XCOM 2
Long War of the Chosen
Mrvecz 20 Dec, 2021 @ 2:35pm
Mod compability (And general rules on what might and might not work with LWOTC)
LWOTC is a considerable game changer and it should suprise nobody that mods wont work... or work partially.
(Sorry for my english but i hope i will my points across)

Or work but require user-side patching or someone on workshop making them as mods.
And then there are mods that require more mods to work.

First things first
https://github.com/long-war-2/lwotc/wiki/Mod-compatibility-(community-maintained)

This is github master list for ALL mods and if they work or not. Most mods should be there.

Now, if you cant be bothered to use it, here are general rules if your desired mod works or not. These are not absolute rules and you might find exceptions, XCOM is weird game after all and sometimes mod conflicts are rather conditional.


1) COSMETICS
Cosmetic mods will always work, custom soldier size slider works too with same problems as in vanilla (large soldiers will have their hacking screen messed up)

Voice Packs and Music also work from get go.

2) Raider Factions
Currently doesnt work, Raider factions dont get their turns and Advent just beats them to a pulp with impunity.

Otherwise, Raider Factions do work, but you need to grab Inventors extra files on raider faction from Discord if you want them to be more balanced. Otherwise you will find them absolutely laughable as Long War has increased the power levels of everything.

Puma has released a LWOTC version for GoC, SCP and CI, including balancing changes ! GO AND GET IT... for other raider factions... you will have to wait or do the manual folder thingy.

So they can roll as sitrep just fine, but few things to consider

1) Long War removed corpse gain from most missions, only missions marked as FULL SALVAGE give corpses. This means that gear like scramble gear from SCP MTF's is pretty much a super rare item. You need to roll them on rare missions already and to be frank, if i managed to get atleast 1 item per LW2 campaign i consider myself lucky.
Yes, one item per 70-120 mission long campaign. So luck is the key.

2) If you are playing with AI to AI activation mod, they will kick off the doom drop the moment Advent guards meet them. This can make missions insanely difficult if they activate guards on turn 1 and its a massive map.

3) Be wary of Raider factions as they will try to kill Advent VIP's

4) Some factions like Global Occult Coalition or SCP Foundation can lockdown a mission area and replace most Advent troops there. They will be lumped in the same team as Advent so dont be suprised to fight off 1-2 pods of Advent before you meet the actual guards that are on their team.

Though, such missions have disabled reinforcement timers so they will be easier in the end.


3) Class mods
1) They sort of work BUT they will miss the final rank and have some misc issues. Colonel is the maximum rank in vanilla, some mods add Brigadier as final rank (Mostly RPGO)

Brigadier is equivalent to Master Sergeant (Max rank in LW2).
If the class doesnt have it, then it will be incapable of reaching the Master Sergeant. This will lock them from covert ops that require max rank to attempt. (Like Chosen HQ raid)

2) They will miss pistol row perks and XCOM perks (or have incomplete row of them)
3) If they are dependant on new non-LWOTC gear, they might get stuck with starting tier forever as game doesnt recognize new items to make (more on that later). So they might become crippled and unusable for rest of the game.

4) They will most likely fall behind LW2 classes unless they are one of those overpowered on purpose classes. LW2 Classes are on different power level than vanilla and you might discover that your soldiers actually suck ass when compared to vanilla units that can utilize all the features and reach their intended apex.

4) Anything that adds new armor, weapons and gear
Will, highly likely not be producable beyond the starting tier. Because LW2 changed how tech is made and how weapons are produced you will get one of 2 results

1) You can build them, but its bulk made. This isnt how LW2 is balanced around and weapons are suppose to be a economical decision. Being able to bulk buy for pocked cash and arm your entire team with state of the art weapons will mess up balance.

2) You cant, the starting tier is all you will get.

5) RPGO
Doesnt CTD BUT requires considerable user-side patching or someone to make a patch on workshop. Though most of these can be done with simple ini file edits.
But it wont be balanced and you will need to tweak the files furthermore so you can like actually afford some skills.

Known fixes:
https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/1280477867/1643168364667625488/

6) Map Mods
If you dont want any CTD on map loads or you dont want to go diving in files to fix why they crash, just dont. Maps tend to not play well with LWOTC. Some of them work though.

7) Gameplay mods
Rule of thumb, if the mod doesnt touch something that is being touched by LW2 then it will, most likely work. Though performance and balance will be affected or it will only work partially.
For example

Soldiers Devolepment - Works as intended (Your soldiers can improve by doing stuff)

Flawless - Doesnt work at like 50%, any loot you would get you just dont get. You got alloys for doing well ? Well you didnt ♥♥♥♥♥♥, you need to be on full salvage mission if you want to carry anything.

