XCOM 2
[WOTC] LordAbizi's Battlefield Leadership Training
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lordabizi  [kehittäjä] 11.5.2023 klo 23.16
Appendix D: Technical Support
Mid Campaign Installation
Some features of the mod may not work correctly in on going campaigns. It will not break the game, but some or all features may not correctly. Do so at your own risk - new campaign is recommended.

Logging
The mod has quite a bit of logging in it. If you encounter bugs, please describe the issue and attach a log. Hopefully, with time, slowly some logging will be removed.

Console Commands
The mod introduces several console commands for debugging purposes. The ones that an average user should care for are the following commands, available when viewing a soldier in the armory:
AbiziOTS_PromoteOfficer x - raises the officer level of the soldier by 1, and grants them the ability with index x. Normally x should be either 0 or 1, for one of the two options of the next officer level.
AbiziOTS_DemoteOfficer reduces officer level by 1. This command will NOT turn an officer into a non-officer
AbiziOTS_Unofficer removes the officer status completely from a unit.


Known Issues
  • In missions with the Leadership Required sitrep, if you add an officer, and then remove it, the Launch Mission will still be green (incorrect display), but it will not let you launch the mission (which is the correct behavior).
  • Second In Command ability will visualize as activating at the start of missions even when it shouldn't. This is just a visual thing, the end result is correct.
  • I am aware that units that several sources of detection modifiers on the same unit may not stack correctly. I believe it's also something of an issue even without this mod. So units with Battlefield Survey that also get another form of detection modifier may have unexpected detection radius. This also affects base game Reapers, with Shadow Concealment. At the moment I'm not entirely sure what's the best approach to this.
Viimeisin muokkaaja on lordabizi; 3.11.2023 klo 23.04
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This mod was in at the start of my recent campaign. I noticed in the beginning that I could not do covert actions to rescue scientists or engineers. No notice of an officer requirement was given. I continued the campaign and quickly built up an officer to the third rank. I still could not do the covert operations to activate missions to rescue scientists or engineers. I completely deleted the mod and reinstalled it. I still could not do the rescue missions. I tried to do the missions after deleting the mod again, but I guess it did not completely delete itself because I still could not do rescue missions. I deleted my config folder and deleted the file for my mod setup in the alternative mod launcher after creating a copy of it with this mod removed. All other mods remained identical, nothing added and nothing more removed. I started a new campaign and in it I can do rescue missions.
I used the default settings in the mod.
lordabizi  [kehittäjä] 16.5.2023 klo 21.31 
This is weird because the default configurations don't add requirements to rescue scientist/engineer covert ops at all. They ARE affected with the disabled by default configs that affect infiltrations, but if you didn't touch them then these should be off.
Just to clarify - are these the CI chains to rescue scientists, in their first stage, or is it the base game covert op to get a scientist?
Yes, they are the CI chains, even at the start of the game. I have a just started campaign; I can add this mod and see what happens. I will have a backup save just in case.
New campaign. I got a covert action to find a scientist. It is working properly. I simplified my mod setup so I do not know what the actual issue was in the past campaign, but at least it has not arisen in this campaign.
lordabizi  [kehittäjä] 20.5.2023 klo 0.44 
Alright, good to hear. Must have been a singular event in the cosmos.
Just for your information. In my last campaign, a very short one, I added this mod right after Gatecrasher. I was able to build the upgrade, but not long after it was built I could see the option to build the next upgrade but the option to train officers was not added. This leads me to conclude that this mod needs to be present at the start of a campaign. I have started a new campaign with this mod present at the start to see what happens.
Viimeisin muokkaaja on silverleaf1; 24.5.2023 klo 21.12
New campaign with this mod included at the start. All is well.
hi , for some reason i dont get the upgrade button ( i can onl promote officers trough comads )
lordabizi  [kehittäjä] 27.5.2023 klo 6.06 
Which upgrade button? Did you use this mod on an existing campaign? Did you build the GTS? Did you buy the GTS upgrade? Do you see the staff slot in the gts? Please be more specific.
lordabizi lähetti viestin:
Which upgrade button? Did you use this mod on an existing campaign? Did you build the GTS? Did you buy the GTS upgrade? Do you see the staff slot in the gts? Please be more specific.

in new campaign , and i allready have the gts but the uprgrade button is missing :/
i can get the regular gts addons or just train rookies :(
lordabizi  [kehittäjä] 27.5.2023 klo 21.36 
The upgrade is a facility upgrade, same way you upgrade power relay and others. It's not a GTS unlock. Maybe you can try to destroy and rebuild the GTS with console commands?

Also, do you play with LWOTC?
Viimeisin muokkaaja on lordabizi; 27.5.2023 klo 21.44
lordabizi lähetti viestin:
The upgrade is a facility upgrade, same way you upgrade power relay and others. It's not a GTS unlock. Maybe you can try to destroy and rebuild the GTS with console commands?

Also, do you play with LWOTC?

okey i will try ( and how to rebuild with the console ? )
and i play only the regular WOTC

update :

ven if go with the console comands it still not work
Viimeisin muokkaaja on attiladuran123; 28.5.2023 klo 8.40
lordabizi  [kehittäjä] 28.5.2023 klo 8.07 
givefacility officertrainingschool X
where X is the number of the slot to spawn it. The top left corner is 3, the one to the right of it is 4, and it continues this way.
Altenratively, if what you are missing is the facility upgrade to the GTS, then you can try the console command
givefacilityupgrade AbiziOfficerTrainingStation
@LordAbizi Just for your information. This mod continues to perform flawlessly in my current campaign. Your warning about mid-campaign addition is valid based on my previous campaign.
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