2022 @ 9:12pm 
Can someone please upload a WotC version?
✠ Gyaru Respecter ✠ 4 Feb, 2020 @ 3:34pm 
Hey, there's now a mod that scales the Skulljack's hit chance based on the user's Aim stat. Are there any chances you're planning on integrating that mod's data with yours?
Opposing Farce  [author] 8 Oct, 2018 @ 5:00pm 
For anyone interested by all means make a better/WOTC-friendly version of this. I don't support this item anymore, and it's not like anything I did was very difficult or advanced. Maybe some friendly credit, but please, continue!
Immortalhunter2003 26 Sep, 2018 @ 8:39pm 
Rack I have already done a revamp of this for WotC but never posted it up. Did it to test the mechanics a bit and see what could be done. If you have questions shoot me a message and I will assist where I can. Please provide proper credit if you use any of it.
Rack 24 Sep, 2018 @ 11:00am 
Hey, I'm having a go at making a version of this for WotC , at the moment for my own purposes. If I get it working right would you have any objections to me posting it?
Immortalhunter2003 21 May, 2018 @ 8:50pm 
I wouldn't say its dead but if you review the notes I put ou thtere in another guide you can make the tweeks yourself. I recently did it with the Chosen DLC and had not issues. Plus you don't run the risk of losing a soldier when you remove the changes. Its rather simple basecode changes.
Cibertron 21 May, 2018 @ 1:08pm 
So the question for all of us who are "seeing" this mod is: is it functional or is dead for good?
Nasarog 27 Sep, 2017 @ 2:15pm 
I miss this mod.
Opposing Farce  [author] 7 Sep, 2017 @ 3:25pm 
No idea, probably not for the moment. I don't have time this weekend but I will work on updating this.
RainingMetal 7 Sep, 2017 @ 12:44pm 
For the time being, is it still functional with WOTC?
Malidictus 31 Aug, 2017 @ 4:39am 
Very good to know you're still active. Even if you can't get integration with the Mod Config Menu working, recompiling it with the War of the Chosen SDK to get rid of the warning would still be very nice. Thank you either way :)
Nasarog 29 Aug, 2017 @ 9:02am 
Very cool, thanks for your hard work. All of you modders don't get enough credit and thank you's. THANK YOU!!!
Opposing Farce  [author] 29 Aug, 2017 @ 8:47am 
Hey guys I'll probably revist this and try to add mod config menu support. Untested with WotC
Nasarog 30 Jan, 2017 @ 7:49am 
Is this mod LW 2 compatible?
SNAPCRACK 18 Jan, 2017 @ 2:10am 
to anyone wondering...you can change skulljack chance to hit in .ini files:
Steam/steamapps/common/XCOM 2/XComGame/Config/DefaultGameCore

then search (ctrl+f) for "XComGame.X2AbilityToHitCalc_StasisLance" and modify it's base chance to what you want.
Madd Llama 27 Jul, 2016 @ 9:37am 
FYI, if you remove this mod any soldier that has the skulljack equipped will disappear from your roster. Tried adding the mod back, but the soldier is just AWOL.
SerenityNow 30 May, 2016 @ 5:51am 
Does anyone know how to modify the EMP stun chance? I have a feeling this is hard coded and cannot be modified, anyone?
Opposing Farce  [author] 2 May, 2016 @ 9:34pm 
Hey guys this mod is effectively abandoned at the moment. I'd like to tweak it so there are upgrades you pay for, but it's a little confusing so that'll take time. I apologize for any inconvenience!
Nasarog 1 May, 2016 @ 10:44am 
Is this mod abandoned?
mlipski0 17 Mar, 2016 @ 11:04am 
Please add mod compatibility with the Anarchy’s Children dlc and Hacking Rebalanced mod.
Immortalhunter2003 28 Feb, 2016 @ 6:40pm 
Actually Nobody it can be done I just have not played with the grenades as I didnt like wasting slots for ammo etc.
Nobody 28 Feb, 2016 @ 5:35pm 
i thought it was weird that the emp grenade/bomb didnt do ANY damage to non robo units when combat protocol and capacitor discharge just did half damage to non robo's, maybe you could add that also? I have no clue how to mod xcom 2 so i dont know if thats even possibe.
Immortalhunter2003 17 Feb, 2016 @ 11:49pm 
Don't forget some balancing here OP. If I recall 220 is the general end game hack rating of sectopods blowing past 250 would make hacking over powered just a little. You should be able to take the initial upgrade code for the Skulljack and copy it. Do a little renaming some balancing and there you go.

