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You can edit the mod's .ini if you'd like
Beta Strike were enabled and maybe it's just a mod compatibilty issue. Do you need annother mod, that updates the upgrade effects for midgame installations?
Other than that I love this mod either way it helps a lot when facing the big guys in the game and the alien mods
The unit name is ForgedSectopod
It's not really playing the game your just skipping content by insta killing something.
No. This mod isn't set-up to use MCM.
OK, cheers. The only mod like that I know of is Remove Missing Mods. And, AFAIK,that just unbinds the mod from the save rather than scrubbing the save of any templates or what have you the removed mod has added.
Seem to remember in my last WotC campaign removing some melee weapon mods part way through (The Bat Mod, The Axe Mod, maybe Katanas. Anyway). Whilst there were errors in launch.log for the rest of the campaign there were no (apparent) issues.
Would you anticipate problems switching from this to DerBK's in mid-campaign?
I mean that a standard repeater normally gives +1 damage with this mod, if I have Insider Knowledge would that repeater give +2 damage?
For some reason repeater became suppressor when I typed that :S
Like this one time when I was doing an ADVENT Train 'Hack the Objective' mission and the Chosen Hunter decided to show up. I just happened to make contact with him at the end of my turn with only one solider left to take a shot. Even if the repeater hadn't dropped him instantly he really wouldn't have done much damage aside from soak up shots on the next turn since everyone was in cover, but lo and behold he gets kale'd instantly by a 69% shot and I finish the mission.
Do the altered suppressors benefit from the Insider Knowledge continent bonus (etc.)?