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Arkanian
Sep 18, 2013


I was getting sick of the same twenty or so AWC perks every campaign, so I downloaded some perk packs and put together an ini-only mod that gave each class about 60 more perks they could roll. Except now my friend who plays XCOM is inordinately impressed by this and is insisting I upload it to the workshop.

And I'm... not sure if I should do that? It's just using someone else's work in a novel way rather than something I actually made, and being an ini-only mod anyone who actually knows what they're doing could slap something similar together in a few days. Given that, plus the work I'd need to do to actually upload it as a mod (Getting permission from the mod authors, downloading mod manager and whatever, formatting it into something that actually can be uploaded because I suspect it can't as-is)... Is there enough interest in something like that for it to be worthwhile? Would anyone here actually want a mod like that on the workshop? Or should I not bother?

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Arkanian
Sep 18, 2013


Zore posted:

I've literally been looking for a mod like that for months and cobbling together my own to mixed success. I'd be super interested.

Well, that's one person I guess. I'll look into it? Or I could just put the config onto pastebin for you to copy if you want, so long as you have the three perk pack mods I linked in my post you should be able to just turn them into inis and dump them into any config folder for an active mod and it should work.

Well, "work." I still can't get the Stinging Gale perk to function, and I still haven't tested all of the perks -- though given that the mod adds more than 260 perks, I doubt I'll ever finish testing them on my own. I still need to figure out how to make the melee perks I gave to Templars trigger momentum, too.

Arkanian
Sep 18, 2013


Zore posted:

If you need some help with it I can flag any troubleshooting issues.

That would be really helpful!

Give me a bit to clean it up and I'll put it up on Pastebin. The big issue at the moment is Stinging Gale -- I've tried everything I can think of, but it always just says "No Targets Available." I posted on the Mod author's page asking for help, but it seems they don't actually log on to Steam on weekends.

Other than that, the only real problems with the current build (Other than the Momentum issue anyway) are weapon assignment and SPARK BIT perks. For the first one (And you probably already know this), some perks need to be assigned to a weapon slot in order to function. I think I got all of them, but I've already caught a few I missed so there might be a few oversights. For the second, the SPARKs have a few perks that are meant to be used with Gremlins rather than BITs. You don't really need to worry about that one, though -- the few I've actually tested have worked fine (albeit with wonky animations), and the only reason I haven't tested all of them yet is because I made this mod for personal use and haven't really used SPARKs much this campaign. I could probably knock those all out in an hour or two once I get home today.

Anyway, I'll go see about uploading the configs. In the meantime, here's the list of all the perks, sorted by class (Psionics is for the Psionic Class mod). I originally made that just to keep track of what class got what, but I added some slightly more helpful notes once my friend expressed interest in using it himself (though they're still a mess -- should probably clean that up too).

Edit: Here are the files:

https://pastebin.com/JPk2mRc0
https://pastebin.com/FhhaDgff
https://pastebin.com/vWZmhkBZ

File names probably have to be the same. The last one is borrow from Mitzruti's Perk Pack; That mod already has programming to add perks to the AWC pool, so I borrowed it to make my own mod work; everything above ";Base Game Perks added:" is straight from that mod's config. There's actually a fourth ini file, but it's just to make the mod compatible with the jet pack mod (And hasn't had any problems) so unless you're using that mod you shouldn't need it.

Arkanian fucked around with this message at 17:57 on Oct 18, 2020

Arkanian
Sep 18, 2013


Dzus posted:

I also was looking for exactly this, but where do you slap the INIs?

Well in theory, I think you can just put them in any config folder that doesn't already have ini files with the same name.

In my case though, I just downloaded a mod I didn't plan to ever use, deleted the contents of the sub-folders (Just the contents of said sub-folders, mind -- if you delete the ".XComMod" file it won't show up in the Steam Launcher), and put them in the now-empty config folder there.

Oh, and keep in mind you also need to be subscribed to those three perk pack mods I linked up the page.

Edit: You may also need to leave in the XComEditor, XComEngine, and XComGame ini files. I left them in on the current version I'm using, and I can't remember whether it was because I needed to or because I was still figuring out how it worked and did something unnecessary. Editing them doesn't change anything, at least.

Arkanian fucked around with this message at 20:56 on Oct 18, 2020

Arkanian
Sep 18, 2013


Captain Monkey posted:

Could you just upload it to the workshop? Because your mod sounds cool but this process sounds annoying.

I'll probably do that... once I actually have permission from the authors of those perk packs, and have downloaded the programs I'll need in order to upload it (Which I can't do from where I am at the moment). And figure out why Stinging Gale doesn't work I guess.

I wasn't actually planning to share it here -- just check if there was any interest -- but they offered to help troubleshoot and I felt it was probably better to do that before uploading it.

Arkanian
Sep 18, 2013


Zigmidge posted:

I'm not sure I understand. Attitude?

