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https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1140305914
This mod restores assets other map mods depend on that were originally part of vanilla but were cut from WOTC. Without this mod, you can forget about having stable maps. Trouble is that the posted version of this mod has a corrupt file and if you don't replace that file, you'll see random missions crashing rarely on start with almost no way to figure it out - it's the billboards. The directions on how to fix the corrupted file are right here in the discussion for that mod.
Once that file is replaced, map mods suddenly work very well with WOTC. Double check any map mods you want to load to see if they also contain the fx_billboards file, and if they do, you must replace the file in that mod's folder as well. Yes, this is probably why your missions crash randomly - either that, or you are loading old vanilla XCOM2 maps in WOTC. None of the other map mods in this collection require this fix, just this one.
Also - remember you did this, because if you ever validate the integrity of XCOM2's game files, it will replace the bugfix you just installed with the broken one and you'll start crashing again. You must manually replace this file every time you validate your game files.
REQUIRED FIX
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1918585695
This mod has a simple required edit to make it compatible with CI, there is a mission that will cause a crash due to a bad interaction. Simply removing that mission makes the mod fully compatible. The instructions on what to comment out are right here in the comments for Covert Infiltration.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2854627577
LordAbizi's updated classes are both more fun than the default proficiency classes, and integrated with A Better Weaponry and other new weapons and items more fully. They just work better with this collection, simple as that.
There are dependencies on the old proficiency classes that Abizi replaces and also on the shadow ops perk pack which includes the shadow ops classes. By default all of these classes will now show up in your game, with at least eight of them being fully redundant. It makes a mess out of the number of classes available in the game and not in a good way.
LordAbizi has us covered, though. In the configuration for this mod, you'll find an XXComClassData.ini file that disables all of the redundant classes and gets them out of the way. I *strongly* recommend you use this to disable all of the redundant classes in the config.
Just open up the directory that file is in and rename it to XcomClassData.ini. If you still want to have access to the Stormrider class (which is not redundant, but is equal parts camp, fun, and op) then delete the last entry in that file after you rename it. I've also included the Shadow Ops Begone mod which helps keep Shadow Ops classes from popping up where they aren't wanted despite being disabled in the configs.
If you actually want the Shadow Ops classes in your game, you'll need to remove the Shadow Ops Begone mod from your game and delete their class entries from that XcomClassData.ini file as well. Those classes aren't bad, but they are out of date, built for LWOTC, and not configured well for the weapons or the class ability decks in this pack, which makes them suboptimal compared to the other classes.
A config for soldier development that maintains some slow but constant progression and offers a few rewards/surprises for the occasional epic moment. There is a higher than average mobility boost here because a lot of the items for the soldiers have movement penalties, so in a sense, movement is a tradeoff. Soldiers that are better conditioned with higher mobility will be able to carry more heavy toys.
On the other hand, units like Scout, Reaper, and Marksman can stay light and get into position faster than their squadmates - it's all in how you build out the equipment. Other maximums are buffed slightly to compensate for upgraded enemies in this collection. Even the hacking at 250 is going to top out at a 60% success chance on some late game targets, and it's a looong climb up to the maximums. The use of PCS is the only way to exceed these maximums.
Will is also increased over the base game levels. This mod collection uses Psionics Ex Machina, so all soldiers can use Psi Amps and GEMs slotted into them to gain Psionic abilities. Activating them costs will, it makes sense to expand the pool slightly so soldiers don't panic every time they tap into Psionic powers or spot a cluster of modded enemies.
Steady aim improvements help offset additional armor and cover damage reduction.
Replace content in XComWOTC_SoldierDevelopment.ini
This is an interesting mod. The default settings are *fantastic* for rushing research and hammering on POIs when you want to test your mod setup, but they are total cheats for a real campaign. Everything will take one day with the defaults no matter what.
This config drops all of the science research changes - we have other mods loaded to help with research. All it does is set up the time it takes to bond soldiers and the time it takes to scan points of interest - it's the best mod out there for changing the scan times.
For those of you new to modding, the lines starting with - are subtracting the original lines from the game configuration, and the lines with a + are adding in new lines to replace them. That way this works regardless of load order. If you want to make edits, change the values on the + lines as a rule.
Replace content in XcomGameBoard.ini
Replace content in XcomGameData.ini
Integrate the various ammunition types from many other mods so that they all have their own unique ammo colors. It's nice seeing at a glance who is using what kind of ammunition.
