XCOM 2
Rising Tides: The Program
UmbraStar 3 Jun, 2021 @ 11:57pm
Questions about the Mod
Hey, just wanted to say this mod looks awesome! I have not ran it yet due to fear of messing up saves/incompatibility with other mods so I wanted to ask a few questions.


  • When you lose access to a faction, how exactly does that work and what does it affect?(Think covert actions, faction soldier recruitment, ect)
  • Would this conflict with other AI mods such as A Harder War or A Better Advent?
  • I prefer to run campaigns with RPGO, How would this mod/its older RGPO addon interact with it? Would I need to tweak the faction?
  • And as a bit of a extension of the last question, I am assuming that this mod has improvements to how things are handled for the classes in the code(such as Bump in the Night) compared to the original, if I want the improved perks for RPGO, but not the rest of the content, would it be possible to disable the other content?


Once again, the mod looks awesome, but I don't wanna potentially have to ditch a large portion of my modlist to play it. Seriously I took a look through the github, the code here is some of the most solid I have ever seen! So uh, even if I don't play it, thank you for making this mod! I'll eventually get around to a dedicated campaign, but these are my biggest questions that I have and that seam to pop up.

If anyone else has any answers to these questions, feel free to chime in aswell!

EDIT: One additional question, how does this mod register psionic and melee skills for the purposes of adding modded psionic and melee skill compatibility.(Bump in the night compatibility comes to mind)
I am willing to do so manually, but I am curious as to how the mod handles it.
Last edited by UmbraStar; 4 Jun, 2021 @ 2:12am
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Aleosiss  [developer] 5 Jun, 2021 @ 10:23am 
1. You lose the ability to run any Covert Actions or recruit any of their faction solders. Just remember the state of the game before you recruited them, pretty much. Also, your existing faction solders will desert, and you will lose any gear you have equipped on them when they do so.

2. No

3. The RPGO addon was not created by me, so use it at your own risk. It's also probably hilariously outdated by now. I don't think OSF squad will be assigned the RPGO class so you will probably need to tweak the configs for it to work.

4. No

5. There are lists of skills that are psionic or melee in the configuration that you can add any mod skills to.
UmbraStar 5 Jun, 2021 @ 11:32am 
Gonna take some work but I'll see what I do to add some cross mod compatability for the mod.
Creating RPGO Specilizations are fairly easy so I'll start there.
Once again, thank you so much for clearing this up!
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