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(1) Start a NEW GAME with this mod activated
(2) Finish the Gatecrasher mission
(3) Save the game & exit
(4) Go to \my games\XCOM2 War of the Chosen\XComGame\Config folder
(5) Open file XComCommandersOCD.ini with Notepad++ (or a text editor)
(6) Replace everything with the following:
[CommandersOCD.CommandersOCD]
iVersion=1
bInitialize=false
iPowerCoil=10
iPowerCoil=11
iStartingEmptyRoom=4
bStartingEngineer=false
(7) Save the XComCommandersOCD.ini file
(8) While in the \my games\XCOM2 War of the Chosen\XComGame\Config folder, right click on the XComCommandersOCD.ini file, select properties & apply the Read-only attribute (just to be safe it won't revert to anything else)
(9) Restart the game and load your savegame
(10) Done
You may change the numbers for iPowerCoil / iStartingEmptyRoom according to the instructions of the author (see his comments above)
Best part of the mod, powercoil placement doesn't appear to be working.
1. Enable mod
2. Advance game past tutorial missions, save & exit
3. Open XComCommandersOCD.ini (with notepad) in folder:
\Documents\My Games\XCOM2\XComGame\Config
4. Replace text already there with:
[CommandersOCD.CommandersOCD]
iVersion=1
bInitialize=true
iPowerCoil=9
iPowerCoil=12
iStartingEmptyRoom=5
bStartingEngineer=false
5. Change numbers on "iPowerCoil=" lines to whichever position you prefer.
; ----- INDEX MAP -----
; 1st ROW 3 4 5
; 2nd ROW 6 7 8
; 3rd ROW 9 10 11
; 4th ROW 12 13 14
6. Save file
7. Load save game (mod still enabled)
Now my base can be nice and tidy, without angering me constantly every time I go back to the Avenger base view.
\Documents\My Games\XCOM2 War of the Chosen\XComGame\Config
worked for me
Works fine with WotC. I just edited the file in the \Documents\My Games\XCOM2\XComGame\Config the game generated it fine on it's own. Then just use aes0ps settings.
You should be able to comment out things like the starting rooms with a ;
- Make sure the mod is enabled via game official launcher by clicking the box
- Launch game and progress to at least geoscape (past gatecrasher)
- Save and exit
- Make a COPY of xcomcommandersocd_DefaultConfig.ini and place that COPY in \Documents\My Games\XCOM2\XComGame\Config ***AND RENAME IT*** to XComCommandersOCD.ini
- Open that new .ini in a basic text editor like wordpad, clear what's there, and Copy/paste the following:
[CommandersOCD.CommandersOCD]
iVersion=1
bInitialize=true
iPowerCoil=9
iPowerCoil=12
iStartingEmptyRoom=5
bStartingEngineer=false
; ----- INDEX MAP, DONT USE ANY OTHER VALUES -----
; 1rst ROW 3 4 5
; 2nd ROW 6 7 8
; 3rd ROW 9 10 11
; 4th ROW 12 13 14
- Adjust numbers on "iPowerCoil=" and "iStartingEmptyRoom" lines to whichever coils you prefer
- Save ini file
- ???
- Profit
It doesn't seem like it's even being initialzed into the game. When I set bInitialize=true to work on a current game, it never switches to false, and it never changes anything ingame. When I start a new game with that as either true OR false, still nothing happens.
The mod also never generated the XcomGameCommandersOCD.ini file, I ended up creating it myself. All of my edits have been in that file, not the default.
You need to edit the top line in the mod's Documents config file from
"[CommandersOCD.CommandersOCD_DefaultConfig]" to
"[CommandersOCD.CommandersOCD]" , similar to how you renamed the config file itself.
This is the bit that tripped me up. Jacke posted the full block of text the .ini should be after making the corrections (including removing the "+" from the front of the "iPowerCoil" lines), but he didn't explicitly mention having to to fix the name WITHIN the config file as well.
I was able to figure it out and made it work!
You need to edit the .ini file in the DOCUMENTS folder, not the original file. I was making this mistake while using the Alternative Mod Launcher and the changes wasn't sticking, but after changing the .ini file (XcomGameCommandersOCD.ini) with the changes pointed by Jake a few posts below, it worked ;)
If you clean the config files and start a new game, you need to complete Gatecrasher and get to the Avenger for the first time for the file to be created though, and make the changes AFTER that.
