XCOM: Enemy Unknown

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szmind

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  1. Asyrix21
    Asyrix21
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    hi szmind! Nice collections of mods.
    I love Improved Enemy Icons...can i aktivate this mod with LWR?
    1. szmind
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      Maybe. Add the respective lines to LWR's file DefaultMiniMods.ini (cause they are missing there). UCross has his owno color alterations to the alien head icons so there might be an overriding issue. Test and see.

      m_bAlienIconsMod=true
      m_bOWIcons=true
      ;show hit/crit chance over every head-icon
      m_bAllHitChanceOverIcons=true
      ;coloring of the hit/crit labels over head-icons
      ;color codes taken from xcom code (no complaints accepted, lol)
      ;0-cyan, 1-grey, 2-green, 3-red, 4-yellow, 5-bright cyan, 10-orange, 11-purple
      m_iHUDColorCode_Aim=0
      m_iHUDColorCode_Crit=10
  2. cassiusscrungoman
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    hey!  i think i maybe left a comment on this a while ago, not sure.  just want to stop by again and say this is by far the coolest mod i have ever seen for LW and made sure to bring it up in one of the videos I made about this game.
    as i see you're looking for ideas, ill just throw out making flashbangs disorient every enemy and removing flashbang immunity which (seems to be?) hardcoded.  thats all.
    thank you for making this.  :>
  3. Takurtz07
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    I'm trying to use the LW - Meld Locations mini-mod, but I find that when activated, there are no meld containers on the map.  If I understand it correctly, there should be a minimum of 2 and a maximum of what is in the settings (default 3).  Is that right?  When I disable it and start the same mission, I get 2 meld containers as expected.  I tried enabling LW - Random Spawns as well thinking maybe it was required, but result is the same.  Admittedly, I do have other mods, but none state they impact any objects on the maps.  Has this been reported by anyone else, or is it just me?
    1. szmind
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      The things marked 'LW' are not MiniMods. They come with Long War mod or specifically XComLZMutator.u package. You see them on the list thanks to UI Mód Manager (Mods Menu) which exposes their options. I would not recommend toggling them on/off when playing LW. Always keep them ALL on and just tune their options. If you believe one of them stopped working go to Mods Menu, go to Mod Packages list, find XComLZMutator. It should be ticked on. If it is (but appears not working) tick it off and back on to reset the setting. Save changes and retry.

      If playing vanilla EW you need XComLZMutator.u from Long War mod. To get the single file without installing LW you can try download LW Rebalance and check its \CookedPCConsole.
    2. Takurtz07
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      Ah, I see.  I followed your suggestions and it it's working great now.  Thanks!
  4. LtLeme
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    In the mod "Perks Give Item Charges", may you please add PSI Grenades? In LWR they do not substitute Concussion Grenades. Therefore, they need to be a separate item, correct?
    Regarding Combat Stims, I'd love to add it to Packmaster. Can you please consider adding it as well?
    Regarding the Engineer class, and its "Mechanic" (124) and "Master Mechanic" (102) perks, it would be nice to be able to add Repairkit charges there. Although LWR does not have the item as an available piece of equipment, I based on DGC.ini I assume the item is eItem=206.
    Also, can you confirm Plasma Grenades are not needed because they substitute HE Grenades?
    Thank you very much!
    1. szmind
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      First of all - you ask about LWR. I am not actually following the changes in LWR or it's current state. When you write Plasma Grenades or Concussion Grenades I really don't understand what you are talking about :) I occassionally help in solving some issues that UCross or LWR players come across but I don't actually do the maintenance of LWR. Neither do I intend to provide compatibility of my mods with LWR, because LWR changes so often and drastically that my work would be in vein.

      PSI Grenades
      Therefore, they need to be a separate item, correct? No :) In the code they share the same attribute `m_iFlashBangs`. So if you give flash bang charges they should affect both psi and concussion (I assume concussion is the name for flash bangs in LWR).

      Combat Stims
      The issue with Combat Stims is that it's not an "item", it's an "ability". Abilities can have charges, sure, but not "per unit". If we alter charges of an ability ALL units with this ability get this number of charges (cause "charges" is the attribute of an ability, not of a character/unit). You probably understand what it means - if we increase the number of charges of "Combat Stims ability" because one soldier has Packmaster, all the soldiers with Combat Stims get the same, increased, number of charges - not just the soldier with Packmaster.

