XCOM 2
[WOTC] Ability Interaction Fixes
192 Comments
Kevin from HP Customer Service Jul 2, 2024 @ 6:19pm 
Can confirm Implacable Fix is being overly generous when it comes to refunded actions like Lost Headshots and Hair Triggers.
vompatti Jun 16, 2023 @ 2:01am 
If I use a fix that makes Death from Above not refund AP if there was only one AP left (because why does it even do that?), is it okay to just disable the DFA fix on this mod in order to not have compatibility issues?
Mustang0524 Feb 6, 2023 @ 4:31am 
Any conflicts with RPGO or Weapon Fixes?
CLOXY May 29, 2022 @ 5:16am 
hi all, salvo + implacable fixed by this mod ? anybody knows ?
Mr. Nice  [author] Apr 15, 2022 @ 11:01am 
@Zelfana I'll have a look at that when I have time, it's not turned on by default at least, so most users of this mod probably haven't encountered that interaction!
Zelfana Apr 1, 2022 @ 12:40pm 
Implacable fix is giving a bonus move for each the Lost headshot kill done if keep shooting before moving. After a few you can literally move anywhere on the map. Also happens with Hair Trigger or 1 AP kills done without moving but less abusable, obviously. Curiosly, it does work correctly not giving you multiple bonus moves if you use the free move before getting another kill.
☠Мрачный Типϟ Apr 7, 2021 @ 7:51am 
will this be useful for LWOTC?
Haybusa Jul 15, 2020 @ 6:05pm 
Does this mod have any conflict with RPGO changes?
Sir Bruno Jul 13, 2020 @ 1:19pm 
Just asking if this mod is compatible with the Reverted Rapid Fire mod? (The one that removes the 5-turn cooldown)
ssomchay85 Apr 17, 2020 @ 12:48am 
Im installing 1 by 1 to.How many mods you got on so far?
Koechink Arap Apr 1, 2020 @ 8:47pm 
am sorry, i try to install mod one by one, looks like my mod choice make it break. the quickdraw can be use again
Mr. Nice  [author] Apr 1, 2020 @ 6:58am 
Well since it's not a base game issue, and you're not saying this mod "breaks" anything, then what does this have to do with this mod?
Koechink Arap Apr 1, 2020 @ 5:03am 
no, I mean, quickdraw ablity didnt do anything, always end my turn.
Mr. Nice  [author] Apr 1, 2020 @ 3:46am 
Not sure what you mean, do you mean that this mod "breaks" quickdraw if used with RPGO?
Koechink Arap Mar 31, 2020 @ 9:19pm 
please look for quickdraw, i use rpgo.. last time is working, but now it didnt work, it always end your turn
Dragon32 Mar 16, 2020 @ 3:57pm 
@vlad 32 rus
Have a look at "AWC Squadsight Fix", linked above.
francesco Mar 16, 2020 @ 2:39pm 
I believe rapid fire (maybe others too, like hail of bullets, etc.; Rapid fire is the only one I've tested) does not work with squadsight. Would it be possible to fix this?
Mr. Nice  [author] Jan 29, 2020 @ 3:51pm 
As of the last update, the The Community Highlander has been listed as a requirement. It isn't a strict requirement, so if you aren't subscribed to it, this mod won't suddenly break or anything. But it is highly recommended to improve compatability with other mods.
Mr. Nice  [author] Oct 8, 2019 @ 8:42am 
Just to say I've looked at the issues with Hero Classes Rebalance, contacted the author since the issue needs to be fixed that side.
Wealthy Aardvark Oct 7, 2019 @ 7:52pm 
Thanks as always for your longstanding support for this mod, Mr. Nice.
Mr. Nice  [author] Oct 7, 2019 @ 6:16am 
Mmmm, I'll have a look.
MrMister Oct 7, 2019 @ 4:38am 
This seems to interfere with Hero Classes Rebalance : When this is loaded alongside it, the Templar's Pillar becomes a blue move (1-action cost, non-turn-ending) instead of a green move (free action, as intended by HCR). I can confirm that it's this mod in particular that changes it, even if all the options in its mod config menu are deselected.

Funnily enough, even the action-cost color-coded UI mod is confused by this - it still shows Pillar's icon as a green move, despite it very clearly consuming an action upon usage.