Under "Character Info" -- it's the section where you define their personality as "Twitchy," "Normal," "By-theBook," etc. It determines their idle animations and what voicelines they use -- he's suggesting you pick a different one for Kaz so that his idle animation doesn't have him lifting his gun with his invisible arm. Though I don't think there is an attitude that wouldn't have him using his right arm like that to some degree.

Arkanian
Sep 18, 2013


Danaru posted:

Good news :toot:

Angry Diplomat posted:

Neat! I will still never build it :v: There's just so much poo poo to spend time and resources on. I would rather build a SPARK than the turret room, additional costs notwithstanding, because at least the SPARK can go out on missions!
Unfortunately it's bugged -- you need a mod to make it block sabotage correctly.

Though speaking of mods to make turrets useful...

Angry Diplomat posted:

or, actually, what if it caused a disposable turret to deploy nearby when you manually designate an evac point? Just drop a little murder box to provide cover fire for your troops when poo poo goes sideways
There is a set of mods that lets you do something like this, albeit only on Protect the Device missions (Which they retool into wave defense -- you get five turns to get into position around the device before aliens show up). There's an addon that came out the other day that adds it to Reatliations as well.

Arkanian
Sep 18, 2013


binge crotching posted:

lmao, some mod I installed broke the Chosen:



I got something like this when I uninstalled A Better Chosen (It was my first time on Commander difficulty, and I hadn't realized how much of a difficulty spike there was from Veteran). The Warlock had been spawned with a strength created by that mod, so when I encountered him for the first time he had a blank space where one of his strengths should have been. Though in that case, the upper border of the icon for his other strength stretched up to also occupy the spot where the missing icon should have been.


Speaking of mods though, for the somewhere between zero and two people who downloaded the mod I put up: While putting together something that would make the Lone Wolf perk provide a crit bonus without editing that mod directly, I found that the LW2 perk pack modifies how some base-game perks function (nerfing them in most cases). This and This will fix that. They also make the Templar melee perks interact properly with Focus(Though they still don't generate momentum), buff Sapper's destruction bonus by 90 (I'm checking to see if it makes a noticeable difference in the perk's effectiveness -- a small boost to cover destruction is a lot less meaningful in the base-game than it is in Long War), make Area Suppression cost 1 less ammo (To compensate for the base-game cannons having a smaller default clip-size), and make a bunch of Sniper perks compatible with Double Tap.

Please let me know if I should stop posting this sort of thing here, by the way; I don't want to clog up the thread with stuff no one actually cares about.

Arkanian fucked around with this message at 21:42 on Oct 20, 2020

Arkanian
Sep 18, 2013


ELI PORTER posted:

That's what I figured, thanks. It's probably worth it, then, to get WotC and restart the campaign and just blitz through the first 3 or however many campaign missions I had done already?

BisbyWorl posted:

A thing to note about disabling Integrated DLC, (which uses the original quests to start the DLC up, rather than leaving it on which quietly slips you the stuff) is that the quest for Shen's Last Gift is a bitch with WOTC's fatigue system. Everyone you send in will end up needing a lot of medbay time once you clear it, so make sure you have a B and C team ready to pick up the slack while they recover.

I will note that the Community Highlander mod has a line that can be used to cap per-mission will-loss, specifically due to the DLC-mission issue. It's commented out by default, but it can be put back in for those missions if you want.

Arkanian
Sep 18, 2013


So, bad news for the (Possibly non-existent) people who care about the mod I made: I went to upload it to the Steam Workshop, and have found that Steam only allows computers to upload to the workshop if they use Windows.

I'm on a Mac.

So yeah, Workshop's not gonna happen. I uploaded the final(ish) version to Nexus Mods here, but that's the best I can manage I'm afraid.

Arkanian
Sep 18, 2013


Well never mind, someone got in contact me and walked me through how to upload to the Workshop from a Mac! So it's here now. That said, it was a rather unorthodox way to upload something, and I get the impression it was missing several sanity checks the normal process would have (It uploaded without a description or mod requirements, for starters). It's possible there may be some issues.

Arkanian
Sep 18, 2013


So, if anyone in this thread subscribed to my AWC mod... I kinda messed up a little. When listing the required mods, instead of Deadput's LW2 perk pack, I linked Favid's different, nearly-identically named LW2 Perk mod instead. That pack overrides the base classes with the Long War ones, which my mod is not programmed to work with.:suicide:

It's fixed now, but if you already subscribed and ran your game with it you may have a problem.

Arkanian fucked around with this message at 01:53 on Oct 27, 2020

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Arkanian
Sep 18, 2013


chird posted:

Any input on the difficulty levels of LWOTC vs. WOTC? Veteran comparable to veteran, for example?

Edit: I'm finding it significantly more challenging

IIRC, Pavonis said that the non-WotC LW2's difficulties were supposed to be one step above the vanilla equivalent. So LW2 Rookie is supposed to be as hard as vanilla Veteran, LW2 Veteran is equivalent to Vanilla Commander, etc. I haven't played LWotC, but I would assume the same applies.

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