XCOM 2
Haywire Protocol bug fix for turret control
47 Comments
Mask 21 Mar, 2024 @ 11:45am 
Works for WOTC
Works mid-mission
Confirmed.
Mask 19 Mar, 2024 @ 12:54pm 
I remember using a mod for perma hack turrets now I can't find it. It should be this one but I'm not sure. Can anyone confirm if this works WOTC? And is it safe to add mid campaign?
Joe Stanley Laserpants 10 Sep, 2023 @ 1:06pm 
So, is this compatible for WOTC or not?
Lady Silentice 27 Aug, 2021 @ 4:01am 
To have this also apply to robots, add to the .ini of this mod:
CONTROL_ROBOT_DURATION=-1

Or, edit
C:\Users\USER\Documents\My Games\XCOM2 War of the Chosen\XComGame\Config\XComGameData_SoldierSkills.ini
Search for "CONTROL_ROBOT_DURATION" set to -1

Enjoy your robot army.
Abdulla Babulla 23 Sep, 2019 @ 11:25pm 
@Maty83, I believe it does.
Maty83 18 Sep, 2019 @ 4:55am 
does this mod work with TLP?
Have not tested, but I'd like to know
bolttanker 4 Sep, 2019 @ 5:15am 
hi can you also make a mod that if you hack a robot it remains hacked PLZ
Dragon32 11 Aug, 2018 @ 2:14am 
@Mandabar:
Made me think that the fix for the basegame would've been to change the localisation text, as that's where the error was: it hadn't been updated from pre-release behaviour.
Mandabar  [author] 10 Aug, 2018 @ 1:00am 
Yep @Dragon32 that was what this mod was about. Well config file change more than a mod really I guess, but it does "mod-ify" the game I suppose. I just changed the config to work according to the ingame description of the ability.

I guess they changed/updated it for WOTC. Not sure what that WOTC mod is supposed to do but it seems to go way beyond this mod and buff the hack?

TBH I have no clue if this even works in WOTC, I still haven't bought it. Waiting for it to go way down in price.
Dragon32 6 Aug, 2018 @ 1:20pm 
Interesting. Just seen this mod: [WOTC] Hacking Proficiency

Made me check the localisation files for WotC:
[HaywireProtocol X2AbilityTemplate]
LocPromotionPopupText=[...] Hacked robotic enemies can only be controlled for a short time."

Versus base game:
[HaywireProtocol X2AbilityTemplate]
LocPromotionPopupText="[...] Hacked turrets will remain under your control for the duration of the mission, while other robotic enemies can only be controlled for a short time."
I Darkstar X 7 Jul, 2018 @ 9:04am 
Could someone make a version where it makes all haywire control permanent for WOTC?
Ash9001 19 Sep, 2017 @ 11:06am 
Works for me in WoTC.
Mandabar  [author] 30 Aug, 2017 @ 8:25pm 
I have no idea xNaquada, give it a whirl and let us know.

I don't have WoTC.
xNaquada 30 Aug, 2017 @ 5:01pm 
WoTC Compatible?
Shaggoth (Ищезаяц) 3 Feb, 2017 @ 10:58am 
well, i just saw on a mission "hacked effect lost" on turret :)
Kaldin 1 Feb, 2017 @ 1:44pm 
@Shaggoth: How so?
Shaggoth (Ищезаяц) 1 Feb, 2017 @ 1:33pm 
seems like broken for now?
Abdulla Babulla 27 Jan, 2017 @ 4:42am 
@Kernyx It appears to work correctly.
Elentári 20 Jan, 2017 @ 7:20pm 
How does this one work with LW2?
Roknikus 31 Oct, 2016 @ 5:53am 
Strongly recommend. Actually makes hacking a turret instead of a Mec worth considering, especially during the 2nd stage of the Shen's Last Gift mission.
Mandabar  [author] 17 May, 2016 @ 7:05pm 
I haven't tried it, but possibly? The only thing the mod changes is the config file setting for duration of hacked turrets and the localization text for the hack option.
Phantom 16 May, 2016 @ 12:01pm 
Is this compatibel with perfect information? i think it do not change the Hack UI in my actual campaign.
Mandabar  [author] 10 Apr, 2016 @ 5:22pm 
Hmm. That I wouldn't know. Way too advanced for me heh.
BG-0 2 Apr, 2016 @ 7:25am 
Is there any way to fix allied enemies not dropping loot? It's a nice balancer for domination/buffed Haywire especially, but quite annoying to not get turret wrecks or other corpses as soon as you're supposed to because of that mechanic...
Mandabar  [author] 21 Mar, 2016 @ 8:06pm 
Oh god. Facepalm. You're saying they broke something with thier update/bugfixes? Ugh. Typical. Thanks for the update @Warpmind
Brazen Bard 18 Mar, 2016 @ 4:37pm 
My apologies; you're well in the clear again, as you should be. Seems more complaints are coming forward about the same bug after a recent patch; looks like the Devs did something they shouldn't have... :P
eldritchguardian 11 Mar, 2016 @ 4:16am 
Thanks for this mod! That was what bothered me most about the hacking.
Brazen Bard 10 Mar, 2016 @ 11:18pm 
What happens is I succeed at hacking the turret (either disable it for a bit or take control), and then nothing actually happens to the turret. It remains unhacked, whether it was alerted or not before I hacked it. The aliens aren't alerted by the attempt, either. And I agree, it really shouldn't; in fact, a little closer digging in the mod and game code (Steam's being a little difficult abotu the mods' placements, so it was hard to find), and I find no reason Haywire Protocol shouldn't work normally... :P
Yours is the only mod I have that affects Turrets or the Haywire Protocol, though, far as I can see, and I've not found the problem mentioned elsewhere...
Mandabar  [author] 10 Mar, 2016 @ 7:07pm 
What happens? And it really shouldn't. There is only two tiny changes in my mod, and they are both .ini changes which should just extend/overwrite the defaul ini. One changes it from 3 turns control to 0 (infinite), and the other is just a english localization file that changes the wording on the hack screen from temporary to permanent.
Brazen Bard 8 Mar, 2016 @ 4:04pm 
So, this seems like the most plausible culprit... I can't seem able to take control over turrets at all. Oh, I certainly get a successful hack - it's just that the turret never actually comes under my control, despite the fact that it should.