Any insight on what might be causing this? I went through this mod's files and couldn't find any obvious source of the problem.
Dragon32 Sep 22, 2019 @ 2:15am 
@Icecold:
Have a look at "AWC Squadsight Fix", linked in the Description above.
Icecold Sep 22, 2019 @ 2:01am 
Is it possible to make squadsight work with abilities like rapid fire?
Mr. Nice  [author] Aug 19, 2019 @ 4:50pm 
Cheers Dragon32, Cinematic Rapid Fire has also had some improvements to Annihilate visuals.
Dragon32 Aug 19, 2019 @ 9:37am 
Thanks for the Annihilate fixes, Mr Nice.
Shhplay Jul 3, 2019 @ 6:09pm 
This mod will definitely be part of my next playthrough. The Rapid Fire and Implacable interactions you list were real head scratchers when they happened.

Something I experienced is not on the list, though I am just beginning my search for some quality of life mods and I haven't found anything regarding it yet.

Serial is active and a hair trigger action is active. Kill an enemy, and both actions points are not refunded.
Beltalowda May 5, 2019 @ 5:48pm 
@Mr. Nice @Zarkil I actually had the same issue with the most recent RPGO, for some reason when this mod is enabled, can't do single action shots with the sniper. No other class or items seem to have interactions errors.
Wealthy Aardvark Apr 13, 2019 @ 10:19pm 
Thank you as always Mr. Nice for working to keep this mod compatible with so many other mods. We all appreciate it.
WelfareRecipient Apr 13, 2019 @ 11:35am 
I have to agree that it's not really a fix. I would prefer to call it make Quickdraw consistent.
Mr. Nice  [author] Apr 13, 2019 @ 11:16am 
I'll see if I can have a look if anything be done about that. Although IMO, QuickdrawFix isn't a fix but a tweak :steammocking: (how quick draw works is not as confusing/inconsistent as that mod description makes it out to be)
WelfareRecipient Apr 13, 2019 @ 9:38am 
So I've tracked it down and it appears that this mod is the reason why QuickdrawFix no longer works. I believe it's due to your override of the class X2AbilityCost_QuickdrawActionPoints.

having these mods together makes it so FanFire consumes all points. I was trying to rebuild that mod for TLP, but it appears that the culprit is this interaction.
Dragon32 Jan 16, 2019 @ 12:56pm 
@Zarkil:
It's my fruit and you're not having any ;) I've also never used RPGO
Zarkil Jan 15, 2019 @ 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, 2019 @ 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, 2019 @ 5:11pm 
I'll have a quick confab with fellow modders...
Zarkil Jan 15, 2019 @ 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, 2019 @ 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, 2019 @ 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, 2019 @ 11:08am 
@Zarkil:
Sniper rifles take both actions to fire, that's what makes the Hunter's one so good / OP (delete as applicable).
Zarkil Jan 14, 2019 @ 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?
Sinsinea 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.
Juravis Oct 30, 2018 @ 7:53am 
Probably but i cant pinpoint that witbout your help. What to search for in their code?
Mr. Nice  [author] Oct 30, 2018 @ 2:42am 
@Advent Avenger: Well, after fixing the (reverse) bug, I did test and it's fine here. Another mod changing either reaper or resetting the allowed costs of standard abilities?
Juravis Oct 29, 2018 @ 9:21pm 
Still the same issue. Nothing major, i use everything but the Reaper fix. I consider it a feature of Reaper where you go into violent mode and dont get to Parry when youre done.
Juravis Oct 29, 2018 @ 7:52am 
Thats weird ill test again later
Mr. Nice  [author] Oct 29, 2018 @ 6:42am 
@Advent Avenger@ Ok,there was a bug in the mod, introduced by the September update, but it had the opposite effect to what you describe?! It meant that "reaper" wasn't added to the allowed action points for Parry, so for pratical purposes options after a reaper kill were unchanged. However, the 2nd part of the fix where a non-kill while reaper was activate would grant a "momentum" action point still worked.
Juravis Oct 28, 2018 @ 6:53pm 
Yup, you got it right it's a mod conflict. Thanks for the help. Do you know what functions are involved so i can give to you which one it is?
Mr. Nice  [author] Oct 28, 2018 @ 6:45pm 
try at the console, with a templar selected with no action points left, typing "addactionpoints 1 0 reaper", without the quotes obviously. Doesn't matter if the fix is enabled or not. That should enable you to do any action, including parry. If it just allows parry & move like the momentum action point, then it pretty much proves it's a mod conflict.
Juravis Oct 28, 2018 @ 6:13pm 
If you can tell me something to search for in my mods which would conflict with your code, id be happy to make a quick search in my 268500 directory for a conflict.