XCOM 2
Chimera Heroes
118 Comments
huntersorce20 Dec 29, 2023 @ 9:04pm 
ok thanks. if you need it i have my current screenshot of the issue on my end. I'll also update you if as i get further in my campaign this causes any real issues, instead of just a visual one of a missing description on the shard gauntlets. also unrelated to this specific issue, i added the chimera heroes deck names to the ITCH .ini config, so I'll also let you know if that .ini edit works once I build my training center and can test it.
Cato  [author] Dec 29, 2023 @ 8:54pm 
Interesting, I checked my CPP logs from 2020 and I guess I never identified the issue. If abilities are working it's likely just the localization file needs adjusting for the gauntlet description. If/when I next install XCOM 2 I may see if I can fix this.
huntersorce20 Dec 29, 2023 @ 8:35pm 
@Cato I actually tested both with and without ITCH active, and the missing name x2 abilitytemplate_1162 lines appeared even when ITCH was disabled and this was enabled, so it's not that interaction that's causing this. also it seems to not be affecting functionality yet, i took my squaddie templar on a mission and he could still rend, gain focus, get momentum, etc. when i posted a screenshot of this issue on discord modmaker Iridar mentioned that it's likely due to mod localization issues. also, if you go to page 5 of the comments, user goDeliimS reported the same issue, and you responded saying that you could replicate it and that it's being caused by something in CPP framework, but i never saw a future comment saying a fix was released. is this issue still occurring, and can you still replicate it?
Cato  [author] Dec 29, 2023 @ 4:33pm 
I'm Commander mod breaks both of my class mods in several ways, including glitching the promotion screen, as it is not designed for the extra skill table rows. You can add some functionality by adding chimera class strings to its INI config, but I would not recommend it.
Cato  [author] Dec 29, 2023 @ 4:30pm 
You likely have another mod targeting the Templar Shard Gauntlets, which is clashing with CPP Framework. This mod expects a certain version, which is being deleted, so you end up with a broken ability.
huntersorce20 Dec 29, 2023 @ 1:15pm 
I'm also encountering a weird bug. when i hover over the shard gauntlets in the armory, in between the damage/crit/aim info section and the tactical info description section, i see this:

MISSING NAME: X2 AbilityTemplate_1162
MISSING BOTH LONG DESCRIPTION AND HELP TEXT

MISSING NAME: X2 AbilityTemplate_1162
MISSING BOTH LONG DESCRIPTION AND HELP TEXT

I did a binary search on all my mods, and it's definitely this one that causes this, when I disable this mod it goes away. odd thing is, I tested using the shard gauntlets in a mission and they seem to work, but I'm not sure if I'm missing out on some ability this mod tried to add. Do you know what this is and if it will have a long term effect on my game, and if so, how do i fix it or do i have to disable this mod?
huntersorce20 Dec 29, 2023 @ 12:29pm 
is there a way to make this compatible with I'm the commander here? not the extension mod, just the base mod. I saw dare making some comments about a custom .ini edit, but I don't understand what to do to make them work together properly.
Cato  [author] Jun 14, 2023 @ 11:02am 
This mod will not work with other class template mods which overhaul the skill trees. Not Enough Skirmishing is an ability mod, which is why it works (and is recommended).

Brigadier is vanilla Rank 8 unlocked by CPP Framework. Thats what the 'Legendary' skill is for Heroes and Chimera Classes.
huntersorce20 Jun 14, 2023 @ 6:27am 
also what is the brg rank in the skill overview? i thought colonel was the highest rank?
huntersorce20 Jun 14, 2023 @ 6:24am 
bit confused about something, you said that this mod is likely not compatible with other mods that edit vanilla hero classes, but then you say that not enough skirmishing mod is now pretty desirable. is not enough skirmishing compatible with this mod?
METAShift Mar 14, 2023 @ 7:54am 
I wonder why the alien hunters requirement. It's a real shame since I wanted to try this together with the regular cpp classes but I'm not super excited with installing a dlc which is more or less just malware.
Binnie Bamboni Nov 11, 2022 @ 3:43pm 
SO I had an issue of an infinite loading screen after completing any mission. I disabled Heroes/Classes & CPP and it worked.

No clue if i'm right or not but after running through 107 mods, Gravely Wounded Prosthetics and Augments: WOTC Prosthetics seem to have been conflicting with the Chimera mods.
dmc32 Aug 8, 2022 @ 3:55pm 
Really like the rework in this one, the skirmisher is beastly.
Cato  [author] Aug 9, 2021 @ 9:26am 
:coffee: :coffee: :coffee: Minor Notice :coffee: :coffee: :coffee:

You may notice an AML warning that you are missing a dependency.
Since we use AH DLC, I have added the Alien Hunters Community Highlander plugin.

