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I avoid adding gameplay altering mods mid-campaign, as their changes are more extensive and so, IMO, more likely to mess up. So I'd install something which added a single enemy (Celatid), but not something which changed enemy mechanics, like the Hive. I'd add cosmetic armour mods, but not mods which affect how armours are built in Engineering or the Proving Grounds. I'd add voice packs for soldiers but not new soldier classes; new map plots and parcels but not new mission types. Etc. etc. etc.
I add mods mid-campaign, just not this one. Similarly I wouldn't add e.g. class mods.
Is it recommended for people not to add mods mid-campaign? If yes, how can one know whether certain mods will work or not? I mean, I don't want to wait till June (in game time) to find out that my mods don't work :( You can't test certain mods when you start a new game, because the stuff they modify won't open up until mid-game.
I've never added it mid-campaign. Try clearing out your Config folder in My Games to force a rebuild of the .ini files, including those which define skills.
https://www.reddit.com/r/xcom2mods/wiki/mod_troubleshooting
As long as the Blast Padding perk isn't changed, yes it should be fine.
I use a custom grenadier class, would this work?
It makes me want a mod that gives SPARKs more healing options. :l
(I'll also fix that RAGE Armour mistake by Firaxis.)