XCOM 2
WOTC Make Heals Persist
LightenedDark 19 Jan, 2020 @ 12:07pm
Community .ini additions
In the next post is my unfinished list of all heals in my modded Xcom2 game. I intend to list every additional tactical healing in the entire workshop. This is a work in progress and I will update this post once I am done. All classes or items that either A) increase existing heals or more likely, B) Add abilities that create new heals should be added to this list.

HERE'S HOW YOU CAN SPOT IF I'VE MISSED SOMETHING:

0) Play missions with this mod (non-ironman) and use heals, obviously. If you play a modded campaign with ironman, you deserve to lose your campaign to a bugged/corrupt save.

1) Making a save named after how many of your soldiers have non-full HP right before you finish each mission (preferably while your soldiers still have actions).

2) Finish the mission and look carefully (do not spam click) at the after action report for when tells you how many soldiers were injured. If it tells you the same number that you counted, go to your next mission (step 0). But if it has a higher number than you counted, then you maybe have a smoking gun (step 3).

3) Spam the escape button so you can immediately reload your save to double check your count. If you are sure your count a number of injured soldiers lower than what the after action report just told you, poke around at your soldier abilities. Something must have healed a soldier that this mod didn't account for. If you have to, use the console and AllowUnlimitedActions to kill off soldiers and isolate the culprit. Loading back your oldest autosave can also help you guess which ability healed the problem soldier.

4) Save before retry another mission and use the console to end that mission early after hurting a soldier and healing them with the suspected ability. That will prove to you that the heal isn't persisting. Comment in this discussion so we can look at it.

If I recall correctly with the previous version, using an unsupported heal (like the heal grenade) on an injured soldier could not be over-compensated for by a later supported heal (say with a nano-medkit) -- even if the amount of 'overkill' healing matches what the unsupported heal gave. Basically, this means that it should be frustratingly easy to find any unsupported heals. Note that I'm not aware of any alien enemy AI purposely designed to heal one of your injured soldiers in order to "deny" you the ability to get a flawless mission. I'm not worried about this because it would require another AI modder to be aware of this mod and be very, very sadistic.

Lastly, there are some classes that I have not subbed to. Maybe it didn't support WotC's a third ability row, or it looked to be too unstable or over or under powered. Since I use Commander's choice and was simply trying out these new classes in my campaign in order, I have not yet gone through classes with a display of O-Z. Here are the class mods I am using:

Big Class Mod (ID=1911663709)
Chimera Classes (ID=1923163857)
TacFor Class Pack (ID=1132954045)
Samurai Class (ID=1162325411)
Playable XCOM 2 Aliens (ID=1218007143)
Playable XCOM 2 Aliens - Viper Class Overhaul (ID=1869612587)
Nordo's New Soldier Classes (ID=1590893005)
Rifleman Class (ID=1526598841)
ShieldBearer Class (ID=1550487971)
Grimy Classes (ID=1686990742)
Warden Class for LWP (ID=1779759827)
Chaplain Soldier Class (ID=1783416494)
The Rag-Tag Classes (WOTC) (ID=1798673217)
Vanguard Class (WotC)(ID=1127708776)
CPU Custom Class (War of the Chosen Ver.) (ID=1132604831)
The Designated Marksman Class for WOTC (ID=1134356989)
Necromancer Class - WOTC (ID=1137913176)
K's Officer Class (Alternative) (ID=1241073845)
Field Medic Class (ID=1252610888)
Skirmisher Heavy Class (ID=1376472748)
Iridar's Akimbo Class (ID=1494158555)
Rocketeer Class (ID=1527656509)

If you use a mod class with a heal that I don't, please mention it. Additionally I have subscribed to, but not yet loaded, these mods to check for added heals:

Bio Operative Class (ID=1446846216)
Better Original Classes (ID=1827963593)
BulletMeister class (ID=1711684761)
Ketaros Classes Improved (ID=1707653796)
Raidey's Class Overhaul (ID=1156019522)
Warden Class (ID=1537495115)
Last edited by LightenedDark; 19 Jan, 2020 @ 12:49pm
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Showing 1-11 of 11 comments
LightenedDark 19 Jan, 2020 @ 12:36pm 
In the next post is the full text you'll want to copy into your \steamapps\workshop\content\268500\1970813574\Config\XComWotcMakeHealsPersist.ini to get as many functioning heals as we can come up with. Below is just the relevant details for every heal we have found and whether or not we've got them working with this mod:

Untested Instant Heals:

0) The single-target Field Medic's First Aid Heal ability (5HP) with an upgraded version after Battlefield Medicine (7HP), along with its Aptitude ability (1HP) bonus

1) The multi-target ability Renewal (1HP), without an upgraded version, along with its Aptitude ability (1HP) bonus

2) The multi-target ability Triage (4HP), without an upgraded version but with its Aptitude ability (1HP) bonus.

