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I'd recommend it for a non-WotC playthrough.
Are there some additional requirement to removing the burning that isn't mentioned (such as not moving with your first action)? Is the burning not removed until the next turn (meaning you take at least one turn of burn damage)?
Any other mod that also overrides X2Ability_DefaultAbilitySet_Mod.uc will conflict with this mod.
The only mods I installed for this new campaign were:
Suppression animation fix for rifles
More Cities
LW Soldier Ranks
Bonding
Real Assorted Loot
Scanning Sites
Hostile Territory
Patrol Training
I wish Firaxis had made the classes more granular so mods wouldn't pointlessly conflict so much.
I'm fine with anyone including any of my mod content in their own mods as long as they're modifying it significantly or merging it with another mod to solve compatibility issues, with named credit being given in the description of course.
For future reference if you ever try making a modpack again make sure that you only include the necessary content - i.e. mods that you are altering or merging for compatibility. Any mod that is compatible with the modpack without the need for file merging or otherwise doesn't need to be modified should be left out of the modpack itself and instead linked via a workshop collection.
If not, please tell me.
Cya =)
Creating another button wouldn't help, I'd still be calling a custom effect with the same code. If I called the GREMLIN function you'd get healed, so I don't think that's an option.