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[WOTC] Ability Interaction Fixes
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0.375 MB
Sep 7, 2017 @ 7:04am
Oct 29, 2018 @ 6:51am
13 Change Notes ( view )
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[WOTC] Ability Interaction Fixes

In 1 collection by Mr. Nice
Mr. Nice's Workshop - War of the Chosen
16 items
This is a War of the Chosen mod. My non-WotC mod which fixes interaction issues is here:
[Non-WOTC] AWC Cost & Other Fixes

"Ability Interaction Fixes" primarily fixes several "Ability Interactions" which are in some way bugged, Itemized below.
Not neccessarily a "fix" because it depends on your view of intended, there is also an optional change to how implacable's action point is handled. This keeps the "flavour" that Implacable allows the soldier to move to cover when finished, whether the kill was the last action or not.
All fixes can be turned on or off in game if Mod Config Menu is also installed. They can also be directly changed via XComAbilityFix_DEFAULT.ini.

List of Fixes
Default to On:
  • Fixed so they Proc on kills from Second Shot of Rapid Fire or Chain Shot, or after the first shot of Banish:
    • Death from Above
    • Serial
  • Templar's can now Parry with the Action Point granted by Reaper. If a Rend attack while Reaper is active fails to kill, the standard Momentum Action Point will be granted.
  • ArcWave no longer stops Rend having the jumping animation when there is a runup first.
  • Combat Protocol now deals the proper damage to hacked robotic enemies temporarily on the players team.

Defaults to Off:
  • Implacable special move only Action Point changed to no longer be consumed by abilities which end a soldiers turn. This avoids Implacable being "wasted" when kills are from non-turn ending actions or other abilities grant additional action points, which allow non-move actions to be used after Implacable procs.

If you discover another odd/buggy interaction between abilities, mention it in the comments on Steam and I'll have a look.

Only class override is X2Effect_Reaper. May also conflict with other mods which modify the above abilities.
It is compatible with AWC Squadsight Fix. Infact I highly recommend that mod for its complementary purpose of making squadsight apply to non sharpshooter skills as you would expect.
Specifically coded to fixup the matching Grimy's Loot Mod weapon abilities as well.

Other Mods by me
  • WOTC Compatible (non-WOTC versions also exist if appropriate)
    • Cinematic Rapid Fire, which gives Rapid Fire and Chain Shot their cinematic camera back which was removed in the patch ages ago. Also gives the Reaper Banish ability the same improved look.
    • Variant Power Armour Arms, which unlocks some variant Wraith and Warden armour arms parts which were hidden by Firaxis.
    • Less Overwatch Lock Ups!, which attempts to fix the visualization lockups during complex Overwatch/Reaction fire situations.
    • Better Armory Item Stats, which tweaks the stats display of weapons, utility items and upgrades in the Armoury, including displaying Critical Damage, Armor Pierce and Shred for all appropriate weapons.
    • Peter's Grenades (and other TLP Fixes), which fixes some loadout, ability progression and UI issues with Legacy Operations.
    • Better Demolishing!, which gives range, weapon and upgrade based aim buffs to the 'Demolition' ability.
    • Better Grappling!, fixes issues with Grappling targeting in certain world geometry.
    • Shaken Scars are Back! The name says it all, but to those who weren't around for the first couple of months of XCom2, a feature was bugged out in a patch and never fixed, which randomly scarred shaken soldiers. This now means some, but not all, gravely wounded soldiers, not the "new" WotC shaken fatigue status.
    • Trainable Sparks (and other Buffs) WotC was one step forward, two steps back for SPARKs. As well as allowing training, also gives them access to breakthroughs for their weapons, an ammo pocket (ammunition only utility slot), and some hack progression.
    • Train from Armoury allows normal soldiers to jump straight to training from the armoury, just as faction soldiers can. The Training Center is still required to be built first of course!
    • Original High Hit Dodge Behaviour, which restores the pre-patch behaviour where Hit chance over 100 gradually eliminated dodge chance, not immediately made dodges impossible once Hit chance is 100 or more.
    • In conjuction wtih sebkulu,WOTC - Extended Information!, an enhanced, rewritten version of Perfect Information. Includes full list of enemy abilities as well as a stat list, as well as the classic features of the "shot bar" and stats in flyovers.
  • Non-WOTC Only
Popular Discussions View All (1)
Oct 31, 2018 @ 9:54pm
Bug Report!
< >
Dragon32 Jan 16 @ 12:56pm 
It's my fruit and you're not having any ;) I've also never used RPGO
Zarkil Jan 15 @ 11:59pm 
@Mr. Nice Yes RPGO is up to date. Another player said they had the same problem but your mod wasn't causing it so i'm at a loss. Seemed very strange to me your mod would cause that, it's why I postided it as a question instead of a bug report. Probably a random interaction between diffrent mods, I have 200 running so it's always fun when something messes up :) Thank you for the quick replies.
Mr. Nice  [author] Jan 15 @ 7:01pm 
Are you using an old version of RPGO? I've just been reminded that there was a bug in rpgo which was triggered by this mod in the September update, but that was fixed in RPGO a few months ago.
Mr. Nice  [author] Jan 15 @ 5:11pm 
I'll have a quick confab with fellow modders...
Zarkil Jan 15 @ 2:51pm 
And @Dragon32, as you are probably the most helpful person on the forums it really hurts that you would just assume I'm an idiot that doesn't know basic game mechanics. I will expect a fruit basket as an appology good sir :)
Zarkil Jan 15 @ 2:47pm 
Rpgo modifies sniper rifles so you can take a standard shot after a blue move. I was unable to do so and after hours of going through my mods (the correct way) this was the mod that I found caused it. However I find it strange that nobody has had this conflict before so I was asking more to see if it was some three mod conflict on my end.
Mr. Nice  [author] Jan 15 @ 11:20am 
yeah, I'm not sure what Zarkil is asking to be honest, this mod has no effect on sniper costs? It has some interaction with Serial/DfA refunds as mentioned in the description of course.
Dragon32 Jan 15 @ 11:08am 
Sniper rifles take both actions to fire, that's what makes the Hunter's one so good / OP (delete as applicable).
Zarkil Jan 14 @ 7:53pm 
Has anyone had an issue with not being able to fire your sniper rifle after a blue move while using rpgo and this mod?
Maven Nov 21, 2018 @ 9:05am 
Saturation fire doesn't work with serial, even if satfire gets one or more kills; not sure if you might be interested in fixing that.