XCOM 2
Its Just A Scratch
57 Comments
Element UK 31 Aug, 2017 @ 9:25am 
Please make a version of this for WotC, It's badly needed for those of us who hate the fatigue and injury system
Element UK 31 Aug, 2017 @ 9:24am 
Emporor, you must have a mod causing conflicts then coz its fine for others and should have no affect on sparks
Plays Terrible Games 6 Jul, 2017 @ 12:11pm 
WARNING, DO NOT USE THIS MOD IT WILL TOTALLY BREAK YOUR SPARKS ABILITY TO REPAIR. GET AN UPDATED ALTERNATE FROM THE COMMENTS BELOW.

Please keep this message or one like it on the top page of the comments.
Dragon32 24 Jan, 2017 @ 1:07am 
@Kaerius:
Use robjumper's update version, which he's linked below. Not sure if that works with LW 2 but it's a definite improvement over this original. You can remove it from a save game without crashing. That's a big one.
Kaerius 23 Jan, 2017 @ 4:58pm 
This mod causes the infiltration bug in LW2(there may be others that do too, and this one does).
robojumper 5 Jul, 2016 @ 2:29am 
I copied his code and made it compatible with shen's last gift.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=717919318
Idejder 4 Jul, 2016 @ 9:23am 
Maybe if the mod owner comes back we can use this again. Or if someone adopts it please post!
Nitewolf 4 Jul, 2016 @ 6:41am 
And sadly I think this is another great mod that was abandoned by its author. Maybe someone can adopt it?
Death 4 Jul, 2016 @ 2:17am 
Can confirm, this mod prevents SPARK units from repairing while stationed in engineering.
Sakarbik 2 Jul, 2016 @ 6:02am 
I think this mod conflicts with the new SPARK unit. I have this installed and, when i send my SPARK to repair, it doesn't get repaired at all, even if i have it for weeks. It's very annoying, could you confirm it or get it to work properly?
Ser Lancelot 7 Jun, 2016 @ 12:25pm 
Alchemia, such as? This mod doesn't show up on my conflicts list.
Felix Fictus 15 May, 2016 @ 8:01pm 
wow i WANTED to get this mod but WOW so manny overrides!!
deathmaster snikch 12 May, 2016 @ 12:23pm 
Is this mod compatible iwth alien hunter DLC ?
Phantom 11 May, 2016 @ 5:20am 
is this mod compatible with fatigued mod?
Nasarog 14 Apr, 2016 @ 4:59am 
Is this mod still being supported?
i_finally_created_one_of_these_ 25 Mar, 2016 @ 2:07am 
This mod is incompatible with Playable Advent By DavidAllen/Sgtcal10 according to the alternate mod launcher. Just letting you know in case you want to add an incompatibility list.
Dukenukem117 23 Mar, 2016 @ 1:01am 
I like this mod in theory, but I find it making recovery almost a non-issue. Even when soldiers get injured, unless they reached the point of bleeding out, I almost have no downtime. Most recoveries end up being only a few days (on legend), so I had to reduce the base heal rate to 30 (its normally 80) to make it have any substantial effect. Problem with that is that early-game will be too difficult unless I change it back. I'm still struggling to find a sweet spot on this...
Monkey 17 Mar, 2016 @ 10:21pm 
@Jim Starluck - I have had that happen even without this mod installed, that's a base game bug.
Jim Starluck 17 Mar, 2016 @ 4:36pm 
Just a heads-up; not sure if it's this mod or not, but I've had a few soldiers get hit, sent into Bleeding Out, get Stabilized, Revived and healed, but somehow wind up not counting as wounded after the mission.
eldritchguardian 11 Mar, 2016 @ 4:19am 
This should have come with the game! Awesome fix to an extremely irritating problem! I had a guy lose just 1hp and he ended up gravely wounded before this mod.
Spleen Bandit 25 Feb, 2016 @ 2:10pm 
Hello. I think you forgot to run the mod thru the build solution in sdk (since there isn't an .xcommod file and .x2proj is present) in the nexus version. Could you reupload please?
Wyldfire 23 Feb, 2016 @ 7:29pm 
been waiting for this one to show up. no more colonels in heavy armor gravely wounded and sidelined for a month after taking a 3 point hit.
Kelnor  [author] 22 Feb, 2016 @ 4:40am 
It's possible Jweller, but the UI flag that has the health pips are compiled flash. So that means completely replacing the entire UI flag. Not my specialty so first I'm going to give other modders hooks so they can color the pips if they detect my mod is installed.
jweller12 22 Feb, 2016 @ 3:03am 
i have an idea, would it be possible to colour armour health squares separately like EU/EW?
Rune 21 Feb, 2016 @ 1:19am 
This is one of those things that makes you wonder why it wasn't already like this!
Ser Lancelot 20 Feb, 2016 @ 5:09am 
Thank you!
Kelnor  [author] 20 Feb, 2016 @ 1:04am 
Added it to Nexus. I have no idea how the Nexus works so I don't know if it can be auto installed.
http://www.nexusmods.com/xcom2/mods/310/?
Ser Lancelot 20 Feb, 2016 @ 12:13am 
Nexus, pretty please? This is better than the Wound Recalibration mod.
Campion 🐰 18 Feb, 2016 @ 4:48am 
IIRC this is actually how it worked in Xcom EU. I remember my dudes with heavy armor taking damage, but never being considered injured since they never recieved enough damage to touch their HP.
Moh 18 Feb, 2016 @ 4:34am 
So I understand the intent of this mod:

