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https://steamcommunity.com/workshop/filedetails/discussion/2684079953/824829999859120170/
The missing dependencies is something you can ignore, as muirshi whatever the name is has retired from modding and his/her mods specifically the stealth ones are broken and some of the mods elements which have made their way into other mods like the ones mentioned *daul wield*shadow ops* ignore miss dependencies but dont expect those mods to work as intended.
Mod jam
ballistic shield
frost legion
information overhaul
dual wield
buildable units
shadow ops perk pack
what am I doing wrong?
I've learned that LWotC has a specific encounter list which overrides any other enemy mods I install , which is why I rarely see any if at all outside of maybe a sitrep. And that you have to manually add them to LWotC's encounter list file to get them to show up properly.
I'm curious to know if simply installing Mod Jam plus whatever enemy mod ModJam supports, will automatically add them to LWotC's roster of random encounters?
For example, will units like ADVENT Warlock, Flame Viper and Bio Division troops actually appear on normal missions...and will those units extra drop items be available ( ammo/armor )?
Does ModJam work with experimental build of the LWOTC?
I am currently playing LWOTC with ModJam (+ a couple of small additions).
Has anyone encountered the total game freeze after you get "reinforcements imminent" notification? The one when you end your turn and... that's all folks. You will need to reload the game and manage to get out before the reinforcements come in. The thing is - on some missions reinforcements arrive normally but of course in that case you must get out or you shall not make it. On other jmissions - the above mentioned thing. And I haven't encountered the Chosen yet - could it be them?
with long war of the chosen
and more maps ?
"- SwordSlice (the vanilla Slash ability) is no longer added to Swords, to reduce clutter on LWOTC classes (as they generally use Fleche instead). If this messes up your setup somehow, go into XComAbilityToSlotReassignment.ini in Mod Jam, and comment out the line !MandatoryAbilities=() to disable this feature."
I never used the Samurai mod, but maybe this helps.
Here's all the stuff that may be important. I'm running all DLC, LWOTC, Full Modjam (including recommended mods), Highlander, Highlander Alien Hunters, Musashi's Mod Fixes, True Primary Secondaries, Ability to Slot Reassignment, Dual Wield Melee, and Samurai Class for WOTC.
do these numbers sound about right? i'm not sure if either the infirmary or the field surgeon perk are working.
- [WOTC] Ability Editor
- [WOTC] Repurpose Abilities
- [WotC] Enemy Reskinner
- [WOTC] Choose Your Aliens
- [WOTC] Configurable Immunities
- Negative Mobility Fix
- Pre-Scamper Ability Stopper
I use LWOTC with LLWOTC, double pod count, raiders & even more mods and everything is fine so you should be good. Be sure to check what other mods may requiere because it could cause issues, like I've forgot 2 mods for frost legion and so the game tended to crash, no It work just fine. Hope that help.
technically, the only thing needed to be done to actually integrate it would be making sure that missions can pull "correct" mocx soldiers, i.e. the errors
[4347.48] DarkXCom: Dark XCom: mission has MOCX SITREP, adding.
[4347.48] DarkXCom: Dark XCom: Could not find valid unit.
don't appear anymore (if they can't find a valid unit even though mocx barracks have enough soldiers, it'll spawn a basic advent soldier instead of a mocx unit - that needs to be fixed (by providing a working class to pull from), then it'd easily count as integrated (rest is working already))
i ask iridar about it and he said this in refrence to a bug i was haveing with AP grenades haveing bugged out text
This is caused by an update to Template Master. Some mod you are using needs to update its config for Template Master to new format. Most likely it's Mod Jam.
this is the exact text that is bugged in AP grenades
?int?wotciridartemplatemaster. help?
The solution then is to comment out the lines in mod jam's xcomgame.ini to do with any missing enemies. That seems like a lot of work so I might just remove all of those entries entirely so the Covert Action just gives base game corpses, idk.