3) The single-target ability Gemlin Heal (4HP), with an upgraded version after Battlefield Medicine (6HP) but no bonus ability.

4) The single-target ability Medibot Heal (9HP), with an upgraded version after Battlefield Medicine (11HP) but no bonus ability.

5) The single-target ability Medikit Heal (4HP), without an upgraded version or bonus ability of its own (see the next line down).

6) The single-target ability Nanokit Heal (6HP), without an upgraded version or bonus ability of its own.

7) The single-target ability Pacman Heal (9HP), with an upgraded version after Battlefield Medicine (11HP) but no bonus ability.

8) The multi-target ability Restorative Mist (4HP), without an upgraded version or bonus ability.

9) The single-target ability Repair (6HP), without an upgraded version or bonus ability.

10) The single-target ability NEPBull (4HP), without an upgraded version or ability bonus.

11) The multi-target ability Heal Bomb (4HP), without an upgraded version or ability bonus.

12) The multi-target ability Heal Bomb Mark II (6HP), without an upgraded version or ability bonus.

13) The _-target ability _ (_HP), with_ an upgraded version _ (_HP) or _ ability (_HP) bonus.



Untested Regenerative Heals:

0) The Spark Regeneration ability (2HP per, up to 6HP) which calls its heal Spark Health Regenerated.

1) The Stasis Vest Bonus ability (2HP per, up to 8HP) which calls its heal Stasis Vest Health Regenerated.

2) The _ ability (_HP per, up to _HP) which calls its heal _.



If you have tested an ability above, please say so and we will uncomment it in the ini entry below. There is conflicting evidence about whether we should expect the heal bomb to work.

To do later:
Grimy's regenerative vests and any other classes/vests.
A blank (has an icon with a helmet) class's Psi Heal, Boon, Ray of Life, Heal, Restore, Tend Wounded, Full Restore, and Renewal
The chaplain class's psi heal, Ray of Life, and Rayzeel's Song
The Guardian class's first aid protocol and Restoration
The Hactivist class's repair protocol and gremlin cauterize
The Infantry class's savior
The Psionic class's vampiric shot
The Support class's Combat medic training for its heal and medishot
The Medical Marksman class's Healing Darts, renewal, renewal protocol, savior, gremlin cauterize, and regenerative mist
The other field medic (with medical symbol) class's Medical Specialist and advanced trauma kits
advanced battlefield medicine -> biomedkit (still +6hp)
advanced mindshield item
psi focused I-V item
Last edited by LightenedDark; 28 Jan, 2020 @ 9:46pm
LightenedDark 19 Jan, 2020 @ 12:39pm 
[WotcMakeHealsPersist.X2DownloadableContentInfo_MakeHealsPersist]

;Enter Definitions for standard heals and heals introduced by other mods
;These definitions will support single target heals, multi target heals, and regenerative heals (single target)

; SINGLE HEAL (* means mod-added)

;* First Aid from Field Medic mod
HealingDefinitions[0]=(TemplateName="FirstAidHeal", PerUseHP=5,IncreasedHealProject="BattlefieldMedicine",IncreasedPerUseHP=7,MultiTarget="N",BonusAbility="Aptitude",BonusAmount=1)

;* Renewal from Field Medic mod
HealingDefinitions[1]=(TemplateName="Renewal", PerUseHP=1,IncreasedHealProject="",IncreasedPerUseHP=0,MultiTarget="Y",BonusAbility="Aptitude",BonusAmount=1)

;* Triage from Field Medic mod
HealingDefinitions[2]=(TemplateName="Triage", PerUseHP=4,IncreasedHealProject="",IncreasedPerUseHP=0,MultiTarget="Y",BonusAbility="Aptitude",BonusAmount=1)