Does it make it so soldiers are not 'wounded' to any degree if the damage done to them is done only to the extra health granted by armour (upgraded or otherwise)?
Kelnor  [author] 17 Feb, 2016 @ 5:59pm 
It's just touching ini files. So it should be fine.
anonynamja 16 Feb, 2016 @ 10:31pm 
Gerishnakov 16 Feb, 2016 @ 10:43am 
So this mod makes it that if your solider has, say, a nanofiber vest, and only takes one damage, then that will no longer count as a wound when they return to the Avenger?
Kelnor  [author] 16 Feb, 2016 @ 2:37am 
Mod updated to not fully heal crit wounded soldiers.
Kelnor  [author] 16 Feb, 2016 @ 1:54am 
Oh, to clarify, that's not taking wounds with my mod. The base game handles it differently.
Kelnor  [author] 16 Feb, 2016 @ 1:53am 
So, turns out Firaxis doesn't update the unit's lowest mission health on crit wounds. This results in crit wounded soldiers not taking any wounds......

Fixing it.
Kelnor  [author] 14 Feb, 2016 @ 3:47am 
Thanks Kwahn :).
I was wondering about the entire class folder. But it's my first mod and it's what modbuddy did when I made a new project so I decided to play it safe.

I'll do that in a future update.
I think I can avoid the context override though. But it means making my own gamestate and trying to hook into the transfer from tactical to strategy state change. That's still giving me issues.
Kwahn 14 Feb, 2016 @ 12:01am 
Hey, we don't need a copy of the entire XComGame class folder - we don't need all the classes again.

Delete it and save us about 20mb per transfer. :D


Other than that though, this mod works perfectly - clever solution to the problem of dodging a gamestate override (you can't override gamestates). It crashed on me all the time. Didn't even think about the context edit.

Thanks a ton for this.
Kelnor  [author] 13 Feb, 2016 @ 7:12pm 
Iron Rose, odd, I couldn't get it to work by overriding the gamestate_unit function. But maybe i didn't restart the campaign.
kknd 13 Feb, 2016 @ 6:50pm 
Thank you sir. Sure it has issues, but seriusly, this is how it should have worked.
The Iron Rose 13 Feb, 2016 @ 5:20pm 
FWIW you can mess with gamestates, but they're serialized into savegames so they'll only function on new games. That's how I prevented the initialization of the Avatar project - by editing XComGameState_Headquarters_Alien.uc (or whatever it's called exactly).
Bei tempi 13 Feb, 2016 @ 5:01pm 
I'm so scared of this breaking everything. I'm playing fine with a ton of mods on (3 new classes, a lot of customizations, QoL mods) but I have no idea which files do they use.
Kelnor  [author] 13 Feb, 2016 @ 4:56pm 
Dylan1020 if you can add the flash for the healthpips. Just set it up so I invoke your pips with three arguments. Base health (LW was white right?), Current health, max health and I'll do the rest.
Kelnor  [author] 13 Feb, 2016 @ 4:35pm 
Added the files tweaked. I'm not going to do compatibility tests with other mods though. I am looking to change it so it hooks a state change instead of overriding classes. That should help with compatibility
PY5RA 13 Feb, 2016 @ 2:39pm 
Could you add into the Description what files you tweak, and compatibility with other mods ??
UncleLouie 13 Feb, 2016 @ 2:38pm 
Thank you so much for this! I've wanted a mod to create 'Armour Buffer' for a long time!
The Iron Rose 13 Feb, 2016 @ 10:51am 
Which classes did you extend, out of curiosity?
AliceOverZero 13 Feb, 2016 @ 10:26am 
A couple of informative screenshots on this mod should help stem the tide of questions trying to get clarification on how the mod works. Thanks for putting it in! I've had enough of my exosuit soldiers being "gravely wounded" when they take 5 damage in a mission.
Dylan1020 13 Feb, 2016 @ 6:59am 
I think it would be cool to work with this guy with the health pips or otherwsie remain compatibility with other health UI mods.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=621376448&searchtext=health
ptr 13 Feb, 2016 @ 6:34am 
Hell yeah, another great feature from LW returns! Thank you, sir! :))