XCOM 2
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Mod Jam for LWOTC (OLD, UNSUPPORTED)
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8.714 MB
Nov 26, 2020 @ 9:31am
Dec 15, 2021 @ 8:38am
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Mod Jam for LWOTC (OLD, UNSUPPORTED)

Description
You are looking at the old version of Mod Jam. You can continue to use it in your existing campaigns if need be, but I will not be providing support for it going forward. Click here to go to the new version.

READ THE DESCRIPTION.

**** Since apparently some people aren't seeing this: B&T Expanded Enemies Redux Failsafe is no longer required. The parts of it Mod Jam needed are integrated now. ****

ALSO NOTE: If you don't have Long War of the Chosen, tons and tons of stuff in this mod will be horribly broken unless you're really, really good at editing configs and know your way around WSR. No, I won't help you get it working without LWOTC.

I bet a lot of you are seeing that Squad Jam ripoff logo and asking, "What the heck is this?". It's a mod that mods mods, so I guess it's a meta mod. Mod Jam is a collection of configuration files, item templates, and tech templates designed to make other mods play nice with LWOTC as well as with each other. The main focus is on balance; I've left many notes in the config files detailing my changes and why I made them, but for more well-structured reports on the changes I've made, see the Discussions section. Each mod has its own Discussion thread with a full change log. Over time, I will update Mod Jam with configurations and brand new templates for more mods. The focus will be on mods that add new gear for XCOM to use.

Here is the list of mods that are in Mod Jam's roster right now, (which I will coincidentally refer to as "roster mods") in link form for easy acquiring. You must subscribe to whichever of these mods you want to use; Mod Jam makes changes to them but they are not integrated. I highly recommend grabbing them all.

Sgt. Hobo put together a collection featuring Mod Jam, its requirements, its roster mods, and its roster mods' requirements (excluding any that are unnecessary either to Mod Jam or to LWOTC itself). Check it out here.

You'll note that each of the roster mods has its own subfolder in Mod Jam's main Config folder. There are two reasons for this. The first is organization; it makes it really easy for me to keep things where I can find them, and for users to find the configs related to the mods they use and mess with them. The second reason is that it allows for multiple instances of the same config file name, which means that if I have to update already-released files, it will lead to the least amount of config file overwrites. I still highly recommend backing up all your personal changes, especially if you spent a long time on them.

Mod requirements:
  • Long War of the Chosen[www.nexusmods.com] is intended to be used with Mod Jam. A lot of the configurations won't function without it. If you don't play LWOTC but still want certain features from Mod Jam such as the new Harbinger Rifle or the Prototype Strike Module, they're workable but will require configuration work on your part.

  • None of the roster mods are hard requirements (as long you read everything I write so you know how to disable certain changes), but nonetheless running them all will give you what I consider the best experience, with the least amount of work needed on your part.

  • WSR is a hard requirement. I use it for many things. Same goes for Ability Editor. Both are very lightweight and versatile, there's no reason not to have them. As Mod Jam gets updates, these two mods will play more and more of an important role. Normalize Loot is a requirement for the Advent Psi Ops update and may be utilized in the future as well.

Known issues:
  • None for the moment.
If you run into bugs, bring them to my attention and I'll try my best to fix them. If you have balance-related feedback, I'll hear you out (especially if the change is easy to do code-wise), but don't forget you can always customize the mod to your liking as well. Everyone's toybox is filled with different stuff.

Conflicts:
  • I override some localizations with my own.
  • As of January 4th, 2021, InterventoR's B&T Expanded Enemies Redux (Failsafe Edition) is now partially integrated into Mod Jam. Specifically, I have kept all of the changes in its LongWarOfTheChosen folder (spawn list stuff, flashbang resistance, Dark Events), as well as some character stat changes in the enemy mods that Mod Jam specifically supports.
  • As it's the Failsafe Edition I've integrated, Advent Hunter Restoration is not as compatible as it once was. You can still use it, but any changes B&T made within Advent Hunter Restoration's own folder are no longer included.

Future plans:
  • Mod Jam is going to get a lot of updates over time. I may just add support one mod at a time, or I might do a few at a time if they need to tie together (like I tied Advent Sniper and Spark Arsenal together with the Sabot Rounds). Due to the subfolder system, whenever I have to add new XComLW_Overhaul.ini stuff, XComWeaponSkinReplacer.ini stuff etc., existing files should be completely intact.

Credits:
  • The folks who made the roster mods, who right now are Iridar, Farkyrie, Team CX, Claus, Mitzruti, Veehementia, Musashi, RealityMachina, Hotl3looded, Kyuubicle, Bstar, Deadput, Ashlynne_Lee, Wilko, and TePa. Without them, Mod Jam would have no reason to exist.
  • InterventoR for making B&T Expanded Enemies Redux, saving me a ton of time and allowing me to focus my efforts elsewhere.
  • Iridar for making WSR, which I continue to rely on heavily in my work.
  • Boundir for making Ability Editor. Ditto.
  • NightNinja54 for making Normalize Loot, another great time saver.
  • RustyDios for helping me with code.
  • The LWOTC team for making LWOTC, which inspires most of my workshop stuff.

(Let me know if you don't see your name in the credits and think you should be in there. I will add you ASAP.)
Popular Discussions View All (49)
21
Dec 18, 2021 @ 5:38am
PINNED: Full list of mods that Mod Jam supports
Kiruka
17
Feb 5, 2023 @ 10:33am
Changes to Advent Cryo Priest Standalone
Kiruka
15
Aug 8, 2021 @ 3:24pm
Changes to Advent Warlock
Kiruka
386 Comments
tautology Dec 20, 2021 @ 11:09am 
I'm loving this meta-mod, thank you! Not sure if this is the right place to ask, but I've noticed the x-com row Shields Up perk for my Dragoons is only providing +1 ablative armor despite having a Mk2 gremlin. Am I misunderstanding this perk, or is something buggy?
Friday Dec 16, 2021 @ 7:06am 
I will be able to enjoy this thanks to you
samgrimshaw27 Dec 15, 2021 @ 1:57pm 
hope you can fix soon as in chosen stronghold and cant be done with only 4 ppl lol no fire no overwatch no reload just like i have no wep on
samgrimshaw27 Dec 15, 2021 @ 1:42pm 
coil hunter rifle cant fire ?
Ezequiel32 Dec 11, 2021 @ 4:39pm 
Thank you so much for making this
Larsen Dec 8, 2021 @ 12:09pm 
the shield settings you have in xcomshields.ini dont seem to effect templar shields
Aks Dec 5, 2021 @ 11:22pm 
"Added a 20 Aim bonus to Ballistic Shields via Template Master. This should only apply to their bash attacks, not to your primary weapon or anything else."
Yoo-hoo, it was almost impossible to hit them.
Haite Nov 30, 2021 @ 10:33am 
Is ModJam changing Reaper's abilities? I was using in conjunction with Proficient Reaper, and it was messing with Reaper's squaddie abilities. But not sure if Mod Jam or Frost Legion Tweaks, but for sure one of the two.
samgrimshaw27 Nov 20, 2021 @ 5:29am 
a weird one but all my dudes are being promoted to max after 1 mission
Cloak Nov 18, 2021 @ 9:33pm 
Hi, are you planning on add into mod jam some of the weapon packs from the workshop like Resistance Firearms or cod weapons?
Because some of the guns aren't showing up even if i researched the tech. :(