XCOM 2
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Mod Jam for Long War of the Chosen
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9.244 MB
Dec 16, 2021 @ 10:06am
May 9, 2023 @ 4:48pm
168 Change Notes ( view )
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Mod Jam for Long War of the Chosen

Description
Illogical[www.twitch.tv] is streaming Mod Jam on his Twitch. You should check him out if you want to see some gameplay. I often am in his chat as well.

tangohotel[www.twitch.tv] is also streaming Mod Jam on his Twitch. Likewise, you should check him out if you want to see some more gameplay. I also visit his chat every so often.

This is the re-release of Mod Jam, following LWOTC's Workshop release, to ensure Mod Jam can still mess with LWOTC's configs. I will leave the old version of Mod Jam up so as to not mess with anyone who doesn't want to lose it in mid-campaign, but it will not receive any further updates. All updates going forward will be here, so remember to switch as soon as you're able to. Mid-campaign switching should be fine, but back up your saves just in case if you care at all about them.

READ THE DESCRIPTION.

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.

Illogical also put together a collection, featuring the things in Sgt. Hobo's collection plus all of my other mods for LWOTC. Check it out here.

Any collections OTHER THAN Sgt. Hobo's or Illogical's have not been inspected by me and thus are not endorsed by me. There's a chance there will be conflicts within such collections (not just with Mod Jam but with Long War of the Chosen itself).

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:
  • Mod Jam is intended to be used with Long War of the Chosen. 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, at least in terms of issues caused by Mod Jam itself.
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.
  • The enemies from Advent Hunter Restoration are not integrated into any of the lists here, as not having that mod would cause invisible enemies to spawn and I didn't want to make it required.

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 (51)
6
Dec 22, 2023 @ 9:13am
PINNED: Full list of mods that Mod Jam supports
Kiruka
5
Apr 11 @ 5:42am
Changes to Psionics Overhaul V3
Kiruka
5
Feb 24 @ 3:21am
Changes to Jet Packs
Kiruka
482 Comments
4rrakis Jun 5 @ 3:51am 
No. You can check the discussion threads to see which mods are supported by Mod Jam.
Danny - druws Jun 5 @ 1:11am 
back again on xcom, mods jam made compatible "more mission types for war of the chosen"
with long war of the chosen
and more maps ?
4rrakis May 25 @ 9:23am 
No problem, you're welcome!
Mars May 25 @ 9:11am 
Yes thank you so much, kind soul <3
4rrakis May 25 @ 3:46am 
The discussion section contains change notes to all roster mods. This is from the discussion thread for Ability To Slot Reassignment:
"- SwordSlice (the vanilla Slash ability) is no longer added to Swords, to reduce clutter on LWOTC classes (as they generally use Fleche instead). If this messes up your setup somehow, go into XComAbilityToSlotReassignment.ini in Mod Jam, and comment out the line !MandatoryAbilities=() to disable this feature."
I never used the Samurai mod, but maybe this helps.
Mars May 24 @ 5:00pm 
and A Better Barracks Arsenal for LWOTC. (Sorry about the double post, misclick.) Issue was there slightly with Hunting Rifles, which doesn't have its "Mark Target" or Marking rounds ability, whatever its called. But with the samurai class no sword abilities are showing up at all. Was going through comments on Samurai class page, saw a convo that said any issues with that could and should be resolved with True Primary Secondaries, Ability to Slot Reassignment, Musashi's Mod Fixes, and Dual Wield Melee. Looked through those chats, no hitters for my issue. Asked Iridar, said he doesn't troubleshoot LWOTC. Figured maybe ModJam had smth to do with it, considering True Primary Secondaries is recommended to use instead of Primary Secondaries in ModJam. Don't need a fix necessarily, just looking for ideas! (Although a fix would be mighty appreciated.)
Mars May 24 @ 4:53pm 
Hey! So, I'm having trouble with getting melee weapon skills to show up.

Here's all the stuff that may be important. I'm running all DLC, LWOTC, Full Modjam (including recommended mods), Highlander, Highlander Alien Hunters, Musashi's Mod Fixes, True Primary Secondaries, Ability to Slot Reassignment, Dual Wield Melee, and Samurai Class for WOTC.
Deathraven13 Mar 2 @ 9:39am 
@BrightHorst Funny that you are saying that because I also had a paladin with the perk that let him take 6HP of damage before he count as wounded, used bloodlust skill that damaged my unit by 3 HP, result screen says no wounded but back at base he was wounded for 9 days (no infirmary) thus the skill don't work.
BrightHorst Mar 2 @ 8:43am 
so i'm running this pack and just got some weirldy high wound recovery times and now i'm wondering if everythign is workign right. had a juggernaut class with a total health of 12 get taken down to 9 and he's out for ten days and lightly wounded. i've got both the infirmary and had an infantry class in that mission with field surgeon. a shinobi got taken down to 1hp in the same mission and is out for a month.
do these numbers sound about right? i'm not sure if either the infirmary or the field surgeon perk are working.
VS-lockon Feb 25 @ 10:51am 
Deathraven13 it not compatible bc the hive not in here not because it's a separate faction there a mod that add 3 separate faction in game and there said it not compatible for LWOTC but they still work in LWOTC because someone made a compatibility patch that only change one line of code make them in the spawn list so i dont see why the hive would be and different