XCOM 2
Toggle Continental Bonuses
49 Comments
lewiswall1 31 Aug, 2017 @ 3:54pm 
thank you
lewiswall1 31 Aug, 2017 @ 3:46pm 
bg? link please
Juravis  [author] 30 Aug, 2017 @ 9:52pm 
I suggest using it for LW2 only, and im sure the WotC has removed some suckage from continental bonuses (fingers crossed).
Cahos Rahne Veloza 30 Aug, 2017 @ 7:47pm 
Your mod DOES work fine under base game that is. Don't know for WotC though.
Juravis  [author] 30 Aug, 2017 @ 7:33pm 
Then dont change them mid game. Continent Bonuses are tricky to mod, sometimes im not even sure this one works correctly.
Cahos Rahne Veloza 30 Aug, 2017 @ 6:44pm 
His version is way more complicated to use though as this one only requires you to set your preferences in the .ini file, start your campaign and you're good to go.

Also being able to change Continent Bonuses mid game seems way more cheaty.
Juravis  [author] 30 Aug, 2017 @ 6:37pm 
Dont use this, use BG's mod instead its way superior
Cahos Rahne Veloza 30 Aug, 2017 @ 6:18pm 
Hopefully this gets updated for WotC :)
Juravis  [author] 30 Aug, 2017 @ 4:54pm 
There is a mod ive seen here, a newer one from -bg- i think that you can assign in game dynamically continent bonuses, you should use that one and not use this.
Vaeringjar 30 Aug, 2017 @ 4:30pm 
I think this mod is incompatible with https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=635253356 , as I ended up with a region missing a bonus. Haven't tried in WotC.
Also, is it possible to manually assign bonuses to continents?
rogersmithbigo 31 Mar, 2017 @ 9:53pm 
@nhz i just did. seems like it worked.
NHZ 29 Jan, 2017 @ 5:51am 
any1 try with LW2??
Vaeringjar 21 Oct, 2016 @ 1:47am 
np, ty for all the mods
Juravis  [author] 20 Oct, 2016 @ 2:51pm 
@Vaeringjar Sorry I had the old game in mind, this is correct.
Vaeringjar 20 Oct, 2016 @ 7:31am 
"DON'T GO BELOW 5 BONUSES TOTAL"
there are 6 continents though?
Juravis  [author] 30 Jun, 2016 @ 2:36pm 
Nothing is part of the UI. You open the config file of the mod, put the bonuses you dont want to false, save the file then the next time you make a campaign you shouldnt see those bonuses attributed to your continents.
PSY 30 Jun, 2016 @ 2:35pm 
but i mean you say from the campaign start? is this part of the UI?
Juravis  [author] 30 Jun, 2016 @ 2:31pm 
The bonus deck is what the array of bonuses is called. When you put something to "false", you prevent if from being distributed at the start of the game.
PSY 30 Jun, 2016 @ 2:30pm 
so where is this "bonus deck"? i can't seem to find anything.
Juravis  [author] 19 Jun, 2016 @ 5:47pm 
This mod does not recognize any -new- templates, so it will not affect 100% completely new bonuses.

If they are existing bonuses that are radically changed, they will be affected.
Gantros 19 Jun, 2016 @ 5:46pm 
does this affect the custom region bonuses given by Grimy's Loot mod?
Juravis  [author] 13 Jun, 2016 @ 11:14pm 
@Anomaly Of Awesome Please like the FB page to the right if you havent already
Zigg Price 13 Jun, 2016 @ 11:13pm 
THUMBS UP! Amazing turn around for a reported issue. The XCOM 2 modding community is just fantastic.
Juravis  [author] 13 Jun, 2016 @ 11:11pm 
Alrighty now everyone should have the default version, and no one's campaign is in danger. Play as normal.

