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Works mid-mission
Confirmed.
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.
Have not tested, but I'd like to know
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.
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.
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 don't have WoTC.
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...
Suggestions?
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.
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
@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
@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?