Aliens Unknown - Well it works but damages performance and maybe causes CTD's.

After Max Level Advancement - Works 100%, but doesnt take Master Sergeant as maximum rank, it will start giving you AP before that rank (Gunnery Sergeant)

All soldiers gain XP - DOESNT WORK

Multiple Sitreps - DOESNT WORK, due to some mumbo jumbo how are missions generated, this mod does nothing. But if you are playing with Mod Jam (will get to that), you might be suprised that it works in alien rescue missions and you face like Chaos Space Marines, Dark Eldar and Chaos Insurgency at once and Advent on the map dies like in turn 3 and that swarm is now beelining towards XCOM. Much fun, such wow, such full hospital.

Disable any class - Kinda works, but for some reason banned classes can still show up

I am the commander here - Works

8) Playable Aliens
There is a mod directly for LWOTC, its made to be played alongside Mod Jam.

9) Mod Jam
Mod Jam is a masterpiece created by Kiruka, pseudo gameplay changer. Mod Jam on its own is just a glorified patch and on its own it does little. But what it does is tweak, enable and change TONS of other mods to the point where they will integrate and fully function in LW2 enviroment.

It contains alot of new enemy types like Frost Legion, Muton Hunters, Bio Division, Custodians, Purge Priests, Pathfinders etc... one notable exception that isnt included in Mod Jam is Hive, Kiruka couldnt get the permission for it.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2684079953

Really, to make things short, check out he giant list wall of all mods that are supported.
You dont actually need to download everything, but i would highly suggest so. The whole package is a completely different game.

10) New enemies
LWOTC will not spawn them, use Mod Jam, it might include them unless its some obscure mod or the enemies dont have a place and are replaced by something else.

And Mod Jam will actually balance them too so they arent wet noodles or utter bullsheite.

11) UI Mods and QoL mods
Yet another F1, Gotcha will work and i kinda expect you get them because the game expects you to use them. Especially F1 because things like Warlock's greatest champion is a game changer yet the game without F1 doesnt bother explaining why you are doing 1 damage a hit with a shotgun to Warlock

Evac All = works
Stop wasting my time = works

Perfect Info = Will work but 2 things
1) You MUST disable "Aim assist" in the mod config menu, otherwise the game will tell you that all of your attacks have 0% chance to hit
2) It will make you rage and question reality, also might not be accurate given i've missed 100% chance to hit
(https://www.reddit.com/r/Xcom/comments/j4lb6d/sometimes_i_wish_perfect_information_wouldnt_tell/ )


12) Enemy overhauls
Long War changed names, added new variations to already existing Advent troops. Mods aimed to overhaul stats of these will either not work at all or only really affect some of them.

Example, Advent Trooper and Advent Officer are the main shooty shooty types in vanilla, but in LW2 you have these
Grenadier
Machinegunner
Sergeant
Vanguard
Shocktrooper
Commando
Rocketeer
Scout
Officer
General

So yeah, if mod adds like new ability to Advent troopers, rest of these variations are hung up to dry.

13) Weapon and loot mods
Will work, but might unbalance the game. As long as it doesnt replace anything and just adds to the loot drops, it will drop alongside the vanilla content.

For example, Meld in Psionic Ex Machina (Psiops overhaul) will add Meld to the loot drops. Or Grimmis loot boxes will add these boxes to enemy drops.

Loot box mod however doesnt work without problems. It only lets you open boxes and roll for the starting, balistic tier weapons. Even legendary box will drop basic kevlar armor even if your entire squad is geared in Warden armor.

Weapon mods will most likely work, but unless the mod expects Laser and Coil weapons (Which dont exist in vanilla), some addons will not know what to do with these. This is more or less just a visual issue (attached mods dont show on the weapon itself) as it will work either way.


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Now, i guess that is all, now you people can post your experience, what works and discuss how to fix certain things, or if you are about to become a martyr and make patches for all of us to use.
Last edited by Mrvecz; 3 Jan, 2022 @ 10:05am
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Showing 1-9 of 9 comments
Jestimac 25 Dec, 2021 @ 11:10am 
Would it be possible to add a chapter on weapons mods ?
Mrvecz 25 Dec, 2021 @ 11:28am 
Originally posted by Jestimac:
Would it be possible to add a chapter on weapons mods ?

