XCOM 2
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Ted Jam for Long War of the Chosen
   
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9.898 MB
Aug 15, 2024 @ 8:55pm
May 9 @ 9:00pm
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Ted Jam for Long War of the Chosen

In 1 collection by Tedster
Ted Jam+ - The successor to Mod Jam
193 items
Description
September 13 update: Ted Jam no longer includes Psi Overhaul V3 and related mods, and now ships its own Psi Operative. You'll need a new campaign to use it, but I'm leaving the config for Psi Overhaul V3 for now so existing campaigns are unaffected.

As of September 7, Ted Jam no longer includes Requiem Legion by default. You'll want to sub to the new Ted Jam Requiem Legion Plugin mod for the requiem integration stuff.

This is a reupload/combination (with permission) of the original Mod Jam for Long War of the Chosen and also includes Illogical's Mod Jam+ Refinements and Mod Jam Refinements For Requiem Legion. This mod combines all of the above and fixes additional bugs and allows for further development by yours truly.

This mod is part of a new Tedster's Mod Jam collection, and will be the spiritual successor to the official Mod Jam+ Collection (with Requiem included).

I've mirrored the requirements of the main Mod Jam mod, but that is not an exhaustive list, and I highly recommend using the full collection, just like the original Mod Jam mod. This mod expects everything that mod wanted and more given the full inclusion of Requiem Legion

Credits to Kiruka and AKA Illogical for their work on the original mods and collection, without which I wouldn't be this involved in the XCOM 2 modding community, along with the many others they both credited with helping on the original mods, as I'm here standing on the shoulders of giants.
Popular Discussions View All (1)
0
Nov 23, 2024 @ 8:37pm
Ted Jam+ official patch note link.
Kim bosong
71 Comments
Hasnina Apr 28 @ 7:15pm 
Hi
is necessary to have LWOTC Experimental install or i can run it with te stable version ?
flyingoffthetrack Apr 19 @ 5:31pm 
Your continued work with this mod is much-appreciated, but regarding psi-ops, did you remove the ability “Domination” completely? It’s not showing up on the skill tree.
lety4ayavoropaeva Apr 15 @ 1:57pm 
Guys, please help me understand the differences between two regularly updated, but different versions of Mod Jam
https://steamcommunity.com/workshop/filedetails/discussion/2684079953/824829999859120170/
Tedster  [author] Apr 3 @ 7:57pm 
Yes, many bio items such as gas/acid grenades have been moved to bio division related R&D projects. Depending on when you build the R&D building, it can be built early since it does have 2 scientist slots when upgraded.
알파라마 Apr 2 @ 6:45pm 
As mentioned in the comment below, have some early-game researches like the Bio-Soldier Dissection been moved to facility-based research in Mod Jam+ Refinements? I couldn't use early-game equipment like gas grenades.
Tedster  [author] Mar 31 @ 8:09pm 
Many of these autopsies have moved to the R&D building and not Research, simply because there's just so much stuff.
ArachnidCommunist Mar 29 @ 5:59pm 
I have an odd problem: I don't have access to Bio Division and Frost legion goons as well as Flame Viper autopsies despite having their corpses. Any idea on how to fix that?
Noire Mar 28 @ 9:21pm 
I'm still wating for Psionics Ex Machina support. Any plan in near future ted? :D
Tedster  [author] Mar 22 @ 4:44pm 
Ted Jam expects it as meld is used for gene mods, mec troopers, and other things.
andrews94 Mar 21 @ 9:14pm 
OK thanks and yes I did not have it loaded.