XCOM 2
[WOTC] Loot Mind Control
57 Comments
OnlyDaz Apr 3, 2023 @ 1:56am 
@Avocamentum where would I find this list? "mods that cause problems"
Avocamentum Mar 26, 2023 @ 12:27pm 
FWIW this mod is on lists "mods that cause problems" with a known bug

Also, author -bg- is thanked in "[WOTC] Dude, Where's My Loot?" which is the updated mod to fix said bug, linked below by =[NK]= Col. Jack O'Neil Cheers
BottomScorer Jan 6, 2023 @ 6:13am 
One Steam tag should be sufficient!

War of the Chosen

NOT war of the chosen!
NOT WotC!
Iridar May 11, 2022 @ 7:26am 
When I disabled just this mod but kept other 121 mods enabled, or when I disabled ALL mods, the game would crash when loading the save.

Fortunately, I was able to load an autosave from a previous turn and finish the mission normally, and I was able to deactivate the mod and load a save while on Avenger.

I have the bugged save and the mod list on hand, in case you want to debug it.

Just in case I'm gonna keep it disabled and remove it from the Core Collection.
Iridar May 11, 2022 @ 7:25am 
I've experienced a weird issue while using this mod. During a tactical mission, on one of the turns the game suddenly started hanging hard when I tried selecting one specific soldier. I could select other soldiers just fine, but tabbing or clicking on that one particular soldier had caused the game to freeze and become unresponsive with no useful messages in the log.

I've done binary search and isolated this one mod.

When I disabled all my other mods except this one, the save would load fine, but the game would freeze when selecting that soldier.
Dragon32 Mar 17, 2022 @ 11:29am 
@SlamminX3
Do you mean they actually won't load or that there's a warning message? Use "Remove Missing Mods" to unbind mods from a savegame
OnlyDaz Mar 17, 2022 @ 7:50am 
Can't seem to deactivate/remove this mod. If I do, my saved games do not load. Anyway around this?
Rossocuore Jan 23, 2022 @ 2:22pm 
I am pretty sure I didn't loot a mind controlled Archon when I completed the mission. So I wonder if this mod is still working :-(
Riekopo Dec 19, 2021 @ 3:34am 
does need update?
KnightOwlToo Oct 23, 2021 @ 8:34pm 
@Juliett Was just gonna post the same sentiment. (It's still an awesome mod)
Dr. Degenerate Sep 18, 2021 @ 4:51pm 
Great idea for a mod but didnt work for me. Couldn't loot him and I didnt get anything post mission
Coven of Owls Aug 31, 2021 @ 6:24pm 
Would be awesome if this could fix Haywire Protocol as well.
matthias Jul 27, 2021 @ 11:59am 
Is there something similiar for hacked robots or andromedon shells available?
Sinapus Jan 21, 2021 @ 8:34am 
Well, that explains why I didn't get a Gatekeeper shell when my psi operative used dominate on it and I killed it before ending a mission. Going to try this out. Hope it works on in-progress games, since I started a new one recently. No psionics yet so hopefully that'll be enough.
GargakOfTheEast Oct 18, 2020 @ 3:27pm 
Mod doesn't work.
Tim_ Oct 8, 2019 @ 5:36pm 
I just completed a WOTC campaign with 104 mods including this one. Never tested this situation in this campaign, but the game remained stable with this mod included.
⚡Judge Zed⚡ Mar 6, 2019 @ 4:16pm 
Sweet! What an annoying bug this is, ty!
RedDobe Sep 24, 2018 @ 4:06pm 
Is it possible that this mod could affect mod controlled Xcom soldiers? I just was playing the Blacksite mission and had one soldier remaining. He grabbed the blacksite vial and was carrying it when the Warlock mindcontrolled him. He was captured but I ended up getting the Blacksite vial on the mission summary screen. So now that mission is complete. That wasn't supposed to happen!
CaptainSnafu Jul 2, 2018 @ 4:24am 
thx,without this,everytime i control a enemy, i got to wait for it to wake up so that i can get its stuff
Lady Silentice Jun 7, 2018 @ 11:14am 
Anyone else got a bug with mind control/hacked units?
Whenever a unit gets controlled by a different team it always allows me to move it during the enemy turn
Units mind controlled through hacks rewards are controlled by the AI during the enemy turn and myself during my turn...