Yes, that is worth mentioning it, will add to the top. In the mean time. Mods that figgle around loot drops do work to some extend, it just adds to the loot table. For example Grimis loot mod will work and crates will drop, or Meld will drop via the Psionic Ex Machina mod.

But it will have some shortcomings like in particular Grimmis loot mod loot crates will only let you make the basic, tier one balistic weapons and wont scale up with your tech. So even legendary boxes will drop you balistic assault rifles when your squad is rocking gauss rifles.

Alot of weapon mods are covered through Mod Jam like bayonetts, heavy barrel attachements, underbarrel mods etc...

Weapon mods however might have glitchy appereance on Laser and Coil weapons because these are absent in vanilla game. So some mods will have no visual changes (even if they will work).
Jestimac 27 Dec, 2021 @ 1:30am 
Originally posted by Mrvecz:
Originally posted by Jestimac:
Would it be possible to add a chapter on weapons mods ?

Yes, that is worth mentioning it, will add to the top. In the mean time. Mods that figgle around loot drops do work to some extend, it just adds to the loot table. For example Grimis loot mod will work and crates will drop, or Meld will drop via the Psionic Ex Machina mod.

But it will have some shortcomings like in particular Grimmis loot mod loot crates will only let you make the basic, tier one balistic weapons and wont scale up with your tech. So even legendary boxes will drop you balistic assault rifles when your squad is rocking gauss rifles.

Alot of weapon mods are covered through Mod Jam like bayonetts, heavy barrel attachements, underbarrel mods etc...

Weapon mods however might have glitchy appereance on Laser and Coil weapons because these are absent in vanilla game. So some mods will have no visual changes (even if they will work).

Thank you
Puma_The_Great 2 Jan, 2022 @ 1:18pm 
Hey, Scp raider factions author here. So the raider factions just don't work as of this moment? Or is there some bridge that makes them work, even if they are insanely underpowered?
Mrvecz 3 Jan, 2022 @ 1:09am 
Originally posted by Puma_The_Great:
Hey, Scp raider factions author here. So the raider factions just don't work as of this moment? Or is there some bridge that makes them work, even if they are insanely underpowered?

Yep, they dont get their turn. This isnt meant to be as they worked just fine prior to Workshop release so this has to be some sort of highlander or mod order conflict.

Putting LWOTC OR highlander to the mod folder and activating it as if it was a non workshop mod fixes this just fine.

Putting them on Resistance team also works, but its weird to see Chaos Insurgency helping out XCOM.

Inventor on discord has some under the table patches for these factions, but some official patch for LWOTC would really appreciated. Aside from underperforming the gear you can get is just insanely hard to get. Due to how LWOTC changed corpse economy, you can only get corpses on a rare missions and you need to roll a sitrep with the faction that actually drops something. So you are banking on luck upon luck and it results in you being able to have like MAYBE 1-2 gear pieces per campaign... of like 70-120 missions.
Prinz Evgen 3 Jan, 2022 @ 3:22am 
Originally posted by Mrvecz:
Originally posted by Puma_The_Great:
Hey, Scp raider factions author here. So the raider factions just don't work as of this moment? Or is there some bridge that makes them work, even if they are insanely underpowered?

Yep, they dont get their turn. This isnt meant to be as they worked just fine prior to Workshop release so this has to be some sort of highlander or mod order conflict.

Putting LWOTC OR highlander to the mod folder and activating it as if it was a non workshop mod fixes this just fine.

Putting them on Resistance team also works, but its weird to see Chaos Insurgency helping out XCOM.

Inventor on discord has some under the table patches for these factions, but some official patch for LWOTC would really appreciated. Aside from underperforming the gear you can get is just insanely hard to get. Due to how LWOTC changed corpse economy, you can only get corpses on a rare missions and you need to roll a sitrep with the faction that actually drops something. So you are banking on luck upon luck and it results in you being able to have like MAYBE 1-2 gear pieces per campaign... of like 70-120 missions.

Привет, можно ссылку на дискорд Inventor?
MONST3R 22 Jan, 2022 @ 3:24pm 
does using blood&tear mod_enemies still work for the mods that arent covered by modjam?
Mrvecz 23 Jan, 2022 @ 12:35am 
Originally posted by MONST3R:
does using blood&tear mod_enemies still work for the mods that arent covered by modjam?

Why shouldnt they ? If blood and tear changes something that no other mod touches then it should be fine.
Big Medic 31 Jan, 2022 @ 9:47am 
How would one go about editing the .ini file to make sure RPGO works and that promoting soldiers works properly?
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