If you do changes to the gremlin and the skull jack you can boost the hack rating to 200+. From my review of the code the rating for the gremlins is not quite balanced at I believe 37 and 67 for mk2 and mk3. In my own personal use tweek I did a 0, 50 and 75. Made more sense. I threw up a guide on some the locations in the files to tweek things. If anyone wants the info for others just ask and I can probally point you where to go.
dasbreen 17 Feb, 2016 @ 8:41pm 
@Opposing Farce that'd be a really neat way of handling the upgrade to the Skulljack! I like the improvement by default later in the game, but making it an actual upgrade over the current Skulljack would feel right at home with how improvements go.
Opposing Farce  [author] 17 Feb, 2016 @ 6:22pm 
Hello everyone, currently trying to figure out a way to add a second upgrade to the proving grounds. Via this upgrade is how the skulljack will reach +50 hacking ability, ideally. The idea being you wont go from +0 to +50. The upgrade might also provide a plus 10% chance to hit with the jack too. We'll see. This is all very new to me.
Immortalhunter2003 16 Feb, 2016 @ 5:58pm 
Esoba if you look into the defaultclassdata.ini file you can make multiple changes to each class through their various ranks. Including here a copy of the vanilla Corporal for Specialist. You will notice the line that says (StatType=eStat_Hacking,StatAmount=5), as the ranks go up in the code an additional number is added to each rank. The largest number vanilla is at the start. I went in and tweeked things here to represent experience over dumb luck. I can hack Sectopods with no trouble though it doesnt last like any other hack.
Hope this helps and if you are going to throw this together in a mod please afford proper respect for contribution of work. Take care.

; corporal

aStatProgression=((StatType=eStat_Offense,StatAmount=3), (StatType=eStat_HP,StatAmount=1), (StatType=eStat_Strength,StatAmount=0), (StatType=eStat_Hacking,StatAmount=5), (StatType=eStat_CombatSims,StatAmount=0)),\\
Hiro Protagonest 15 Feb, 2016 @ 11:05am 
@Sy I found medic specialists to be nigh-useless. They can contribute, but it's a slot better taken up by any other class. Maybe in the early-game, before you have 101 ways of dealing with Stun Lancers, but even then, Flashbangs. Hackers are better, but really fall off in the late-game where their ability to get you strategic resources (intel/supplies/alloys) from tower/objective hack rewards is no longer relevant and Sectopods have a good chance of resisting a shutdown, let alone a takeover. This mod should make them keep up better with Psi-Operatives in the late-game, the class that really replaced Specialists for me.
Esoba 15 Feb, 2016 @ 10:01am 
@immortal - I found the line for the hit chance, but I'm interested to learn how you altered it by rank and hack rating.
Sy 14 Feb, 2016 @ 11:39am 
somethings not quite right about that, immortalhunter2003. i know i've taken out undamaged shieldbearers with skullmine on several occassions. maybe the devs originally intended it to work with chances similar to the arc thrower from Enemy Unknown, but changed it later on? there seem to be quite a few things left over in the ini files that don't make sense in XCOM 2 anymore.
Immortalhunter2003 13 Feb, 2016 @ 11:16pm 
For those who have not looked at the files this toward Sy's comment the skulljack is only an instant kill on enemies with 4 or less HP. I went through the files myself and played around with them and tweeked my own files to increase the hit percentage as the rank goes up and you have it fully upgraded. My Specialist Col has a 220 got 245 at mission right before starting the end missions and hits at 90% or better with the Skulljack.

To Opposing Force there is a line in the files to up the skull jack to hit chance I would have to review it again to tell you which it is. The way I changed out my files was a small change to up the hit ratio as the rank goes up and hack rating increases. I also upped the HP requirements of the Skulljack to take out enemies at 10 HP instead of its 4 if you use skull mining. Just felt right do to the nature of the Skull mine process that it would be a little more violent and therefore able to take more HP. Let me know what you think.
Sy 13 Feb, 2016 @ 10:15pm 
really? specialists are the one class i'd bring two of on every mission. one for healing, the other for combat protocol, hacking and scan. both can really help a unit in trouble with aid protocol.
Black Rose 13 Feb, 2016 @ 9:12pm 
its a nice mod but not for me, finished commander ironman playthrough and to be quite honest, specialist are garbage...they really need to balance the classes.
Sy 13 Feb, 2016 @ 3:35pm 
personally, i like the 30% miss chance on the skulljack/mine.

i actually use the Accurate Swords mod that makes ranger sword attacks a guaranteed hit, but swords have a damage potential roughly similar to one gunshot. skulljack/mine on the other hand is an instant kill regardless of how much hp and armor the enemy has, if it hits. taking out an elite shieldbearer in cover with full hp and armor (and even ignoring an active shield on top of that) can be a big deal, so i think the risky nature of that attack is more than justified.

plus, skullmine can also get you some intel, giving it use beyond taking out an enemy in battle.
Opposing Farce  [author] 13 Feb, 2016 @ 10:06am 
Thanks for the comments guys, and as always if you don't feel comfortable with a certain value feel free to change it, its quite easy, check the discussion topic for deets.

