v6 (11/15/2016) - Absorb 11/15 vanilla hotfix. Should clear up remaining targeting issues.
v5 (11/10/2016) - Attempted fix for issue with targeting units going wonky.
v4 (11/8/2016) - Critical update for Patch 7 compatibility. Fixes hang/inoperable UI in post-mission screen.
v3 (8/28/2016) - Kubikiri perk should appear in Ranger tree again - Evasive perk will only trigger "EVASIVE LOST" flyover once, instead of every time you take damage - You should no longer keep copies of perk-granted temporary items (like flashbangs) after missions - Your guys shouldn't stand in front of the perk tree UI after missions anymore - Tactical Ability icon container mouseover popups should work properly now
v2 (8/28/2016) - Assaults will level-up a little more slowly. - Fixed issue with CCS triggering at 5 tiles range. - Fixed bug in Lockdown code so it should work now - Reworked Grazing Fire so it's a flat 33% chance to work (minus enemy dodge) - Added OnEffectRemoved method to all effects that use Effect Component listeners in order to unregister and remove the object when effect is removed. Attempted fix to Savior firing a zillion times. - Fixed issue with how Options were saved when applying settings. - Created new version of X2Effect_MeleeDamageAdjust that counts StunLancer StunLance attacks as melee (base-game version does not). Used new version for Ironskin PCS ability. - Reworked X2Condition_RequiredToHit to use a configurable array of abilities so that AlienPack can add to the config array so units will still shoot at Chryssalid Soldiers with Lightning Reflexes. This also allows any 3rd party mods to hook into it. - Rapid Deployment will work with StingGrenades now - Fixed Lightning Reflexes so the bonus decrements properly with each reaction shot - Volatile Mix will grant AOE bonus now - Removed Depth Perception FX because they were big and annoying - Added ShooterEffectExclusions to a bunch of special shots and abilities so soldier is in good condition to use them, should prevent you from using Walk Fire whilst bound by a Viper - Swapped Resilience for Ever Vigilant on Ranger tree because EV is forced to OW pistols if you have a pistol
Having an issue where I have a soldier at colonel rank that it now wants to rank to brigadier? , however it will not allow them to be promoted to that rank...
Love the mod. Very cool and adds loads of depth to the game.
I am having a bit of an issue though. I am a controller player (ready for my Game of Thrones shame walk) and I seem to only be able to choose 1 or 2 perks when I get to the promotion screen. I had a rummage through the script and I think I've found the function that it relates to in Scripts / LW_PerkPack.u
simulated function bool OnUnrealCommand(int cmd, int arg) { local bool bHandled; // Only pay attention to presses or repeats; ignoring other input types // NOTE: Ensure repeats only occur with arrow keys if ( !CheckInputIsReleaseOrDirectionRepeat(cmd, arg) ) return false; bHandled = true; switch( cmd ) { case class'UIUtilities_Input'.const.FXS_DPAD_LEFT: case class'UIUtilities_Input'.const.FXS_ARROW_LEFT: SelectAbility(0); break; case class'UIUtilities_Input'.const.FXS_DPAD_RIGHT: case class'UIUtilities_Input'.const.FXS_ARROW_RIGHT: SelectAbility(1); break; default: bHandled = false; break; } return bHandled || super(UIPanel).OnUnrealCommand(cmd, arg); }
I thought it would be cool to have left = 0 down = 1 right = 2 but the X button is also available aswell as the triggers. (not bumpers)
Sorry if that is not something you are interested in looking at and for taking up lots of room on the comments. Also apologies if I have got any of that wrong, I haven't looked at XCom 2 modding before tonight.
i instled it and it does not work for me D: it shows LW perkpack in the seting , but does not change the perks. it just adds a empty colum of empty space. plz help
94 comments
v6 (11/15/2016)
- Absorb 11/15 vanilla hotfix. Should clear up remaining targeting issues.
v5 (11/10/2016)
- Attempted fix for issue with targeting units going wonky.
v4 (11/8/2016)
- Critical update for Patch 7 compatibility. Fixes hang/inoperable UI in post-mission screen.
v3 (8/28/2016)
- Kubikiri perk should appear in Ranger tree again
- Evasive perk will only trigger "EVASIVE LOST" flyover once, instead of every time you take damage
- You should no longer keep copies of perk-granted temporary items (like flashbangs) after missions
- Your guys shouldn't stand in front of the perk tree UI after missions anymore
- Tactical Ability icon container mouseover popups should work properly now
v2 (8/28/2016)
- Assaults will level-up a little more slowly.
- Fixed issue with CCS triggering at 5 tiles range.
- Fixed bug in Lockdown code so it should work now
- Reworked Grazing Fire so it's a flat 33% chance to work (minus enemy dodge)
- Added OnEffectRemoved method to all effects that use Effect Component listeners in order to unregister and remove the object when effect is removed. Attempted fix to Savior firing a zillion times.
- Fixed issue with how Options were saved when applying settings.
- Created new version of X2Effect_MeleeDamageAdjust that counts StunLancer StunLance attacks as melee (base-game version does not). Used new version for Ironskin PCS ability.
- Reworked X2Condition_RequiredToHit to use a configurable array of abilities so that AlienPack can add to the config array so units will still shoot at Chryssalid Soldiers with Lightning Reflexes. This also allows any 3rd party mods to hook into it.
- Rapid Deployment will work with StingGrenades now
- Fixed Lightning Reflexes so the bonus decrements properly with each reaction shot
- Volatile Mix will grant AOE bonus now
- Removed Depth Perception FX because they were big and annoying
- Added ShooterEffectExclusions to a bunch of special shots and abilities so soldier is in good condition to use them, should prevent you from using Walk Fire whilst bound by a Viper
- Swapped Resilience for Ever Vigilant on Ranger tree because EV is forced to OW pistols if you have a pistol
Also, how can i see the Locket Perks?
Love the mod. Very cool and adds loads of depth to the game.
I am having a bit of an issue though. I am a controller player (ready for my Game of Thrones shame walk) and I seem to only be able to choose 1 or 2 perks when I get to the promotion screen. I had a rummage through the script and I think I've found the function that it relates to in Scripts / LW_PerkPack.u
simulated function bool OnUnrealCommand(int cmd, int arg)
{
local bool bHandled;
// Only pay attention to presses or repeats; ignoring other input types
// NOTE: Ensure repeats only occur with arrow keys
if ( !CheckInputIsReleaseOrDirectionRepeat(cmd, arg) )
return false;
bHandled = true;
switch( cmd )
{
case class'UIUtilities_Input'.const.FXS_DPAD_LEFT:
case class'UIUtilities_Input'.const.FXS_ARROW_LEFT:
SelectAbility(0);
break;
case class'UIUtilities_Input'.const.FXS_DPAD_RIGHT:
case class'UIUtilities_Input'.const.FXS_ARROW_RIGHT:
SelectAbility(1);
break;
default:
bHandled = false;
break;
}
return bHandled || super(UIPanel).OnUnrealCommand(cmd, arg);
}
I thought it would be cool to have left = 0 down = 1 right = 2 but the X button is also available aswell as the triggers. (not bumpers)
Sorry if that is not something you are interested in looking at and for taking up lots of room on the comments. Also apologies if I have got any of that wrong, I haven't looked at XCom 2 modding before tonight.
Can you upload your files? ==
This mod should be updated and fix few conflicts.