Suggestions?
Mandabar  [author] 29 Feb, 2016 @ 12:31pm 
Hmm, No it shouldn't shut down turrets permanently. It doesn't say that in the skill description anywhere so I didn't change that as well. A stun remains temporary as in vanilla. Besides, more risk more gain for taking control.
Gerishnakov 26 Feb, 2016 @ 2:59pm 
I'm guessing this also shuts down turrets permanently, if you choose that instead of controlling them? If so, the in game text doesn't currently reflect this; at the moment it looks you permanetly control turrets, but only temporarily shut them down.
Doc_Calm 22 Feb, 2016 @ 11:33am 
This mod worked perfectly. Thank you Mandabar.
I had switched the haywire ability with the Ever Vigilant ability, so that I could have Haywire & Revival (c'mon you need to have Revival) by just switching the two entries in the ClassData.ini. Apparently that made attempting to use Haywire kill the game regardless of Mandabar's mod. (Your soldiers no longer respond to your commands, until you load a previous save.)
I reversed my change and everything works again.
Mandabar  [author] 21 Feb, 2016 @ 10:04am 
@Doc_Calm Sorry you're having issues, but it's not this mod. The only thing it changes is the duration of hacked turrets in the .ini files from 3 turns to -1 (infinite). So you have some other mod causing issues as you stated, since it still happens even after the mod is removed. Try deleting the config files from \Documents\My Games\XCOM2\XComGame\Config after you disabled (and unsubscribed) from all mods.

Also obviously it does work for at least 613 (at this time) people who are subbed to it, so it seems something on your side is fail :( . Good Luck
Mandabar  [author] 19 Feb, 2016 @ 1:19pm 
@vulchor per your request, It is now on Nexusmods as well. Hope I did it all correctly, seems to work when I tested it from there. Here's the link! http://www.nexusmods.com/xcom2/mods/299/?

@sernik Yeah that's right! It used to be full random and only if you failed the roll for both of the "good" things did you get the feedback. No stun option either, was either no control, full control or super amped up full control. Welp times changed I guess :D

@Xeraphale / @DeathKnight Yeah I think there is a mod that lets your recruit a MEC or something. Also mods that lets you perm hack a MEC. It's an easy ini change as well as this one was (change from 3 turns hacked to -1 infinite). But that would be moving from bugfix to Cheat so it's not in this mod. :D
vulchor 19 Feb, 2016 @ 12:18pm 
Would you mind uploading this to the Nexus for those of us who use the Nexus Mod Manager for all of our XCOM 2 mods? http://nexusmods.com/xcom2
DeathKnight. 19 Feb, 2016 @ 10:19am 
@Xeraphale I saw a mod like that either on reddit or in workshop.It was not that you used hacked Mec but created your own Mec and used them as soldiers.
Xeraphale 19 Feb, 2016 @ 8:37am 
I'm waiting for the day someone invents a mod which allows us to perma-hack a MEC and have it fight for us. I wonder if that might happen in an official DLC one day... hint hint devs.
Moetician 19 Feb, 2016 @ 3:43am 
awesome mod man thanks
d_valroth 18 Feb, 2016 @ 7:19pm 
Thanks. I found this a fairly useless hack to go for since it wears off on the enemy turn and just shoots you.
Arkan 18 Feb, 2016 @ 6:31pm 
Very Nice! Thank you! :ccknight:
mc 18 Feb, 2016 @ 5:31pm 
@Mandabar, yeah i think saw that turret buff thing, i was also kinda wondering about that...
Mandabar  [author] 18 Feb, 2016 @ 5:14pm 
Glad everyone is enjoying it. I know I had a nasty surprise or 3 when after reading the details of the skill, I had hacked turrets go hostile and hit me out of position. Finally got around to fixing it since I saw no one else seemed to be doing it.

@sernik Yeah, It was a simple change in the .ini from a 3 to -1, So I wonder if someone just didn't notice when they typed it in or what. I'm going to go with what the ability says as the intended function for now and so that is why this 'mod' exists. :D There also appears to have been hack options at one time to not only control, but also optionally amp up the turret you controlled. Basicly a beneficial overdrive. I remember seeing it in the demo they did a few months back when they demoed on... Gamespot I believe?
Xeraphale 18 Feb, 2016 @ 5:00pm 
Makes sense. The programming of a turret would be far less involved than that of a MEC. Now we can get all Aliens: SE on ADVENT's colletive ass!
Mr. Bibbles 18 Feb, 2016 @ 4:07pm 
Works for me. Subscribed.
Berserk666 18 Feb, 2016 @ 3:28pm 
When You hack a turret/robot in the "Eliminate all enemies" type of mission, it counts as "eliminated", so I suppose it's certainly a bug. Thanks for the fix :)
AlexOfRohan 18 Feb, 2016 @ 3:16pm 
Good job, I have to admit I had not even noticed that in-game. :)