Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
The mod works for the first mission but I don't see the clock.
Then, for the nexts missions I see the clock but the countdown is active at the first round.
My XCOMengine.ini is "read-only" (I need some tweaks to have the game playable). Could it be the problem?
The mod does not work in the second mission from a fresh start if you have the tutorial enabled.
I'm not playing with tutorial. I'm playing in Veteran and Ironman mode.
So my second mission is, I think, a "real" mission.
I just tested it myself and it seems to work from a new sub.
Your mod was the first I tried. Then I tried the "face painting" mod and it won't load too.
Maybe a particular problem with y installation. . . still investigating.
For those who have the problem (tested on a Linux system).
1. Install the mods via the Steam workshop. The mods are installed here :
~/.local/share/feral-interactive/XCOM2/VFS/Local/mods_lowercase/268500_lowered
(for info, a folder mod name is like : 577409322)
2. Then create a folder "mods" here :
~/.local/share/Steam/steamapps/common/XCOM 2/share/data/xcomgame
3. Copy/paste all the mods presents in ~/.local/share/feral-interactive/XCOM2/VFS/Local/mods_lowercase/268500_lowered to ~/.local/share/Steam/steamapps/common/XCOM 2/share/data/xcomgame/mods/
4. Run the Firaxis launcher and go to the "mods" tab. You will see the mods two times.
For example "True Concealment" and "trueconcealment".
Activate the lowercase one ("trueconcealment").
5. Run the game.
This works for me.
What if the mod is aumtomatic updated via the Workshop? I don't know.
Copy/paste the updated folder to ../mods location? Maybe. . . developpers might answer this question.
What's even worse is that mission where you have to hack the network before it is "shut down" (why shut it down when you don't know anyone is coming?), but the second phase of the mission is eliminating any remaining Advent after doing so - and there's no timer for that! Advent troopers have freaking psionic comm chips in their skulls and yet they CAN'T call for reinforcements with them?! Huh?!
Anyway after you are revealed, it DOES make sense to have a timer as that's when you'd call reinforcements and start doing things like shutting down network nodes and destroying sensitive data. So this mod is perfect!
Well, almost. You can be revealed while in full cover, without being in line of sight of an enemy or civilian, if you're in a certain radius to them. Even through walls. So enemies that couldn't aim at you can still "detect" you. Again, huh? Does everyone - even civilians - have psionic powers of sensing through walls and such?
This mod would be PERFECT if line of sight was necessary to break cover! Think about it: the definition of full cover is that no center mass is exposed. How does a civilian or run of the mill Advent trooper "detect" you through a wall, just because you're nearby? Or even see you if their back is turned, you're in full cover, but you're one square too close. If it was possible to incorporate line of sight requirements for breaking cover, that would the crowning achievement of modding!
Well, that and me being able to use any mod with Linux; I haven't managed to get a single mod working with my Linux install.
Anyway, I'm just jealous I don't have the skills to make mods like this. I hope [mod creator] will keep this one up to date with the game patches and great work with this (I can safely assume).