XCOM 2
HMSS_ClassPack
16 Comments
Chilly  [author] 25 Jun, 2016 @ 11:41am 
@danlovejoy: Sorry to say, but not at the moment. However, you can try my other mod HMSS_ClassPack_MF, which along with a class selection mod (that allows you to select which classes to have activated for a playthrough) can provide what you asked for.
Primal_DLove 20 Jun, 2016 @ 5:28am 
would there be any possibility of you making some of these awesome classes available separately?
Chilly  [author] 30 Apr, 2016 @ 5:13am 
For general interest, removing all the original classes from the game, particularly the Ranger, will cause the PCS (personal combat sims) system and maybe other systems to not function. The game looks at the Ranger class progression to extract generic soldier progression information. Additionally, save games generally don't like missing "vanilla" content and neither does the game really :P
Chilly  [author] 30 Apr, 2016 @ 5:09am 
@tobiwd.97: Hey. Yea, it might be because the "replacement" only works if you start a new game. If you load a save with this mod, it keeps your current classes, but your rookies can no longer be promoted/trained into the original classes, only the new ones.
Static_117 30 Apr, 2016 @ 4:19am 
yo Chilly i got a question for you the mod says it replaces the base classes does but mine are still in the game any idea why?
Chilly  [author] 23 Mar, 2016 @ 2:12am 
Made some updates to the code, so no gameplay changes, but if any background problems were occuring, they won't anymore.
Chilly  [author] 16 Mar, 2016 @ 10:50am 
@m.neumann. 1980: Also, I haven't tried hacking with the guys while concealed, as in Haywire, to see if that activates pods, as in if you would want to take a look at your hacking chance vs a MEC. But performing the hack will break concealment as normal.
Chilly  [author] 16 Mar, 2016 @ 10:45am 
@m.neumann.1980: I have experienced that as well in the unmodded game, but I never got either Phantom or Conceal from the AWC during the testing I've done. However, the classes that have access to both abilities via their skill progression do not suffer from the problem you described, as per normal (Ranger). So, I'm guessing that the bug is related to some native code that nobody found & fixed yet.
m.neumann.1980 16 Mar, 2016 @ 8:56am 
I got conceal from the AWC in an unmodded game and found out that it only conceals the spechialist but not the gremlin. As a result the soldier is conceald but he still will activate everything as soon as he sees it.
Is that the case for the soldiers in your mod as well or is it fixed somehow?
Chilly  [author] 16 Mar, 2016 @ 1:39am 
Somebody found a bug with the functionality of the Flush ability which is now fixed for this version of the mod as well.
Chilly  [author] 14 Mar, 2016 @ 9:35am 
I thought about it some more and realized that even with the earlier fix, there would still be some issues. As such, I compiled another mod that just adds the new classes, which you can find in the description.
marshmallow justice 14 Mar, 2016 @ 8:27am 
Thank you for the assistance, I'll do that on my next playthrough, since I'm already nearing the end of this L one.
Chilly  [author] 14 Mar, 2016 @ 5:46am 
@marshmallow justice: Something I just thought of, but not sure if it would work. The vanilla classes are removed via an INI file modification. So, if you go edit the modded XComClassData.ini, inside the mod's Config folder, and comment out the sections regarding vanilla classes, as well as setting the NumInForcedDeck and NumInDeck of the Sentinel class to 0, you should get the desired result.
Chilly  [author] 14 Mar, 2016 @ 5:41am 
@marshmallow justice: I wanted to avoid splitting the classes apart due to naming conflicts with other mods and the fact that this pack is somewhat balanced for vanilla XCOM2 as a whole (due to re-using most of the vanilla abilities). If it turns out that a lot of people like specific classes, I will split them off. Also, if you have the know-how, you can take them out from the code and compile a custom version of the mod ;)

@goriel: Nothing wrong with either Sentinel. I was just implying that I hope the community doesn't mind class mods with the same names and different properties.
Garr Incorporated 14 Mar, 2016 @ 5:08am 
And what's wrong with Sentinel? It can still be a sniper.
marshmallow justice 14 Mar, 2016 @ 4:43am 
Is there a means to have these as additions rather than replacements? I would like to have the Heavy, Marksman, & Scout, but not the Sentinel.