XCOM 2
[WoTC] Cohesion Matchmaker - Dynamic Relationships
AgRipnus  [developer] 12 Jul @ 7:03am
Request Abilities to Enable Tracking HERE
I can't possibly know of every modded ability that can work with my system. You can add custom perks at the bottom of your local XComGame.ini but you won't have to do this if I have already included them out of the box.

The only rule is that the USER of the ability and the TARGET are both XCOM soldiers.
< >
Showing 1-8 of 8 comments
Dragon32 13 Jul @ 3:56am 
These seem like candidates:
;Iridar's First Aid +CohesionAbilities=(AbilityName=IRI_FirstAid,CohesionDelta=2) ;Rescue Denmother +CohesionAbilities=(AbilityName=IRI_ResupplyAmmo,CohesionDelta=1) +CohesionAbilities=(AbilityName=IRI_PullAlly,CohesionDelta=1) +CohesionAbilities=(AbilityName=IRI_BandageThrow,CohesionDelta=2) ;Nonlethal Combat +CohesionAbilities=(AbilityName=NonlethalCombat,CohesionDelta=-1) +CohesionAbilities=(AbilityName=FTB_StayDown,CohesionDelta=-1) ;Stabilize Me +CohesionAbilities=(AbilityName=StabilizeMedkitOwner,CohesionDelta=6) ;Phantom Evac +CohesionAbilities=(AbilityName=RM_PhantomEvac,CohesionDelta=4) ;More Psi Abilities +CohesionAbilities=(AbilityName=IRI_NullWard,CohesionDelta=2) +CohesionAbilities=(AbilityName=IRI_SoulMerge,CohesionDelta=4)
The Nonlethal Combat abilities can be used on XCOM soldiers, e.g. mind-controlled, but not always. They can also be used on enemies. Not sure if that variety could mess things up.
Last edited by Dragon32; 13 Jul @ 4:00am
AgRipnus  [developer] 13 Jul @ 4:17am 
The mod checks if the TARGET is an ally and won't fire if they are not. In fact the mod first checks if everything will go right and then it checks the .ini as a final go-ahead. If any one of those doesn't fulfill the requirements the memory event won't trigger way before the ini list comes into play. It won't have a problem with FTB_StayDown and NonlethalCombat. I'll add all of these.
Dragon32 13 Jul @ 5:03am 
Cool, thanks.
Soul 13 Jul @ 5:59pm 
Some I remember,theres more on Knoxx commander and Mitzu pack but I can't remember them all right now,I know Psionic Ex Machina have a lot that could fit,but yeah none in mind right now,I'll add some if I got time/remember later

;Mitzruti's Perk Pack
+CohesionAbilities=(AbilityName=MZPanacea,CohesionDelta=1)
+CohesionAbilities=(AbilityName=MZRestoreLife,CohesionDelta=2)
+CohesionAbilities=(AbilityName=MZKineticRescue,CohesionDelta=3)
+CohesionAbilities=(AbilityName=MZMindMerge,CohesionDelta=2)
+CohesionAbilities=(AbilityName=MZRayOfLife,CohesionDelta=4)

;Valkyrie class
+CohesionAbilities=(AbilityName=HealingStream,CohesionDelta=1)
+CohesionAbilities=(AbilityName=DamageBuff,CohesionDelta=2)
+CohesionAbilities=(AbilityName=Resurrect,CohesionDelta=6)
+CohesionAbilities=(AbilityName=Anesthetic,CohesionDelta=2)
+CohesionAbilities=(AbilityName=GoGetEm,CohesionDelta=2)

;Knoxx Commander
+CohesionAbilities=(AbilityName=WOTC_KPP_KeepFiring,CohesionDelta=2)
+CohesionAbilities=(AbilityName=WOTC_KPP_GotYouCovered,CohesionDelta=2)
Last edited by Soul; 13 Jul @ 6:01pm
Black 14 Jul @ 6:21am 
Not sure if passives with cleansing effects are necessary? But I've left them commented out just in case. Otherwise here are most of the valid abilities from the LW2 Classes & Perks/Perk Pack and the basic Proficiency Classes:

;LW2 Classes & Perks
;+CohesionAbilities=(AbilityName=LW2WotC_Bastion_Cleanse,CohesionDelta=1)
+CohesionAbilities=(AbilityName=LW2WotC_MindMerge,CohesionDelta=1)
+CohesionAbilities=(AbilityName=LW2WotC_RescueProtocol,CohesionDelta=2)
+CohesionAbilities=(AbilityName=LW2WotC_Solace,CohesionDelta=4)
+CohesionAbilities=(AbilityName=LW2WotC_Airdrop,CohesionDelta=1)
+CohesionAbilities=(AbilityName=VanishingAct,CohesionDelta=1)
;Proficiency Classes
+CohesionAbilities=(AbilityName=WOTC_APA_MedkitRevive,CohesionDelta=4)
;+CohesionAbilities=(AbilityName=WOTC_APA_AntiVenomStims_Clense,CohesionDelta=4)
+CohesionAbilities=(AbilityName=WOTC_APA_AntiVenomStims_AdrenalineShot,CohesionDelta=2)
+CohesionAbilities=(AbilityName=WOTC_APA_CombatStimulants,CohesionDelta=2)
+CohesionAbilities=(AbilityName=WOTC_APA_AidProtocol,CohesionDelta=2)
+CohesionAbilities=(AbilityName=WOTC_APA_RemoteRepair,CohesionDelta=4)
+CohesionAbilities=(AbilityName=WOTC_APA_TargetingUplink,CohesionDelta=1)
AgRipnus  [developer] 14 Jul @ 6:25am 
Passives should not be added because technically they fire every turn, even if they don't have a visible effect, which the mod would see as a trigger anyway.
Black 14 Jul @ 6:32am 
Right, thanks for the clarification!

Edit: forgot to add the abilities Savage Items (not sure if this is all of them, the localization file is rather large):

;Savage Items
+CohesionAbilities=(AbilityName=SavAdministerStims,CohesionDelta=3)
+CohesionAbilities=(AbilityName=SavAdministerAdvStims,CohesionDelta=3)
+CohesionAbilities=(AbilityName=MedipackHeal,CohesionDelta=2)
+CohesionAbilities=(AbilityName=MedipackStabilize,CohesionDelta=2)
+CohesionAbilities=(AbilityName=SavRegenSpray,CohesionDelta=2)
+CohesionAbilities=(AbilityName=SavRegenSpray2,CohesionDelta=2)
+CohesionAbilities=(AbilityName=SavStimulate,CohesionDelta=4)
+CohesionAbilities=(AbilityName=RepairKitRepair,CohesionDelta=2)
+CohesionAbilities=(AbilityName=RepairKitRepair2,CohesionDelta=2)
+CohesionAbilities=(AbilityName=ImprovisedPlating,CohesionDelta=1)
+CohesionAbilities=(AbilityName=ComDesiMoveIt,CohesionDelta=2)
+CohesionAbilities=(AbilityName=ComDesiTakeCover,CohesionDelta=2)
+CohesionAbilities=(AbilityName=ComDesiCoveringFire,CohesionDelta=2)
Last edited by Black; 14 Jul @ 6:43am
AgRipnus  [developer] 14 Jul @ 7:04am 
Added all of those.
< >
Showing 1-8 of 8 comments
Per page: 1530 50