XCOM 2
StopDropAndRoll
43 Comments
zimsmaster 16 Aug, 2022 @ 10:50pm 
Not suitable for WOTC playthrough. Kept crashing my game.
Dragon32 27 Feb, 2018 @ 10:26am 
@Gerishnakov:
I'd recommend it for a non-WotC playthrough.
Gerishnakov 27 Feb, 2018 @ 5:45am 
Do I still need this if I don't own WOTC?
Nameless 15 Oct, 2017 @ 9:15am 
This is in WOTC already checked you just hit the hunker down icon
The Ranch King 4 Sep, 2017 @ 8:59am 
I think this was included in WotC.
Scrooge McDuck 2 Sep, 2017 @ 11:24am 
WotC please?
Juravis 25 Feb, 2017 @ 10:52pm 
I have a working version where Hunker Down removes Burning, but the fire effect remains on in LW2. Im looking for a way to remove the effect. Ill check this mod's code extensively and check if i can implement it.
Toenails10 21 Feb, 2017 @ 9:41pm 
hi, i need this mod for LW2 to work please. twice now, a haven defend mission has started and a soldier begins the mission by standing in flames already on fire. not fair. You need your soldiers right from turn one on those missions. please update, love your mods and thanks for the hard work!
Mkemayr 21 Feb, 2017 @ 1:46am 
I can confirm this doesn't work with LW2 - any chance we could get a fix?
Animeye 19 Feb, 2017 @ 2:12pm 
This seems to not be working? The alternative Mod Launcher isn't showing any conflict (only shows this mod as overriding X2Ability_DefaultAbilitySet). Some of the mods which might be causing an issue that I am using are Long War 2, Overwatch All/Others, and VIPs Grab Loot (I'm only guessing, based on those being other mods that modify some sort of "default" abilities).
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)?
Emily  [author] 5 Dec, 2016 @ 7:03am 
Also of note, an easy way to detect conflicts is to download the Alternative Mod Launcher . It instantly detects conflicts in your modlist before you launch the game and even specifies which .uc file is being double-overridden.
Dragon32 5 Dec, 2016 @ 2:27am 
Works fine for me too with all the DLC
Emily  [author] 4 Dec, 2016 @ 7:15pm 
I have all the DLC and it still works fine. If it isn't working you've got a mod conflict.

Any other mod that also overrides X2Ability_DefaultAbilitySet_Mod.uc will conflict with this mod.
Shacks 26 Oct, 2016 @ 1:59am 
I think it stopped from the DLC. I think the creator needs to update it.
marshmallow justice 16 Apr, 2016 @ 11:52pm 
Any idea why this stopped working for me?

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
Emily  [author] 11 Apr, 2016 @ 12:16pm 
@ADVENT Yeah, you'd have to integrate it.
I wish Firaxis had made the classes more granular so mods wouldn't pointlessly conflict so much.
Juravis 10 Apr, 2016 @ 8:39pm 
@melancholia I made an override to AddKnockoutAbility in X2Ability_DefaultAbilitySet for my Free Unit Carry/Subdue/Drop mod, does that mean I would have to integrate your code into my functions? Thanks for the quick reply.
Emily  [author] 10 Apr, 2016 @ 8:33pm 
@ADVENT Unfortunately Hunker Down is part of X2Ability_DefaultAbilitySet.uc, so overrides of shared abilities like Overwatch and Reload will also conflict.
Juravis 10 Apr, 2016 @ 5:41pm 
Used Hunker Down on my grenadier just now and it didn't have any effect. I don't seem to recall having anything that overrides Hunker Down functions. Weird.
GnaReffotsirk 28 Feb, 2016 @ 9:12pm 
Thank you.
Emily  [author] 28 Feb, 2016 @ 9:07pm 
@GnaRefforsirk I see you've already abandoned your mod pack, but I'll answer anyway for posterity.

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.
GnaReffotsirk 28 Feb, 2016 @ 5:07pm 
Hi, I made a pack that contains a modified version your mod in it, and a few of my tweaks. I apologize if I have to post here, as I can't find the send message button anywhere. If you don't mind I'd like to let the 30 people who are using right now to keep using it.

