XCOM 2
SPY Classes Mod
29 Comments
Aelyat 6 Sep, 2017 @ 7:43am 
Can i use "Silencer" with no cooltime?
Daddyfatflab 11 Apr, 2016 @ 5:10pm 
is it possible to modify all of gremlin perks so that they require the psi amp instead? That would solve the gremlin stealth issue. I dont really know how ranged hacking would work, but its just an idea
진시월  [author] 7 Apr, 2016 @ 8:39pm 
What is certain is which will have the effect of phantom correctly applied to the Gremlin.
Daddyfatflab 6 Apr, 2016 @ 10:24pm 
would changing the phantom perk for a custom made perk fix this issue? Or perhaps could designing a new secondary item that allows range hacking, fix this?
진시월  [author] 6 Apr, 2016 @ 8:23pm 
Looking for a way to resolve.

Now fix it seemed impossible.
Daddyfatflab 6 Apr, 2016 @ 8:41am 
is there any fix to this bug?
진시월  [author] 6 Apr, 2016 @ 1:36am 
@Daddyfatflab
Despite the stealthed, and this phenomenon had been found in Action as the enemy sight.

The cause of the problem is due to the effect of the the Phantom does not apply to the Gremlin.

Put the state to contact the development team.

The answer is not received yet.
Daddyfatflab 5 Apr, 2016 @ 9:57pm 
I might have experienced a game breaking bug from this mod, where after using the silencer ability on an enemy, and attacking an enemy with another concealed unit, the aliens will not move or react or take cover, or shoot back at the operatives. they basically will just stand in place and do nothing, even if in sight of a revealed operative. This bug has also affected every future mission I encountered. Could you take a look at this please? I love the class mod.
진시월  [author] 31 Mar, 2016 @ 10:37pm 
@Daddyfatflab

The skill'll probably only be applied to pistols.
Daddyfatflab 31 Mar, 2016 @ 10:49am 
should the silencer perk work even if I change the primary from the pistol pack to the smg pack?
Daddyfatflab 23 Mar, 2016 @ 10:11pm 
Thank you! il try that. I love everything else about the mod right now!
진시월  [author] 23 Mar, 2016 @ 10:06pm 
@Daddyfatflab

It is possible to change the function values within the primary weapon in 'xcomclassdata.ini '. pistol -> rifle
You should use as the smgpack.
Daddyfatflab 23 Mar, 2016 @ 8:54pm 
Can you make an alternate version of this mod that does not require the AddPrimaryWeapon mod? The alternate version could instead use the SMG pack?
imminence 22 Mar, 2016 @ 9:56pm 
Indeed, it works again. Thx :)
진시월  [author] 22 Mar, 2016 @ 5:48pm 
@imminence

It was modified to resolve the problem.

It seems there was a mistake in the midst of a previously modified.

I'm sorry for being an inconvenience to the game.
imminence 22 Mar, 2016 @ 4:02pm 
All the sudden my spy has lost all her pistol abilities. The icons don't appear on screen and when she stands even right in front of an enemy she could use her grenade or the combat protocol, but not her pistol. The same for overwatch: No "pistol overwatch"-icon.

It's the 2nd tier pistol "Desert Eagle". I'm not sure if this happened after upgrading, because she hardly uses the pistol, so it could be, that she is on missions without firing a single shot.
But I know for certain, that she could use the Colt 1911 and that the icons all were there.

Any workaround?
진시월  [author] 22 Mar, 2016 @ 12:34pm 
@Ser Lancelot

is added.
Ser Lancelot 22 Mar, 2016 @ 8:57am 
Does these class mods get ADDED to the existing 4 classes or does it replace one of them?
iriemk 21 Mar, 2016 @ 10:25am 
Thanks.
T.E.R.R.A_M.O.T.H 21 Mar, 2016 @ 6:32am 
Will the translation into Russian ?
Chicago 20 Mar, 2016 @ 9:30pm 
Thanks
진시월  [author] 20 Mar, 2016 @ 8:05pm 
@Chicago Ted
of course.
진시월  [author] 20 Mar, 2016 @ 8:00pm 
@iriekay

conflict does not. maybe......
진시월  [author] 20 Mar, 2016 @ 7:14pm 
@HM <NewTalkHost>

Yes.
iriemk 20 Mar, 2016 @ 4:49pm 
Sounds VERY interesting....just like what I'd need to complement my GITS character pool. If it works like I imagine, it would make a perfect "MAJOR" Motoko Kusanagi. Already have a combat hacker named "TACHIKOMA" Ishikawa and a sniper named Saito...

But I have already spent hours to see if some of the over 1000 mods now available fit my particular playstyle, or break my save games. Not doing that again.

So can we PLEASE get a more detailed description of how the custom abilities work and which other mods this thing might possibly override or conflict with?
Chicago 20 Mar, 2016 @ 3:47pm 
So does this work with other modded classes? Also, what do all of these abilities do exactly?
Traveler 20 Mar, 2016 @ 1:31pm 
An iteresting idea. Please post much more detailed information,
Arkan 20 Mar, 2016 @ 1:30pm 
Very Nice! :DarkOphelia:
Azrael 20 Mar, 2016 @ 12:26pm 
add primary weapon needed?