Thanks for finding the hit value! I'll take a look. I think I'd personally want it to be closer to 90 than 70 when it comes to hitting. At least it has parity with the sword. But this is a personal change, so I don't think I'd include it in the mod. If I do it would be just as easy to change back to vanilla values if people desired.
Hyomoto 13 Feb, 2016 @ 8:17am 
@Asskickerson - I also disagree, having completed the game on Veteran I can say that I kept a EMP grenade with me at all times and not for the hacking bonus. That said, I never got the coveted +25 skill bonus, and even with a Gremlin Mk II and a Skulljack, my specialist had 125 hacking ability, roughly 20-40 higher than most hackable units, so rarely did 'take control' of a creature drop below 50%, most of the time I had a 66% chance or higher and if couldn't afford to whiff a hack, disable was nearly 100% and taking a unit out of play is nearly as useful as controlling it outright.
Zanubiya 13 Feb, 2016 @ 5:50am 
@AssKickerson Grenades I can agree with, they are too situational. But Bluescreen rounds? They are great as they guarantee me to one shot Codexes. Nearly all of the toughest enemies in the game count as mechanical: Gatekeeper, Sectopod, Andomedon, etc
Sir Texas Sir 12 Feb, 2016 @ 8:09pm 
@Asskickerson not really, throw two of them at a Sectoid and than use your snipper to shoot it and it's dead in one round. Also I notice that the EMP rounds will ignore shields. I run my sniper with them to take out the shield soldiers to drop the shields they put up. I also don't run all the same types of granads. If your smart you carry a well rounded team for all opponets that you might meet. Though I admit I only bring the EMP granads when I know there is going to be a sectiod on the mission.
Tamren 12 Feb, 2016 @ 7:41pm 
Thanks for the mod! I was surprised to discover that the hacking debuff for EMP was so low. I was using them specifically for that purpose but it was really just upping my chances by 1-2%. As you didn't modify the damage numbers I don't consider this OP at all, they were somewhat underperforming in terms of utility.
Technomancer 12 Feb, 2016 @ 4:43pm 
This mod seems op where i currently am in game,
but if i add it in a few game-days, it should scale in pretty well.
PY5RA 12 Feb, 2016 @ 4:40pm 
Is it possible to separate SkullJack and EMP into different mods ? Some ppl might want only the SkullJack.
AirMoss 12 Feb, 2016 @ 2:35pm 
@SMOrcLife You're actually a total scrub if you bring EMP rounds or grenades on to your missions.
housellama 12 Feb, 2016 @ 1:33pm 
I think I found it. DefaultGameData_CharacterSkills.ini under Stasis Lance.
housellama 12 Feb, 2016 @ 11:03am 
Has anyone found a way to increase the number of uses per mission for skullmining?
Love'n'Peace 12 Feb, 2016 @ 4:30am 
@SMOrc4Life Damn, I sure pity you since apparently someone is holding you at gun point to download this mod
Wolfgang 12 Feb, 2016 @ 4:04am 
EMP grenade was not a viable option compared to others?Bluescreen rounds are not OP enough?
You have got to be kidding me.
Veblen27 11 Feb, 2016 @ 4:22pm 
Nice balancing mod. I also like making every option viable and EMPs/Bluescreens where weak. I agree that any melee needs to be about a 100% chance to hit to offset displacing your character and possibly putting them in a bad position. Also the hacking bonuses need to increase incrementally. 50 Hack bonus early on is huge but 25 does not scale late game. Maybe base jack is 25 and +15 for each upgrade.

SkullJack -> SkullHack ---> SkullCrack ----> SkullFrack
Fruitless 11 Feb, 2016 @ 5:41am 
@Opposing Farce

I'm not sure if you've already been informed or you figured it out, but you can totally change the hit chance of the Skulljack/Skulllmine in the XComGameCore.ini file. It's under the XComGame.X2AbilityToHitCalc_StasisLance section and the BASE_CHANCE value is the Skulljack/Skullmine chance to hit.
evercrow 10 Feb, 2016 @ 2:14am 
SkullLance?Nah,too much L's . I think we need to go not into not physical,but digital aspect. As in "data mining". SkullProcessing?SkullDecompiler?
Anyway,good luck with your mod :)
PY5RA 9 Feb, 2016 @ 11:57pm 
Skullfucking did cross my mind. Though I don't think Skullcracking is .... shall we say, invasive enough.

Other choices are SkullPiercing, SkullDriving/SkullDriver, SkullProbing, SkullSpike, SkullSeizing, SkullCrusher, SkullSplinter, SkullSundering, etc.
LEGO™ Master Yoda 9 Feb, 2016 @ 10:48pm 
Thx Force
:)