If you just want the changes for an already saved game make sure to edit the line from "bInitialize=False" to True!
It worked for me!
Hope this helps :)
I deleted the config files, tried again. Nope.
...?
iVersion=1
bInitialize=False
iPowerCoil=9
iPowerCoil=12
iStartingEmptyRoom=5
bStartingEngineer=false
; ----- INDEX MAP, DONT USE ANY OTHER VALUES -----
; 1rst ROW 3 4 5
; 2nd ROW 6 7 8
; 3rd ROW 9 10 11
; 4th ROW 12 13 14
There's a typo in the default config that's stopping the relocation of the Power Coils. The lines in the default config were entered as "+PowerCoil=9" and weren't working. Taking out the '+' made them work.
If you have an existing savegame for which you want to move the empty room and the coils, exit XCOM 2 and change the 3rd line to "bInitialize=True". That will do the swap on the first savegame loaded (and change the flag back to False). Note if you've built on those rooms, things might be strange. It's more for getting it right in a early savegame.
As someone else noted below, there can be problems with enabling the extra starting Engineer.
[CommandersOCD.CommandersOCD]
iVersion=0
bInitialize=False
bStartingEngineer=False
iStartingEmptyRoom=0
iPowerCoil=9
iPowerCoil=11
Enjoy.
[CommandersOCD.CommandersOCD_DefaultConfig]
iVersion=1
bInitialize=false
+iPowerCoil=9
+iPowerCoil=11
iStartingEmptyRoom=5
bStartingEngineer=true
[CommandersOCD.CommandersOCD]
iVersion=0
bInitialize=False
bStartingEngineer=False
iStartingEmptyRoom=0
The bottom part WASN'T there...now it is. What I did was I deleted the config file in mygames and copied this one into an empty folder then launched XCOM.
Or should I have launched XCOM FIRST then cut this file into the config and boot up a game?
[CommandersOCD.CommandersOCD]
iVersion=0
bInitialize=True
bStartingEngineer=True
+iPowerCoil=6
+iPowerCoil=9
iStartingEmptyRoom=4
Then started a new game without other mods. All 3 aspects of your mod now works for me. I suspect the lines from the DefaultConfig messed things up for me, perhaps @Nitewolf have the same issue . Thank you so much the mod and your help. Karma points from me your way. :)
well, good you sorted it out, I think the problem might have been some update problem from the first version I uploaded.
Here's the INI I have on my documents folder (that was generated by the mod when it first runs, and sees no bVersion value exists):
[CommandersOCD.CommandersOCD]
iVersion=1
bInitialize=False
bStartingEngineer=True
iPowerCoil=9
iPowerCoil=11
iStartingEmptyRoom=5
You dont need the +, that is only required for the _DefaultConfig.ini
Also, just to clarify, if a mod uses only screen listeners and not class overrides, it should be compatible with pretty much everything, unless you have two mods doing the exact same or the exact opposite, or if one of the mods is changing some unusual things not meant to be changed. Have fun!
I've just tested:
1. started a new game
2. forced the settings to reload on my currently save by changing the bInitialize from False to True, on the XComCommandersOCD.ini on my documents
Both cases it worked fine. I need more info to be able to diagnose:
1. Have you guys done the test I asked you? Try starting a new save with and without mods, to know if its working under those conditions? That is generally the best way to figure if there are conflicting mods or not.
2. Make absolute sure that you are editing the INI on your documents/home folder, and not the one inside the Steam Library.
3. Do you get the starting engineer if you set bInitialize and bStartingEngineer both to true?
3. Do you happen to have a custom Home folder other than C:\Users\XXX?
My "I don't care" is a bit relative since I have bad experiences when trying to help ppl solving their issues. I would suggest that you first try to create a new save game with and without the other mods loaded. The compability issue is nearly impossible, since there isnt any class override, everything is done via Screen Listeners. All I can say is that I tested in both a new game and an already existing save, and at least for me they worked fine. I'll test it again tomorrow just to make sure there isnt some noob thing I did (kinda late right now to do that)