It is an optional bugfix plugin. You can continue to play without it.
Dare Aug 3, 2021 @ 10:30am 
Ah I forgot, the extension mod actually adds abilities to the deck for the hero classes, my bad! But all of those can be either removed or commented out in the ini!
Dare Aug 3, 2021 @ 10:29am 
If you changed the deckname for templars a simple ini edit would solve that. My mod doesn't effekt the build process of the soldier at all. It draws everything from the deck and the awc array.

I haven't actually looked at you mod, but what I am reading here from the last comments I wouldn't call it incompatible. You could ship your mod with a XComImTheCommandereHere.ini of it's own and
-ClassAndDeckNames=(Classname="Templar", Deckname="TemplarXComAbilities")
followed by
+ClassAndDeckNames=(Classname="Templar", Deckname="CatosDeck") under the headline
[ImTheCommanderHere.ImTheCommanderHere_Utilities].

Regards
2/2
Dare Aug 3, 2021 @ 10:29am 
Hey Cato,

you are only partial correct here. First ITCH doesn't add anything to the heroclasses unless you either subscribe to the extension mod or set 'xAppendHeroSoldiersWithTCAbilities = true' in XComImTheCommandereHere.ini. And even if true it only appends the choices by the AWC abilities not acutally alter the deck itself.

Further more my mod works this way, simply put:
- For standard soldiers it checks row 3 to respec
- For soldiers with decks it check row 4 and the deckname must be preset in XComImTheCommandereHere.ini for example:
+ClassAndDeckNames=(Classname="Skirmisher", Deckname="SkirmisherXComAbilities")

1/2
Cato  [author] Aug 3, 2021 @ 5:49am 
Yeah, I've checked ITCH mod over. It edits all the Hero classes to access the global AWC pool, then adds in some restrictions for the Templar.

This affects CH by giving the Reaper and Skirmisher cheeky extra abilities on top of the random decks I designed and breaks the Templar table build process.
Cato  [author] Aug 3, 2021 @ 5:23am 
Excellent detective work! I've never used that mod. :vahlen:
Added to the main description, thanks for reporting back.
LyrraKell Aug 3, 2021 @ 4:25am 
Thanks Cato. I didn't have many non-cosmetic mods that weren't part of your list, so I started there. Through process of elimination, I figured out it's the "I'm the Commander here" mod. Strangely, it didn't affect reapers or skirmishers (or your classes)--just the templars. Anyway, if anyone else has this issue, that's one place to look.
Cato  [author] Aug 2, 2021 @ 9:25pm 
Oh and if you have made any self-edits the classdata.ini file that could also have caused it. A single rogue white-space will break the coding.
Cato  [author] Aug 2, 2021 @ 9:22pm 
You can also post a Pastebin [pastebin.com] of your mod list here and I can quickly check it over for you. Within the Alternative Mod Launcher, click the Profiles tab. Copy/paste that text list.
Cato  [author] Aug 2, 2021 @ 9:19pm 
Sounds like something is competing for the Templar class build or is modifying it's base perks. E.g. a Rend mod. To reassure your sanity, deactivate everything except CH & it's framework, start a new game and console grant yourself a Templar. (GiveFactionSoldiers). Save, then reload with your full modlist, then rebuild the class. This should produce your bug, proving a mod conflict.
LyrraKell Aug 2, 2021 @ 8:04pm 
I always end up with the same problem with the templar's starting abilities not being correct (they end up with their end abilities in the starting column, like ionic storm, etc). I have all the required mods, and I don't have any other character modification mods except for yours (playing your v13 mod list actually), and I started with a fresh campaign after clearing all the inis/configs/etc. It's really weird. This isn't the first time I encountered it. Just wanted to let you know about it. Unfortunately, rebuilding the class doesn't fix it.
Cato  [author] Jul 17, 2021 @ 3:35pm 
:diplomacy: Chimera Heroes 2.3 Release

What started as a bugfix somehow escalated to full review of each Hero. :MingXiu:

Everyone gets a new skill or two. All custom skills get voice bark support. The Random decks have been consolidated. Please see the change log.
Cato  [author] Jul 11, 2021 @ 3:07pm 
I tested Dies Irae with a squad of 4x God Templars with all perks taken.

I could not replicate any lock-ups or end turn hangs killing vanilla enemies.

However, the perk is clearly misfiring. It is meant to generate a 6-tile AOE wave effect around the user, not just be a 3-Focus cost normal rend!

