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Going to try to destroy and re-build the facility next time i get a supply drop. will report the results here.
- Remove the 1 officer per squad limit
- Remove UI elements related to officers
Doing so has already cleared up the conflict with Robojumber's Squad Select in the Alternate Mod Managed but I haven't yet done any testing or debugging so I have no idea of this will work.
If it does, I'll ask the author if I can post that build.
You have to let your stuck soldier complete their training, then, delete the GTS from your facilities list, then spawn in a new one via console commands.
After that, you are free to train more officers, from start to finish, and cancel their training to replace them with another, whenever you feel like it.
Hope this helps you all out. I had the idea pop into my head when I struggled to get this mod working, so I hope this spares you guys the headache.
This is janky, but, it works.
In order to advance your soldier's officer / leader training, you need to use console commands.
First, enable console commands for Xcom2.
Then, train one of your soldiers to be a squad leader.
After that, you need to destroy your guerrilla tactics school.
Then, use console commands to spawn a new GTS.
This is the command : givefacility officertrainingschool 4
That number 4 represents which facility block the building will go in. Top left is 3, top middle is 4, top right is 5, and so on.
This will let you skip the 28 days building queue. After that, use console command "additem supplies 125" to cover the expense of upgrading the GTS to train officers.
And there you have it. A janky work around, but a work-around none the less.
Here is the bug - lets me pick one soldier for Leader Training - but, once selected, that soldier stays stuck in that slot. I cannot cancel his training, nor have another soldier train for leadership.
Really unfortunate bug. Anyone got a fix yet?
I actually haven't found that to be much of a problem. I make all of my specialists into leaders and just make sure to have a large enough roster that I can always have someone in leader training while having the rest of them available for missions. I find the collector particularly useful early on for the intelligence boost. The later upgrades do take a long time to get though.
In any case thanks for the mod, I love it.
Suit yourself, but I personally use "K's Officer Class (Alternative)" and it's a great mod. It works flawlessly. As far as getting rid of the Leader Pack in the middle of a campaign -- good luck. You really shouldn't add/remove mods during campaigns that make major, non-cosmetic changes to your soldiers (or facilities) because it can screw things up even worse.
Basically, the Long War Leader Pack was never designed to be removed during a campaign. If you want to get rid of it, you need to uninstall the mod and start a new campaign.
Removing it from the Workshop would break the campaigns of anyone still using this mod, which would cause a lot more outrage than just leaving it up.
So It's impossible for you to have this removed from the workshop? Having a broken incomplete piece of shit cluttering the workshop. Someone's an idiot, just want to find out of it's you or steam policy.
Cry more. I already say in the description that the mod is broken and that I don't use it or support it anymore. I hardly think that if people aren't gonna read the description, they're gonna read your comment.
You can try "K's Officer Class" or "K's Officer Class (Alternative)". It basically takes the useful abilities from the Leader Pack and builds a new officer class around them. The added bonus is that it doesn't conflict with "Detailed Soldier Lists" which I consider an essential mod.
This mod is BROKEN, conflicts with War of the Chosen (WotC), its image icons are missing in missions, and it CANNOT be completely removed -- it messes up the Avenger UI upon uninstall:
Did you bother reading the description? That's literally the first item answered in the FAQ.
I believe so.
Some of this maybe new and help:
Some great Mod Troubleshooting advice.
That recommends the excellent Alternate Mod Launcher [github.com], which everyone who uses mods should be using.
This guide gives some more detailed advice on using the Alternate Mod Launcher: Troubleshooting: Mods not working properly / at all
If you've just switched from the Firaxis Launcher, or are forced to use it, read the "Mods not activating/deactivating properly in WOTC" section of Mod not working? Mods still have their effects after you disable them?
If you're using the Community Highlander then read its specific troubleshooting advice [github.com].