XCOM 2
Free Unit Carry And Drop
55 Comments
EvilNecroid 1 Nov, 2017 @ 4:38pm 
after looking at the many mods u have i take it back actually :p
keep up the good work
EvilNecroid 1 Nov, 2017 @ 8:31am 
u could put a link up and u call us lazy?
Juravis  [author] 27 Sep, 2017 @ 1:44pm 
Search the workshop under my mods dont be lazy seriously Free Carry
Arill Wiltker 27 Sep, 2017 @ 1:43pm 
Do you happen to have the link to it because this is the only one I know about and use right now? Thanks
Juravis  [author] 27 Sep, 2017 @ 8:25am 
Already exists
Arill Wiltker 27 Sep, 2017 @ 7:54am 
Anyway we could get a WOTC version of this, absolutely made the game feel the way it should! Thanks
big guy 5 Sep, 2017 @ 9:48pm 
still worked fine outside of the SPARK bug, if you don't build them might be fine to run.
Arrakhis 5 Sep, 2017 @ 10:02am 
bummer I hope u update this
Juravis  [author] 5 Sep, 2017 @ 9:33am 
This mod is not wotc compatible
big guy 5 Sep, 2017 @ 5:51am 
running wotc, mod is causing the game to get stuck on a no-ui screen whenever SPARK abilities are viewed. seems to be no way out of the screen other than alt-f4. problem persists even with all other mods disabled.
Arrakhis 3 Sep, 2017 @ 5:39am 
is this wotc compactible?
Juravis  [author] 30 Aug, 2017 @ 2:39pm 
Feel free to use any of my code.
macelharen 30 Aug, 2017 @ 7:31am 
thanks for the tip. I guess i could try and look for aid protocol in the actual code and just try and rip that into your mod. but, of course, i'm sure that just made you giggle at my naivete. lol
Juravis  [author] 30 Aug, 2017 @ 12:22am 
I was a junior coder when I made this one. Setting FREE_UNIT_PICKUP sets the AP cost to 0 and doesnt end the turn.

If you put it to false, the ability works as regular XCOM.

There arent enough situations where the free AP at the end of turn would make it annoying. Just manually end the turn.

But yes, its possible to make it work like Aid Protocol, just not as-is. Id need to recode this.
macelharen 29 Aug, 2017 @ 10:55pm 
really confused here about the description details: Can i set FREE_UNIT_PICKUP so that "setting it to 0 and not putting it as free will not allow that action to be used at the end of the turn for free (needs 1 AP minimum)"
I wouldn't mind it that way, actually
Juravis  [author] 29 Aug, 2017 @ 5:21pm 
Probably
Tencer386 29 Aug, 2017 @ 4:27pm 
does this work with WOTC?
macelharen 12 Aug, 2017 @ 8:26pm 
definitely would be fun to use the SDK if it was easy to implement "free only if soldier has 1+ AP left"
Dominus 10 Jun, 2017 @ 11:06am 
@ADVENT Avenger can you make a mod that allows a person to use a hotkey to pick up a downed unit? The pickup icon is not showing up for me because I have to many icons with my Psi Soldier.
Juravis  [author] 25 Feb, 2017 @ 1:39pm 
-= STOP DROP AND ROLL =-
This mod's Stop Drop Roll functionality is deprecated, DISABLE it HERE:

C:\Program Files (x86)\Steam\steamapps\workshop\content\268500\660720275\Config
INCLUDE_STOP_DROP_ROLL_MOD = false;
Juravis  [author] 24 Feb, 2017 @ 11:15am 
I'm working on something, if it works Hunker Down will remove fire damage effects.
Juravis  [author] 24 Feb, 2017 @ 11:04am 
This mod isnt getting updated anymore, sorry. You can use a Medikit to remove burning.
Oblivious Naga 24 Feb, 2017 @ 10:53am 
I hope you can fix the stop drop and roll part for lLW2 because fire is a huge issue
Juravis  [author] 5 Feb, 2017 @ 10:32am 
That is correct if the action isnt marked as Free if it costs 0 AP you cant do it unless you have 1AP remaining minimum.

It would definitely be a good fix.

Good luck with the SDK, its so troublesome i've stopped using it. Maybe if Firaxis makes another patch down the line (I wouldnt bet on that).
cooflar 5 Feb, 2017 @ 9:42am 
I actually, for personal use, tried to mod your mod according to what I wrote, but I get this strange compiling error without any error messages everytime I try to do anything in the SDK.

However, in the event I actually do get the SDK up and running; would it work if I just remove the "Free"-flag? Sure, you wouldn't have the possibility to carry, drop or subdue anything after your yellow move even if they are set to 0 AP. But you still would be able to do it for free in the beginning of the next turn and I can't think of any situation where it would make any difference (i.e. do it last the former turn or early the later turn).

It wouldn't change your functionality but solve my problem, or have I missed something somewhere?

Thank you for the quick reply and your mods!