Note - don't click on these links, they aren't formatted properly for Steam comments, they are just meant to be dropped into the config file for easy reference later.
Replace content in XcomGameData.ini
This edit makes the rescue chain better by configuring the resistance leader reward to provide soldiers from rare and more interesting classes that aren't part of normal rookie promotions. This betters the incentive to actually complete the rescue chain.
Once the number specified below is reached in the barracks for any given class, those classes will no longer spawn as rewards for this chain, it'll select another class that hasn't hit the limit yet instead. All of them get high combat intelligence - they are supposed to be resistance leaders.
If you want to know the name of a class for inclusion here, just open up the MCM for Disable Any Class - it has all of the class names listed right there, at least for the classes that are trainable. Or look in the XcomClassData.ini file for the mod you want to add.
Replace content in XCom_MRL.ini
We need to spice up the Utility POI a bit for this collection. This config makes scanning it more worthwhile. These items make a larger difference in the early game when resources are tight and XCOM needs an edge.
Replace content in XComGameCore.ini
This mod will add Hero classes and Sparks to the Barracks on campaign start. I recommend setting it up to add one hero from each class, and three Sparks (so you can get one each of Infiltrator, Pioneer, and Artillery when you promote them). You will also get one additional faction Hero from whichever faction you start the game with for a total of four. Additional classes can be added here if you'd like to start with a Dark Psi Agent, for example. Just copy that last line and make a new one for each class you want to start with - the class name will be in the class mod's XcomGameData.ini file near the top.
Edit content in XCom_StartingFactionHeroes.ini to your liking
This would make Gatecrasher into a joke of a mission, however since that mission is notorious for crashing with heavily modded games it's a best practice to simply skip Gatecrasher altogether and not worry about it. The collection includes this mod to do just that. All of the loot/xp/etc is the same as if you'd had a flawless run.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=756948560
Consider this mod a sanity check for the hit system. It's a bit better if you adjust it to change hit and defense modifiers based on the height difference of the target and attacker, though. This simple addition to the config takes care of that nicely.
Open XcomAimRoll.ini, under "Height Advantage Tweaks", replace the two lines with this
This mod adds useful slots to the core avenger rooms - research, living quarters, and the bar. The power slots added to the research room are particularly useful with all the Avenger changes making the ship much more power hungry, however their default value of +2 power per engineer is too low to really address that problem. I recommend bumping that up by changing the value of the PowerCoreBonus line from 2 to 7 in the mod's XcomGame.ini file. Note that changes to this mod's files will only take effect with starting a new campaign.
A handy mod that allows hiding of problematic or redundant items. This mod's MCM is invaluable as a one stop spot to identify the TemplateNames for every single item in the game as well, so it's quite a time saver. This config hides redundant/broken pistols that have no description information added by various enemy mods, and it also hides all of the XCOM TLP cosmetic weapons to declutter and speed up the loadout selection. Paste these in the hidden items section near the top of the XComWOTCIridarWeaponHider_DEFAULT.ini file.
We need to move the Rebuild Soldier slot over to the GTS instead of the Training Center, so that it's available at campaign start allowing soldiers to be reclassed immediately. All that takes is setting facilityToGetNewSlot=1 in the XcomRebuildSoldier.ini file.
This mod is just a config placeholder for Open Class Weapon Restrictions. This config applies a very simple set of overrides to the equipment and it applies to all classes including ones you might add yourself that aren't part of this collection. This guarantees that all classes can use assault rifles and submachine guns as primary weapons (assault rifles can equip underbarrell attachments). All classes will be able to use swords, combat knives, sawed off shotguns, and arc throwers as secondary weapons. All classes that get a heavy weapon slot will be able to use all the heavy weapons in those slots.
Add these lines to the top of XComWOTCOpenWeaponRestrictions.ini
Necessary to toughen up the civilians and give them a chance to survive for more than a couple of turns with larger numbers of modded aliens. This config buffs them more than the defaults. You'll still need to move fast to save them, but at least now they'll survive long enough to give you that chance. This config is shamelessly lifted from Tot's Meta Mod.
Replace just the first block in XComGameData_CharacterStats.ini
Another mod that's necessary to make the various militia units into something more than a one shot kill for the new bad guys in this collection. This will give them more aim and survivability. This config is shamelessly lifted from Tot's Meta Mod.
Replace everything in XComGameData_CharacterStats.ini