However, you'll need to change the INI file for your NEXT campaign.
Juravis  [author] 13 Jun, 2016 @ 11:06pm 
@Anomaly Of Awesome This is exhausting. I almost had a panic attack when I realized the problem. I apologize profusely to everyone.
Zigg Price 13 Jun, 2016 @ 11:05pm 
Alright. Good to know. Thank you for your diligence :D
Juravis  [author] 13 Jun, 2016 @ 11:04pm 
@Anomaly Of Awesome I just pushed a new version, all bonuses are enabled. Just don't edit the INI file and finish up. Once you're done, you can toggle them in the INI file for your next one. It won't break your campaign unless you use

- An older campaign than 2016-06-14
- And you also disable some bonuses you already have active
Zigg Price 13 Jun, 2016 @ 11:03pm 
Alright. So, if I turn the mod off and just use it again on the next new campaign, it should be okay? I have other issues with this campaign, and I am doing everything I can to save it.
Juravis  [author] 13 Jun, 2016 @ 10:57pm 
@Anomaly Of Awesome I fixed it but it's not pretty, read up.
Zigg Price 13 Jun, 2016 @ 10:14pm 
More than a few. I don't think I have any that are emulating continent bonuses, but I will go through and see. No initial conflicts were found by the mod launcher, but I know that is not a catch all.
Juravis  [author] 13 Jun, 2016 @ 10:01pm 
@Anomaly Of Awesome any other mods?
Zigg Price 13 Jun, 2016 @ 9:20pm 
I have the same issue as Animus (different line, though.) Started a new campaign and got "To Serve Mankind." Line in the .ini is set as follows:

"; To Serve Mankind : Recruits cost XX supplies. (Default 10).
TO_SERVE_MANKIND_ENABLED = False;"
Juravis  [author] 24 May, 2016 @ 11:52am 
If you don't mod the Proving Ground stuff and assign more costs, I just noticed that SPARE PARTS really isn't very good because a lot of stuff is free materials wise, and you can't go below 1 Elerium Core. You might want to disable this one too depending on your setup. It does work for EXO suits/Spider etc. however.
Juravis  [author] 19 May, 2016 @ 1:36pm 
Yes, that line would disable Hidden Reserves from showing up assigned in a new campaign.
Cherenkov Blues 19 May, 2016 @ 1:27pm 
Thanks a lot for responding.

It was a new campaign, so I am not sure what went wrong. Just to check, the lines in the .ini file should look like this, right?
; Hidden Reserves : +X Power (Default 5).
HIDDEN_RESERVES_ENABLED = false;
If I did that right, at least I know I am not missing a critical step, so it was probably the gaming acting up somehow.
Juravis  [author] 19 May, 2016 @ 8:53am 
I have no idea honestly what isnt working? Also new campaign only
Cherenkov Blues 19 May, 2016 @ 7:16am 
Hello,

I made the descibed edits in the .ini file ("true" to "false"), but somehow I could not get it to work for me. The only other mod I have is AWC reroll, which should not be relevant.

Thanks.
Juravis  [author] 18 May, 2016 @ 10:46pm 
Finally got around to test, it looks like its all smooth sailing, it works. Enjoy guys.
Juravis  [author] 18 May, 2016 @ 11:40am 
@mhmclean It will not conflict with -additional- bonuses if they are implemented the way he usually does with a Narrative Hook. The problem is when mods change or remove, that's gonna conflict.
Uncle MalMal 18 May, 2016 @ 11:25am 
Will this conflict with Grimy's Loot mod? He says he added 2 continent bonuses but honestly, I've never seen them.
Ser Lancelot 18 May, 2016 @ 9:36am 
Great, thanks.
Juravis  [author] 18 May, 2016 @ 9:33am 
It's all in the INI file, I made descriptions.
Ser Lancelot 18 May, 2016 @ 9:33am 
Where can I find a list of what bonuses does which?
Juravis  [author] 18 May, 2016 @ 9:27am 
Honestly i made this to disable Mankind, Reserves and Suit Up. But i implemented toggles for all of them in case someone would really like to never see Under the Table for example.
Ser Lancelot 18 May, 2016 @ 9:23am 
I didn't realize that the Choose Continent Bonuses I could assign the bonuses to certain continents...? I didn't see that in the .ini.
Juravis  [author] 18 May, 2016 @ 9:21am 
That is correct
Matikanefukukitaru 18 May, 2016 @ 8:58am 
@Ser Lancelot: Choose let's you choose which you want where(if I'm right?). This here let's you deactivate certain ones and still keeps it randomized which one's you get.
Ser Lancelot 18 May, 2016 @ 7:33am 
How's this different from the original one?

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=635087575

(Choose Continent Bonuses)

It still works, as far as I can tell.