Help appreciated
Wealthy Aardvark Jan 13, 2018 @ 8:59am 
Thanks for the update, -bg-
Jersee Dec 30, 2017 @ 12:19pm 
I've had the same issue happend with a MC'd ADVENT Officer, still didn't kill it before ending the mission, so it doesn't appear to apply only to mechanical enemies
-bg-  [author] Dec 29, 2017 @ 7:02pm 
ok i think it might have something to do with photobooth causing the end loot to occur twice
Jersee Dec 29, 2017 @ 6:22pm 
Still possessed, not killed, they weren't the last unit to deal with as I killed a soldier before ending the mission
-bg-  [author] Dec 29, 2017 @ 5:48pm 
ok so did you kill them after you mc them or still mc when mission ends
Wealthy Aardvark Dec 29, 2017 @ 5:41pm 
@JerC, yes, I've noticed similar problems before with Andromedons.
Jersee Dec 29, 2017 @ 4:23pm 
I'm not sure if this is the reason, but I ended up with 2 Sectopods wrecks after hacking one at mission end when there was only that one.
moohasha Dec 28, 2017 @ 6:16pm 
FYI this mod doesn't show up if you search with the WOTC tag selected. Might want to add that for easier searches.
花兔 Nov 29, 2017 @ 2:01pm 
@Dragon32
I'm not using it Stop my time
But there are accelerations
I don't know which mod
Dragon32 Nov 28, 2017 @ 10:09am 
@大魔王:
No, you want to enable Zip Mode for that.
花兔 Nov 27, 2017 @ 5:20pm 
Will this MOD accelerate the animation?
-bg-  [author] Nov 1, 2017 @ 9:23pm 
Ya don't do that debug on tactical, you might cause more issues and not able to pinpoint the mod.
Dragon32 Nov 1, 2017 @ 1:28pm 
It's not something I do generally, just as part of attempting to debug this issue. Whenever I disable mods in a running campaign I'll do that on the Avenger.

But for assembling mid-mission saves for an issue like the below I'd've thought it'd be better to minimise the mods associated with the save file. That would mean the mod author would have a fighting chance to load the thing without also needing to subscribe to a load of mods.
-bg-  [author] Nov 1, 2017 @ 12:50pm 
A general practice is NOT disabling any mods on tactical, it can cause a lot of unexpected problems.
-bg-  [author] Nov 1, 2017 @ 12:49pm 
this mod uses a custom xcomgamestate_effect so you cant disable this mod on tactical.
Dragon32 Nov 1, 2017 @ 12:37pm 
DIsregard this and accept my apologies.

I'd managed to reduce the active mods for this save from ~250 to 2 (this and the map pack) and so assumed that this mod was the issue. What I didn't mention was that I couldn't get the save to load without this mod loaded. I believe that's because there's a loot pickup on the ground.

It was late here when I posted so I forgot to mention this crucial fact.

There's been a number of reports of this and a recent Reddit post indicates that the "WOTC Nice Mission Debriefing" needs to be disabled before the battlescape is loaded. I'd just disabled it when on the mission.

I'm going to see if I can do some more testing to come up with a decent test save for atamize.

I think it's just a coincidence that led me to point the finger at this mod, apologies again and I hope I haven't wasted your time.
Dragon32 Oct 31, 2017 @ 4:14pm 
This is really weird.

I've encountered an issue with the Hunter not spawning on missions. I go into more detail in this General Discussion - Has anyone seen the Hunter..?

I've got a test save (it's on a plot from Even More Maps) and whittled it down to just two mods this one and EMM. The Hunter still doesn't spawn. I've cleared out my config so it's not an issue there.

Here's the save, simply End Turn and the camera should pan to the back of the UFO, where the Hunter should appear. But he doesn't.

http://www.filedropper.com/savesave271
Nasarog Oct 20, 2017 @ 12:59pm 
It's interesting that they didn't address this in their fall patch.
Tyrant Sep 29, 2017 @ 9:18am 
minor thing, could you add the word 'Fix' to the mod title? this is one of the few fixes that doesn't actually do that.
Miko - Heroic Studio Sep 28, 2017 @ 6:07am 
I have to say, it is remarkable how much better WoTC has become because of all the hard work -bg- and other modders have created for the game. A huge thanks for this and your other mods, -bg- and hope you are able to keep doing so. Again... thank you.
Player Sep 16, 2017 @ 6:08pm 
Another great fix!
Wizu Sep 15, 2017 @ 11:28am 
Yeps it is! <3
HoltKezed Sep 15, 2017 @ 6:26am 
@Wizu/@-bg- the skill description is hidden now? :eleven: :p2aperture:
Wizu Sep 15, 2017 @ 12:18am 
BEST UPDATE EVER! OMG -BG- IS A GOD AMONG MEN!
Wizu Sep 13, 2017 @ 12:09am 
Soooo, uhhh... update plox? Almost half tempted to try to learn modding just because of the LocLongDescription thingy. OCD and all that. =P
echoMateria Sep 11, 2017 @ 11:30pm 
Cool, I was just about to make a comment about the same thing. https://i.imgur.com/SG1bRjx.jpg Would be very happy to see that fixed. Thanks for all your mod, really appreciate all these fixes.
-bg-  [author] Sep 8, 2017 @ 1:17pm 
oh crap, I forgot that wotc now shows all these character based skills there now, I will hide it next update
Wealthy Aardvark Sep 8, 2017 @ 12:58pm 
Follow up: all of my soldiers now have a new skill, " Missing 'LocFriendlyName' for 'MindControlDeathListener' " with the description " Missing 'LocLongDescription' for MindControlDeathListener' "