      Plasma Grenades / Prediction Computer
      I don't know what are Plasma Grenades or Prediction Computer:) The computer is there because UCRoss stole the Mimic Beacon's ID. That's exactly why I cannot provide compatibility with both LW and LWR - LWR does changes to LW that cannot be handled for both builds.
    2. LtLeme
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      :-) Yep, LWR is something, heh!?! All the changes to logic and names... so fun, but hard to follow.
      Alright. I'll verify PSI grenades when I get there in game. Same for Plasma Grenades.
      Regarding Combat Stims, understood. It's too bad, though.
      What about the Engineer Repairkit charges? At least, different from Combat Stims, they are the only class to utilize it!
      Cheers!
    3. LtLeme
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      Well, after testing the PSI Grenades I can affirm:
      1. If you equip them in your soldier loadout, PSI Grenades number do add up with "Flashbang" charges given by perks.
      2. If you do NOT equip them, "Flashbang" charges given by perks are basic flashbang grenades, instead of PSI grenades.
      Therefore, if you were to insert them as an additional item in the list, that would allow to fix that shortcoming.
      TYVM.
    4. szmind
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      The mod (as explained in description) cannot add charges to a manufacturable item (psi grenade) if you don't equip it. Because it would serve as free-production line. Instead of manufacturing the items you would be giving them yourself through perks. So all works as intended.
      As far as I recall PSI grenade and flashbang grenade are the same item. It's just that it's behaviour is altered based on the soldier's psi capabilities. That's why you cannot equip both a flashbang and psi grenade - or am I wrong here?
  5. Wasylus2
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    It is perhaps a silly question but i might be blind and can't see the description anywhere. The mods called "LW - ..." (like "LW - Landing Zones") in the select mods list are an inherent part of Long War 1.0? They all should remain active if one wants to keep LW intact and only add something to LW without removing anything? Or did I get something backwards? I do have Long War 1.0 installed, obviously.
    1. szmind
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      You got it all correctly and nothing backwards.
  6. davoker
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    Thanks for:

    • (EW only) added the display of weapon fragments to the "build item" screen (づ ̄ 3 ̄)づ

    One question, I don't know if it would fit in your mini mods, I don't even know if it's possible to do it, it's about the council missions that are DLC.
    Would it be possible that if you ignore a DLC council mission, for example, because you are not ready to do it, that it comes up again every X time repeatedly until you finish it? this would be a great way to not miss DLC missions if you don't have your soldiers ready to do them.

    I'm not sure, but I think before the EW version this worked like this? would this be possible?
    1. szmind
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      Yes, it's doable. However, I don't know when or if I would be willing to implement it. You can try making yourself a "manual mod" using DefaultInput.ini. So in the meantime you can make yourself the mod, by adding these lines to the file:

      .Bindings=(Name="F9", Command="Set XGFundingCouncil m_eNextProgenyMission 25", Control=true, bPrimaryBinding=True)
      .Bindings=(Name="F10", Command="Set XGFundingCouncil m_eNextProgenyMission 26", Control=true, bPrimaryBinding=True)
      .Bindings=(Name="F11", Command="Set XGFundingCouncil m_eNextProgenyMission 27", Control=true, bPrimaryBinding=True)

      .Bindings=(Name="F9", Command="Set XGFundingCouncil m_eNextSlingshotMission 20", Shift=true, bPrimaryBinding=True)
      .Bindings=(Name="F10", Command="Set XGFundingCouncil m_eNextSlingshotMission 21", Shift=true, bPrimaryBinding=True)
      .Bindings=(Name="F11", Command="Set XGFundingCouncil m_eNextSlingshotMission 22", Shift=true, bPrimaryBinding=True)

      Now, when on in HQ, you can press Ctrl+F9 to Ctrl+F11 to reset the appropriate "next" mission in the Progeny DLC storyline
      or Shift+F9 to Shift+F11 to reset the appropriate "next" mission in the Slingshot DLC storyline.

      It is important where you add the lines. So preferably do it below this one:
      .Bindings=(Name="F12", Command="F12_Key_Press |.....
    2. davoker
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      Perfect, this is just as valid, I'm going to try it, having this option playing in I/I is pure gold for me xD thank you very much!
  7. eld10
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    Hi there. I've been enjoying Long War Rebalance but am thinking of giving Mini Mods a try. There are a couple of features I really like in LWR though; do these also exist in MM?

    1. SHIVs passively do ram damage after travelling a long enough path.
    2. SHIVs automatically reload when they perform a gold move.
    1. szmind
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      You already have MiniMods inside LWR. It's just that UCross had enabled only a few of the MiniMods. You can enable any MiniMod not enabled by default in LWR by editing/replacing/merging DefaultMiniMods.ini. You might also need to update the .u files (the ones from CookedPCConsole folder).