I will either fix or replace the perk. Sorry for the wasted perk choice.
Cato  [author] Jul 11, 2021 @ 2:37pm 
Yes, it is a rend melee attack with knock back and a 33% chance to confuse them. I will check it over on my end.
Misfiring Jul 11, 2021 @ 1:28am 
The game failed to end my turn automatically after I used Dies Irae, I had to press End Turn myself, and sometimes that doesn't work forcing me to reload the save. This happens everytime I use Dies Irae.
Misfiring Jul 10, 2021 @ 11:03pm 
Is Dies Irae just a Rend? Tried this skill just now and it looks like a Rend with knockback, it triggers Momentum too.
TrikSta` May 7, 2021 @ 4:45am 
Thanks for the response. I'll reset the class using the console for now and clear my cache folder and if I still have issues I'll get back to you. Cheers
Cato  [author] May 6, 2021 @ 11:15am 
Another simple cause would be missing the required CPP Framework mod.
Cato  [author] May 6, 2021 @ 11:09am 
If you installed Heroes mid-game, then the new ability tree will only show up on newly acquired units going forwards. You can use a console command to reset their skill tree .

If this issue is on a new game, then you very likely have another Hero mod installed which is editing the Hero and overriding the skillset. This also includes previously installed mods if you have not recently cleared your ini cache.
TrikSta` May 6, 2021 @ 8:27am 
Hey there, having an issue. My templar appears to have the wrong starting abilities, so no rend and no way of getting any focus. Can only use the autopistol. Any idea on how to fix this? Love your class mods so far and this is a real bummer.
LyrraKell Feb 16, 2021 @ 5:46am 
Yeah, I have no other class mods besides your chimera ones, so it was weird. What was happening was that the templar's first column was all later abilities and rend wasn't there. The reaper was also a bit messed up with her remote start ability showing up in the 2nd column. I thought that was intended with the mod until I took a closer look at your screenshots. At least the rebuild console command worked for both of them, and if anyone else has a similar problem, they will know how to fix it. Thanks for the quick response.
Cato  [author] Feb 15, 2021 @ 5:50pm 
The only cause I can think of would be if you remove the Shard Gauntlet's from the Templar via a mod. Then most of her abilities will either be greyed out or not play an animation.
LyrraKell Feb 15, 2021 @ 3:24pm 
Nevermind on my comment. I don't think it was related to this mod but probably one of my others. I used additional console commands to rebuild the templar, and now she's working as expected.
LyrraKell Feb 15, 2021 @ 2:23pm 
Has anyone had a problem with the templar's rend ability being missing? I tried to search for it but didn't find anything about it.
veneficus Jan 31, 2021 @ 2:08am 
thanks
Cato  [author] Jan 30, 2021 @ 8:10pm 
I never found one which was completely stable, so I do not use them. Have not looked at any within the last year though.
veneficus Jan 30, 2021 @ 7:12pm 
Cato, is there a psi mod you recommend?
Cato  [author] Jan 11, 2021 @ 5:36pm 
A minor update has been released - Chimera Heroes 2.1

Please see the change log tab for details.
_m_a_ Dec 18, 2020 @ 1:11pm 
Is melee Templar with "Critical X" perk viable?
It seems op if Rends %100 hit chance rule overrides perks -%20 hit chance.
Cato  [author] Nov 7, 2020 @ 1:34pm 
It might, although I would not recommend it if you are using already custom class mods. Please check the compatibility section of the required CPP Framework item.

Be aware it will only change newly acquired Heroes, it would not enhance your existing soldiers in the roster.
MossMoth Nov 7, 2020 @ 6:18am 
Will this mod work mid-campaign? Will only my new hero classes get the reworked skill tree?
Cato  [author] Oct 9, 2020 @ 3:11pm 
No, I left those as they were.
Cato  [author] Sep 27, 2020 @ 8:04am 
You cannot. Multiple users have reported that LWOTC is incompatible with CPP Framework, which this mod requires.
goDelimS May 23, 2020 @ 2:31pm 
@Cato – Alright glad I could help :)
Cato  [author] May 23, 2020 @ 10:51am 
I can replicate it - being caused by something in CPP Framework. I'll either find the source or just patch the template in a day or so.
goDelimS May 23, 2020 @ 10:16am 
@Cato – Its only showing the error message in the armory screen. Pre-mission and normal one. I only noticed it by accident since you do not switch out the main weapon of a Templar very often :P

In mission it just states Shard Gauntlets. Which is the correct way of displaying things if I remember correctly.
Cato  [author] May 23, 2020 @ 3:52am 
Interesting. Where do you see this exactly, by hovering over the gauntlets in mission or in the armory?