XCOM 2
ABECoreMod
21 Comments
Boisegangpc 21 Feb, 2017 @ 7:21pm 
How's this work with mods such as LW Perk Pack(has a different promotion tree UI) or stuff like Enhanced Melee Attacks or Skulljack Mind-Controlled Enemies?
Dragon32 25 Jan, 2017 @ 1:46pm 
@robojumper:
Cool beans!
robojumper 25 Jan, 2017 @ 12:46pm 
@Dragon32
Already contacted abeclancy and we're in talks :)
Dragon32 25 Jan, 2017 @ 12:28pm 
Not sure if you're still into XCOM 2 Abe, but I saw this and thought of you and this mod:
Long War 2, Compatibility and Highlander Takeover
AbeClancy  [author] 20 Dec, 2016 @ 10:16pm 
Weird that you're getting a crash! This mod doesn't actually stop the My2K communication with Firaxis servers from happening, it just automatically hides the popup window. But if you're getting a crash, try loading the game from the vanilla launcher, with all mods disabled, and upload the Launch.log file after the game crashes. If it's an issue with the game EXE there's probably not much to do except send the log to Firaxis, but if it is caused by My2K maybe I can add a second option to just disable it altogether.
twopointfour 18 Dec, 2016 @ 10:57am 
Hi Abe, tried your mod because I was getting a crash at startup which I'm fairly certain is caused by the My2K EULA appearing. It doesn't appear if I go offline and I can play just fine which leads me to believe that's the issue.

Unfortunatley the mod didn't do the trick, I'm not sure if that's because it doesn't load in time before the message tries to appear or what, but could you tell me what .ini I need to edit to try it myself? My hope is that by editing the .ini to disable it, the game might not try to load it altogether and hopefully sort this out.

Of course I can play in offline mode it's just a bit of a nuisance. Thanks!
robojumper 18 Nov, 2016 @ 12:47pm 
@Abe Clancy
Can you upload the code to Github? Or at least open up a repo to track issues, a wishlist , so to say...?
AbeClancy  [author] 16 Nov, 2016 @ 12:46pm 
Yup, nice! Going to update now and should have it updated in an hour or two.
Dragon32 16 Nov, 2016 @ 10:09am 
Should be there now , although you may well already have seen that via robojumper and Nexus.
AbeClancy  [author] 15 Nov, 2016 @ 5:38pm 
Yeah, unfortunately Firaxis didn't deploy their code changes. Unless they issue a surprise update soon, I need to scan through 1,000+ files for all the changes and apply them manually. I don't have a copy of the old XComGame.upk unfortunately, otherwise it would be much easier :(
Dragon32 15 Nov, 2016 @ 1:35pm 
Hey, Abe Clancy. In case you didn't know, both core.upk and xcomgame.upk have been updated by the just-dropped hotfix
Dragon32 9 Nov, 2016 @ 11:11am 
I posted something on Nexus (actually bumping an earlier post of mine) as its much easier to write a comment of more than a sentence or two there than here.
Dragon32 8 Nov, 2016 @ 1:45pm 
@Abe Clancy:
Woo-hoo \o/
IIRC, I posted a few things over on Nexus about tweaking the Protect Device replacement you were considering.
AbeClancy  [author] 8 Nov, 2016 @ 12:12pm 
Well I'll be damned, they FINALLY fixed that bug they introduced back in June.

To be honest, I was hoping this would have been fixed months ago. It really irked me that XCOM2 touted its enhanced modding capabilities compared to Enemy Unknown/Within, but then the June 30th patch broke mod loading and it was basically ignored for four+ months.

If this works (I really hope they won't mess it up twice in a row) this finally gives me the ability (and desire) to continue working on this mod! I'll have to download the new XCOM2 modding files, and I'll update this mod as soon as I am able and continue development now that it's fixed. Might take a day or two, need to remember how to run the mod programs again, lol.

If anyone has suggestions, drop them here and I'll consider them! I've got a list of things to add somewhere, I just need to remember where I put it.
robojumper 8 Nov, 2016 @ 11:15am 
@Dragon32
Yep, this will make using this mod easier, when abeclancy updates this mod.
Dragon32 8 Nov, 2016 @ 11:13am 
Hey there. Still loving the mod. I still think if you uploaded that mooted mission rework mod this would have a load more subscribers. I think the small number of current subscribers is a cause of uploading this as a hidden mod first, so that when it was visible to the public it had fallen off the Recent Mods page. Or at least that's how I think this was released.

Anyway, that said... saw this in today's (8th November) patch notes:
Fix config/upk file issues that prevent full conversion mods from being possible on the Steam Workshop and also allow mods to have Bink files.
robojumper 18 Oct, 2016 @ 4:18am 
@Abe Clancy
Did you consider uploading the source to GitHub to track issues, future plans and PRs?
Juravis 21 Jul, 2016 @ 6:33pm 
This is awesome, but heavy. I would like a light version of only the spawning mechanism changes.
PhilRoi 3 Jul, 2016 @ 3:58pm 
Thank you Abe! your work is appreciated!
AbeClancy  [author] 3 Jul, 2016 @ 1:31pm 
Hey Skyfall! Yup, anytime there's an official patch from Firaxis for XCOM 2, this mod will likely break because it modifies some of the game's core files. Most mods might have some issues, but core mods (like this one) are more likely to straight-up crash the game.

Apparently as well, this June 30th 2016 patch was supposed to include a feature to allow core mods to function without needing to move any files manually into the game's installation directory, but it doesn't work and caused another unintended bug that negatively affected how core mods load.

I would have had this updated earlier, but this July 4th weekend has eaten up some of my time. But, I'm updating the mod as I type this to work with the most recent patch (should be up in a few minutes). No real new features though, I'm kind of waiting for Firaxis to implement better core-mod loading, so that I can just update my mod whenever I want and people who want to use it don't have to manually copy files around to use it.
Skyfall 2 Jul, 2016 @ 6:44am 
Currently your mod crashes my game when I launch (That's on me, I'm using over 200 mods atm), but I'm surprised it hasn't gotten more attention, it seems like a great mod that compiles a lot of mod into one simple easy to use one.