      The easiest way is to simply reinstall MiniMods on top of LWR without touching DefaultMutatorLoader.ini.

      And if you enable ModsMenu (UIModManager) you can set everything from within the Mods Menus.
    2. eld10
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      Thanks for the quick advice, szmind.

      Why I'm thinking of moving to core MiniMods or perhaps ERAT is to go back to original overwatch for a change of pace.

      Are the 2 SHIV abilities I mentioned LWR-only?
    3. szmind
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      Yes, SHIV abilities are LWR-only.
    4. eld10
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      Thank you!
    5. LtLeme
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      Well, I've tried to install MiniMods (LW 1.0 version) on top of LWR (v1.52.14 - downloaded on Mar 7th 2024). It did not work for me. Opening the Barracks causes CTD and there is no ModsMenu. Also, upon launching the game there are two pop up messages informing:
      1. "Ambiguous package name '~XEW\XComGame\CookedPCConsole\Mutators\MiniModsCollection.u', not '~XEW\XComGame\CookedPCConsole\MiniModsCollection.u'; and
      2. "Ambiguous package name '~XEW\XComGame\CookedPCConsole\Mutators\XComSaveHelper.u', not '~XEW\XComGame\CookedPCConsole\XComSaveHelper.u'.
      LWR does have those exact two filename in the directory ~XEW\XComGame\CookedPCConsole. I assume they are conflicting with MiniMods files with the same name in directory ~XEW\XComGame\CookedPCConsole\Mutators.
      I did follow readme_EN.txt instructions, except 3a., which means I did leave DefaultMutatorLoader.ini untouched. It did not work as intended.
      Then, as per Troubleshooting instruction 2, I did delete those files from C:\Program Files(x86)\....\CookedPCConsole\, which indeed were from LWR. The result was to clear the pop up messages ok, BUT, entering the Barracks or launching any mission (which triggers the soldiers line up) causes CTD. I tried six times. Same results.
      I am using the file MiniMods (includes UIModManager v. 1.4)-735-2-33-1673728524.zip. Do I need to install UI Mod Manager? I am confused because the MiniMods download page and download file say I already includes an UIModManager. Also, The UI Mod Manager download page seems to have two options: Mod Manager-766-1-4-1663946778.zip and MiniMods bundle-766-2-32-1663947543.zip. Do I need to install one of them? Which one? Before or after MiniMods?
      I tried MiniMods bundle-766-2-32-1663947543. Did not work. Same result. Copied files, ignored DefaultMutatorLoader.ini  (3a.), and did change DefaultGame.ini (3b.).
      I feel lost with these swiriling installation procedures across mods.
      Please help?
    6. szmind
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      Try disabling sorting of soldier lists (appropriate switch should be in the latest DefaultMiniMods.ini, Ctrl+F for "sort" or "disable"). In case you can't find the switch or it's not enough disable ShowPerksOnSoldierLists feature. LWR has tons of not optimized code to process when entering barracks list hence the issue.

      Oh, and for the Mods Menus - have you added the appropriate lines in DefaultGame.ini?
    7. LtLeme
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      Yes I did insert the two lines below in the DefaultGame.ini, as per 3b. instruction.
      [XComGame.XComGameInfo]
      +ModNames="XComModShell.UIModManager"

      Regarding the "soldier lists" instruction, all I could find in DefaultMiniMods.ini was the line below.
      m_bShowPerksOnSoldierLists=true
      Changing it to "false" only removed the list of perks pop up when hovering the cursor on a soldier in the Barracks.
      Now, in trying to fix the problem, I've copied LWR files over what I had in the folders Config, CookedConsole, and Localization. That fixed the CTD part, but not MiniMods. Instead of the neat and complete MiniMods menu I had when installed over LW1.0 (as opposed to LWR), now another different Menu option appears, called "Activate Mutators (9)". It does not have the vast majority of the mods and options as before, all the info is different and cannot understand most of it. Also, the meld healing part is gonne. I don't know what to make of it.
      I'd ask if you have tried to install MiniMods over LWR yet, and see it for yourself? Maybe, if it is working for you, please let us know how to install it properly? Thank you in advance.
    8. szmind
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      Honestly, I have no idea what is your goal. If you want to play LW 1.0 with Mini Mods (all or some, whatever) you should not take ANY of LWR files. Just install LW 1.0 and Mini Mods on top of it and there you go: LW + MiniMods.
      When you copied Config, CookedPCConsole and Localization from LWR over what you had you actually intalled LWR. If you did it to get some features from LWR it won't work. You cannot "take some features from LWR" by copying LWR files because 90% of these features are inside XComGame.upk and XComStrategyGame.upk (shared with LW).