If not, please tell me.
Emily  [author] 23 Feb, 2016 @ 11:12am 
To my knowledge aliens and ADVENT don't even have the ability to hunker down. Kind of a bad design choice if you ask me.
Gerishnakov 23 Feb, 2016 @ 9:23am 
Does this give enemies the same ability?
LaerBear 22 Feb, 2016 @ 6:11am 
I'm sure you're busy, but do you think you could add an option for acid burns? Rub Some Dirt On It would be a good name for it, and it makes sense because you're neutralizing the acid.
Gimp Jesus 21 Feb, 2016 @ 1:07pm 
thank you!
marshmallow justice 21 Feb, 2016 @ 5:06am 
Awesome work. While getting burned isn't so common, it was always amusing to see a flaming ranger run around slicing people ;D
Emily  [author] 21 Feb, 2016 @ 4:17am 
Update! Lingering flame graphical glitch fixed!
Una 13 Feb, 2016 @ 3:47am 
Especially since your guys sometimes put their own cover on fire (how hard is it to put your gun over the railing before shooting?) and early in the game putting themselves on fire is often a death sentence, while you didn't really make any mistakes, just the game deciding "this guy will die now, k?"
BOYCOTT S-T-E-A-M! 13 Feb, 2016 @ 12:08am 
I also had requested this! Not to you, but in a forum posting about burning damage. Seemed odd that in X-com we could Hunker Down and put out poison and acid effects, but in X-com 2 we couldn't even put out fire. It'll be nice to know that when the medic is out or injured I no longer have to just watch my people burn until death anymore.
Una 12 Feb, 2016 @ 11:44am 
Alright, cool. I'm not so sure damage is applied before hunker is off, but we'll see. :P
Hyperlynx 11 Feb, 2016 @ 11:02pm 
I requested this too, so thankee kindly :)
davide&serena 11 Feb, 2016 @ 10:48pm 
Awesome.
AmberGlowBug 11 Feb, 2016 @ 5:39pm 
I was the one that requested this. Thank you so much! I love combining it with Hunker, that was genius!
Emily  [author] 11 Feb, 2016 @ 5:01pm 
@Gwazi Magnum Modding tools. .ini edits can only change certain existing parameters, to add new effects to an ability you need to access its script.
Emily  [author] 11 Feb, 2016 @ 4:59pm 
@Unahim That should be possible, assuming burning damage is applied before hunker is removed at the start of the next turn. Although I'm still very much a novice at this so I might not be able to get it to work. I'll give it a try anyway.
Gwazi Magnum 11 Feb, 2016 @ 3:34pm 
Out of curiousity, this is mod an ini edit or did this require the modding tools to create?
Una 11 Feb, 2016 @ 3:29pm 
Is it possible to make a mod that doesn't remove burning on hunker, but makes it do 0 damage on that turn? I think hunker 1 turn = fire is gone is too convenient, but having to hunker for the entire duration to avoid all damage seems about right.
JayBee 🔰 11 Feb, 2016 @ 8:35am 
@Melancholia you could call a dummy medikit, toss one in the utility items section that can't bee seen or bought and give it a healing of 0.
Blackdragonbird 11 Feb, 2016 @ 6:32am 
Ok. Thank you. I can live with the little graphical issue.

Cya =)
Emily  [author] 11 Feb, 2016 @ 6:17am 
I based the Burning removal off the Medikit effect, but I couldn't see any reference to visualisation effects other than the animation of applying the Medikit.
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.
Blackdragonbird 11 Feb, 2016 @ 6:10am 
When yo use a GREMLIN to heal your soldiers, it automatically removes burn and poison effects, and the graphics associated with it. Maybe you try to find where this variable are and integrate it in your mod? Or create a extra button in the UI, with only this effect active, without the Hunker effects, and associate the GREMLIN function in it?
ggCakey 11 Feb, 2016 @ 5:24am 
Thank you.