Removes the Action Point cost of hacking containers/objectives/etc. from close proximity.
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Have you ever gotten to the objective on the last turn before mission failure only for the container/workstation/whatever to explode in your face because it costs an Action Point to hack it, despite standing right beside it? This mod is for you!
This mod removes the AP cost from hacking objects in close proximity (like objectives), which should make it less infuriating when you end up dashing up to an objective you need to hack (on the last turn before mission failure), and you don't have any AP left.
I've spent most of today trying to get this to work - it is, I believe, the first engine-class replacement mod on the Workshop. I need to sleep (it's 2AM) but the mod should work alright and be ready for people to try. Please let me know if it works without bugs, or if not, what the problems are! I'll fix them tomorrow.
WARNING!
MAKE SURE YOU BACK UP YOUR SAVE GAMES! Copy your 'Documents/My Games/XCOM 2/XComGame/SaveData' folder to somewhere safe before installing and using the mod!
ANY SAVES MADE WITH THE MOD WILL NOT WORK IF THE MOD IS THEN DISABLED! This is a feature put in by Firaxis, and is the same with any mod.
The creator is not responsible for any loss/damage/injury associated with use of this mod. Use it at your own risk.