; Standard Gremlin Heal
HealingDefinitions[3]=(TemplateName="GremlinHeal", PerUseHP=4,IncreasedHealProject="BattlefieldMedicine",IncreasedPerUseHP=6,MultiTarget="N",BonusAbility="",BonusAmount=0)

;* Medibot Heal from Medibot Gremlin Mod
HealingDefinitions[4]=(TemplateName="MedibotHeal", PerUseHP=9,IncreasedHealProject="BattlefieldMedicine",IncreasedPerUseHP=11,MultiTarget="N",BonusAbility="",BonusAmount=0)

; Standard Medikit Heal
HealingDefinitions[5]=(TemplateName="MedikitHeal", PerUseHP=4,IncreasedHealProject="",IncreasedPerUseHP=0,MultiTarget="N",BonusAbility="",BonusAmount=0)

; Standard Nanomedikit Heal
HealingDefinitions[6]=(TemplateName="NanoMedikitHeal", PerUseHP=6,IncreasedHealProject="",IncreasedPerUseHP=0,MultiTarget="N",BonusAbility="",BonusAmount=0)

;* Pacman Heal from Pacman Mod
HealingDefinitions[7]=(TemplateName="PacmanHeal", PerUseHP=9,IncreasedHealProject="BattlefieldMedicine",IncreasedPerUseHP=11,MultiTarget="N",BonusAbility="",BonusAmount=0)

;* Standard Restorative Mist Heal
HealingDefinitions[8]=(TemplateName="RestorativeMist", PerUseHP=4,IncreasedHealProject="",IncreasedPerUseHP=0,MultiTarget="Y",BonusAbility="",BonusAmount=0)

; Standard Spark Repair
HealingDefinitions[9]=(TemplateName="Repair", PerUseHP=6,IncreasedHealProject="",IncreasedPerUseHP=0,MultiTarget="N",BonusAbility="",BonusAmount=0)

;* NepBull from CPU class
;HealingDefinitions[10]=(TemplateName="AHeal", PerUseHP=4,IncreasedHealProject="",IncreasedPerUseHP=0,MultiTarget="N",BonusAbility="",BonusAmount=0)

; Healbomb by Ericpar
;HealingDefinitions[11]=(TemplateName="HEALBOMB", PerUseHP=4,IncreasedHealProject="",IncreasedPerUseHP=0,MultiTarget="Y",BonusAbility="",BonusAmount=0)

; Healbomb upgrade by Ericpar (similar to the nanomedkit)
;HealingDefinitions[12]=(TemplateName="HEALBOMB_MK2", PerUseHP=6,IncreasedHealProject="",IncreasedPerUseHP=0,MultiTarget="Y",BonusAbility="",BonusAmount=0)

;Next heal ability
;HealingDefinitions[13]=(TemplateName="_", PerUseHP=_,IncreasedHealProject="",IncreasedPerUseHP=0,MultiTarget="N",BonusAbility="",BonusAmount=0)

; ----- REGENERATIVE --------------

; Spark Regeneration from "GTS Perks for Spark Units" mod
RegenerativeHealingDefinitions[0]=(TemplateName="SparkRegeneration", HealAmount=2,MaxHealAmount=6,HealthRegeneratedName="SparkHealthRegenerated")

; Standard Stasis Vest
RegenerativeHealingDefinitions[1]=(TemplateName="StasisVestBonus", HealAmount=2,MaxHealAmount=8,HealthRegeneratedName="StasisVestHealthRegenerated")

; Next regenerative ability
;RegenerativeHealingDefinitions[2]=(TemplateName="_", HealAmount=_,MaxHealAmount=_,HealthRegeneratedName="_")

[WotcMakeHealsPersist.X2Effect_ApplyMedikitHealToMinHealth]
PERCENTAGE=100

[WotcMakeHealsPersist.X2Effect_RegenerationToMinHealth]
PERCENTAGE=100

[WotcMakeHealsPersist.X2Effect_MultiTargetHeal]
PERCENTAGE=100
Last edited by LightenedDark; 19 Jan, 2020 @ 1:02pm
krj12 (Ken)  [developer] 13 May, 2020 @ 3:02pm 
Have you or any of your mods overriden any of these values in DefaultGameCore.ini? Its the only thing I could think of that would make the gremlin heal not work. Either that, or some other mod using the same template name of "GremlinHeal".