      If you want LWR but with MORE (all or some, whatever) Mini Mods you only need my DefaultMiniMods.ini, DefaultModsProfile.ini (from \Config) and MiniModsCollection.ind and XComModShell.int (from \Localization). Plus the lines in DefaultGame.ini (which you had added correctly). Don't add lines to DefaultMutatorLoader.ini (LWR already has the proper lines). What UCross did is he took my DefaultMiniMods.ini and ripped off 90% of it - hence you have 10% of MiniMods in LWR. So you simply need to restore my files. Of course - UCross did some edits to the default values (e.g. meld healing time) so you would need to manually merge his setting into mine.

      If you see "Active Mutators" in the Pause Menu it means you have successfully enabled UI Mod Manager. You should be seeing Mods Menu button in the Main Menu game as well. If you don't - you can still find it in the Main Menu by clicking on New Game (or Long War, or whatever the button for starting new game you have). The Mods Menu button should appear in the Select Difficulty menu. Also while playing the game the button for Mods Menu is on the Active Mutators list (click it, the list will appear and the button is at the bottom).

      If you need further assistance I need to know what is your goal in all this.
    9. LtLeme
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      My goal is LWR + all MiniMods.
      Hey!!! Copying your files, as instructed, fixed the issue. Now I can see all the minimods options as they used to show up when I tried over LW 1.0. Problem solved. TYVM!!!
  8. JarnoMikkola
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    I played the Enemy Within game, not long war one, so this mod composition feels good... Now then:

    The Soldier's Respec Training -mod is good, but it lacks the one feature we all want, and that is the Commander's Choise -as it's known. And yes, I tried to install that mod with this, but there's seems to be some sort of incompatibility or something, that prevents me from using that with this. So I would request for that feature to be choosable within this, if you are able to make it work.
    And then I would also request for the More Perks Per Rank feature. Again, there's a mod that has that, but I failed to make it work.

    And in addition, the at least in the Enemy Within game, the MEC troopers keep their original class stats during the transition, and it would be benefitial to have this component the ability to neutralize that level ups stat gains, just like it does with the respect ..
    Good mods by the way. Keep doing the wonderful work you do.
    1. szmind
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      Unfortunately I don't intend to make mods for vanilla EW specifically.  Some of my mods are back-compatible with EW - the ones that don't rely on the underlying code of the game's build. But respec training or "more perks per rank" heavily dependent on the underlying build.

      Regaridng Commander's Choice - I cannot see how Mini Mods would interact/conflict with it. Unless you expect the respec training to allow change of class. Nope, the Respec mod is (on purpose) not available for Level 1 perk - exactly to prevent messing with the soldier's class. You cannot use Respec mod to change soldier's class. There are too many things related to the class that cannot be just "reverted and swapped with another class".
      Note that Commander's Choice allows the choice only during the very first promotion. After that the choice cannot be altered.

      More Perks Per Rank is far beyond "mini" mod (despite the fact that it looks "small"). Actually respec training was not as well but I didn't know it when I started the project :) Now I know what it takes to mess with perk trees.

      For the MEC augmentation and stat gains on level up - I assume you would want soldiers loose their stat gains from pre-augmentation career. Well, that is not possbile because there is no tracking of the stat gains over the career. E.g. after a few stat gains you just have 8 HP and there is no trace whether its 5+3 or 6+2 or 4+4. It's just 8. And respec training DOES NOT neutralize it. Oppositely - during the respec procedure the soldier KEEPS his previous stat gains - exactly for this reason.
  9. IcemanSR
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    Heya, i guess i have to ask you, im confused a bit. 
    I tried playing with DefaultGameCore ini file just for sake of those psi gifted soldiers. But it seems that its completely ignored?
    I checked with Patcher gui , it says "ini loading is already enabled" i mean mods wouldnt work if it werent?

    So what could possibly block DefaultGameCore edits to be loaded?

    Specifically i tried changing 
    PSI_GIFT_CHANCE=
    PSI_TEST_LIMIT=
    PSI_TRAINING_HOURS=

    Hours are easy to check , no matter what i put there its not read. It keeps 10 days default?

    O s#*!, i renamed exe to something else for the sake or texmod. And patcher was patching non existent file..

    Bloody hell. Are other mods patching actual exe as well?
  10. LtLeme
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    When you say "For EW players only..." you mean to say A) Enemy Within "only", as in they do NOT have Long War installed; or B) whoever has Enemy Within installed, REGARDLESS of having Long War installed or not?
    1. szmind
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      By EW only I mean "without Long War"