XCOM 2
Skulljacks Unlimited
10 Comments
TROCH22 30 Apr, 2022 @ 4:46pm 
I wonder if this works in 2022 with wotc?
Tyrant 23 Apr, 2016 @ 12:28pm 
mod no longer works
minich 22 Feb, 2016 @ 10:08am 
When using an additional skulljack, the UI to hack doesn't show up. I am able to hit the Enter key to make a hack happen, but I have no idea which one it's doing.
Arkan 20 Feb, 2016 @ 10:31am 
Since i am playing with 'increased enemy squads & pods size" and "enemies with better A.I." , it is nice to install this Mod as well! :DarkOphelia:
Juravis 19 Feb, 2016 @ 5:15pm 
I'd enjoy a "Skulljack has 2 charges per Skulljack" option on this!
Zero-Gabriel 17 Feb, 2016 @ 7:16pm 
I like Ebithril idea...
Krigsprästen  [author] 14 Feb, 2016 @ 2:04am 
@paulgsavill: I'm extremely far from being a skilled modder. This is, in fact, an extremely simple mod. It's literally the removal of a single line in a single file. It's unlikely I could answer any questions, really.
paulgsavill 13 Feb, 2016 @ 5:42pm 
You seem to be a very skilled modder. May I add you as a friend to ask a couple of questions?
Krigsprästen  [author] 13 Feb, 2016 @ 7:55am 
@Ebithril: Probably.
Ebithril 13 Feb, 2016 @ 7:25am 
Cool concept!

But wouldn't this potentialy be better solved and utelized with having the Skulljacks be unlimited uses per mission, but with a - somewhat - severe cooldown?

To imagine that the Skulljack uses an advanced internal powerstorage to function. And after each use it needs to recharge, but remain useable?

This is waht I personaly would find more thematicly fitting, usable and balanced.
For what it is though, it is a cool idea that never crossed my mind. (Simply for the fact that I so rarely use the skulljack out of storybased missions.) XD