[XComGame.X2Ability_DefaultAbilitySet]

MEDIKIT_PERUSEHP=4
NANOMEDIKIT_PERUSEHP=6

gliscor96 22 May, 2020 @ 8:05am 
Necromancer class healing, Medical Marksman, Warrior of Light, Valkyrie, all these classes i know to have healing abilities. check these if you would
Draconic Gaming 24 Aug, 2020 @ 8:57pm 
I really hope I did this one right...

; Mech Warfare Standard Spark Repair
HealingDefinitions[10]=(TemplateName="RepairMW", PerUseHP=4,IncreasedHealProject="",IncreasedPerUseHP=0,MultiTarget="N",BonusAbility="HeavyRepair",BonusAmount=4)

I'm a newb at .ini edits, please let this be correct...
Thalioden 1 Jan, 2021 @ 2:21pm 
An attempt at Valkyrie support (template names taken from Valkyrie RPGO plugin):

; Valkyrie Healing Stream
HealingDefinitions[10]=(TemplateName="HealingStream", PerUseHP=4, IncreasedHealProject="",IncreasedPerUseHP=0,MultiTarget="N",BonusAbility="Anesthetic",BonusAmount=1)

; Valkyrie Resurrect
HealingDefinitions[11]=(TemplateName="HealingStream", PerUseHP=8, IncreasedHealProject="",IncreasedPerUseHP=0,MultiTarget="N",BonusAbility="",BonusAmount=0)

; Valkyrie Odin's Blessing
HealingDefinitions[12]=(TemplateName="OdinBlessing", PerUseHP=6, IncreasedHealProject="",IncreasedPerUseHP=0,MultiTarget="N",BonusAbility="",BonusAmount=0)
Thalioden 6 Jan, 2021 @ 3:10pm 
; Shaodow Ops Dragoon Renewal Protocol
RegenerativeHealingDefinitions[2]=(TemplateName="ShadowOps_RestorationProtocol", HealAmount=2,MaxHealAmount=12,HealthRegeneratedName="DragoonRenewalHealthRegenerated")

Last edited by Thalioden; 6 Jan, 2021 @ 3:11pm
Maprikan 29 Apr, 2024 @ 8:13am 
Pharmacist;

this is what I did & it seems to work fine but I couldn't figure out how to make the upgrades for the stimgun work with it. I guess just changing the PerUseHP value as upgraded. As for lingering effects, haven't actually tested it just leaving it in here anyway.

;Pharmacist Stim Gun
HealingDefinitions[10]=(TemplateName="SG_RecoveryStim", PerUseHP=4,IncreasedHealProject="",IncreasedPerUseHP=0,MultiTarget="N",BonusAbility="Savior",BonusAmount=4)

;Pharmacist Combat Clinic
HealingDefinitions[11]=(TemplateName="SG_CombatClinic", PerUseHP=4,IncreasedHealProject="",IncreasedPerUseHP=0,MultiTarget="Y",BonusAbility="Savior",BonusAmount=4)

regenerative

;Pharmacist Lingering Effects
RegenerativeHealingDefinitions[2]=(TemplateName="SG_LingeringEffects", HealAmount=2,MaxHealAmount=6,HealthRegeneratedName="SG_LingeringEffectsRegenerated")
VitaminBlitz 21 Sep, 2024 @ 4:36am 
How can we make Medic class from [WOTC] Proficiency Class Pack comparable with this mod? (Making Medical Spacilist and Savior ablity coexist for this mod.)
Last edited by VitaminBlitz; 21 Sep, 2024 @ 4:43am
RolandJ 10 Jul @ 1:28pm 
For the '[WOTC] LordAbizi's Battlefield Leadership Training' mod's 'Patch Up' ability.
; ****** Patch Up from Leadership Mod HealingDefinitions[10]=(TemplateName="AbiziOTS_PatchUp", PerUseHP=2,IncreasedHealProject="BattlefieldMedicine",IncreasedPerUseHP=1,MultiTarget="N",BonusAbility="",BonusAmount=0)
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