Juravis  [author] 4 Feb, 2017 @ 3:29pm 
@cahos It's no trouble really. The mod is free, if anyone wants to fix it they can just rip my code and make a new one. I'd subscribe.
Cahos Rahne Veloza 4 Feb, 2017 @ 3:28pm 
@ADVENT Avenger:

No biggie then :)
Juravis  [author] 4 Feb, 2017 @ 3:26pm 
@cooflar @cahos I updated the mod description to answer your questions
Cahos Rahne Veloza 4 Feb, 2017 @ 2:32pm 
Might I add to cooflar's report that while carrying a unit you can still put down the carried unit at the end of your last action/move and it doesn't end your character's turn and you still get to carry/drop the unit and the only way to end your character's turn is to hit the "End turn" button.

Also this one probably has to do with "Color Cost Based Ability Icons", but even when Carry, put down or subdue is set to be a "Free" action their icons still stay as a move that cost an action and/or is one that ends the turn even if they don't.
cooflar 4 Feb, 2017 @ 2:25pm 
To explain, I try to make it so that subduing and carrying costs actions while dropping doesn't since that is the most logical way of things :) Combined with the "Carrying costs movement" mod it would create interesting situations where you can carry to an initial cost, but with 2 turns left realize that your only way to make it to evac in time is to drop the unit and run for it. And dropping something shouldn't cost an action point.
cooflar 4 Feb, 2017 @ 2:09pm 
Hi, question: When I set "FREE_UNIT_PICKUP" to " = false", it doesn't seem to work, I can still carry for free. I think it is because the standard is that it is a free action, and judging by your source code, you only remove the costs and are not adding anything to it. You think you can update the mod to reflect this?

Otherwise a great mod for immersion and a bit more realism!
Juravis  [author] 4 Feb, 2017 @ 1:36am 
That might have been fixed in LW2, but im not sure. But yes, my mod touches the ability itself, not the game world. So I dont foresee any problems.
Cahos Rahne Veloza 4 Feb, 2017 @ 1:29am 
It really irked me in Vanilla that to carry a body was a FREE action but to drop 'em off was not. Seriously, that was stupid :P

Incidentally is your mod compatible with this one?

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=698881748&searchtext=carry
Nitewolf 19 Jan, 2017 @ 4:45pm 
Awesome, I will keep an eye for it. I am specially interesting with the Blademaster Throwig Axe Fix and Toggle Continental Bonuses. I will stay tunned for updates. Thanks!
Juravis  [author] 19 Jan, 2017 @ 4:35pm 
I'm currently checking all my mods. At a glance, I don't see any problems with this one. I can't say the same for Stop Drop and Roll though.
Nitewolf 19 Jan, 2017 @ 10:52am 
Compatibility with LW2?
Juravis  [author] 6 Dec, 2016 @ 5:19pm 
It's why it's customizable :) Glad you enjoy it
Pencey 6 Dec, 2016 @ 9:35am 
Can confirm that the slightly less-free compromise works/feels great.
Juravis  [author] 17 Nov, 2016 @ 5:35pm 
Then its not completely "free", but its still a good compromise.
Mandragore 17 Nov, 2016 @ 3:29pm 
@Smarmbot: There is a way, actually. In the INI file, just set the FREE_UNIT_PICKUP line to false instead of true. Basically, there are two types of free actions: the ones that you can use even after your turn has ended (in vanilla game there's only Evac), and the ones you can't (like Quickdraw).

In the vanilla game, the pickup action is free but unavailable after end of turn, but this mod turns it into an action usable after end of turn, creating the problem. Just turning the setting off will revert to the vanilla behaviour. Problem solved!

The only case where this could be an issue is that you can't move to evac, drop a body, shoot, pick up the body, evac (since shooting will end your turn). But it really is a minor thing.
Juravis  [author] 14 Jul, 2016 @ 11:28am 
There is not, this is because the ability is free. If I make it require 1 AP, it's not free. This is an inconvenience, I agree, but it also allows you to clearly see who has a body he can pick up close. I could correct this but then this wouldn't be Free Carry it would be "Free Carry if you have at least 1 AP left".
Pencey 14 Jul, 2016 @ 10:12am 
If I end a turn with one of my units by a body I have to manually click 'end turn,' otherwise they will just wait there with only the 'pick up body' button available. Is there any way around this?
Juravis  [author] 20 Jun, 2016 @ 2:06pm 
Sorry people had to update this mod's Stop Drop Roll function for my mod that allows aliens to Hunker Down, if you don't have the default INI parameters please put them back on!
Juravis  [author] 19 May, 2016 @ 8:51am 
No just enable it in my ini
marshmallow justice 19 May, 2016 @ 6:30am 
Sorry, speaking of SD&R, I've just recently removed it after a quick post-dlc purge, did I actually need it existing for your mod to reference it?
marshmallow justice 19 Apr, 2016 @ 12:19am 
Hey thanks for the Stop Drop n Roll merge. I had no idea that was even a conflict, was wondering why it didn't work.
Rhino20011 13 Apr, 2016 @ 6:19pm 
Tenkz bro won't shoot ya while genociding the aliens :D
Juravis  [author] 13 Apr, 2016 @ 6:18pm 
@Rhino20011
C:\Program Files (x86)\Steam\steamapps\workshop\content\268500\660720275\Config\XComFreeUnitCarryAndDrop.ini
Rhino20011 13 Apr, 2016 @ 6:17pm 
Sorry about the vagueness, you just didn't give directions to the INI.