XCOM 2
Mod Jam for Long War of the Chosen
496 Comments
lety4ayavoropaeva Apr 15 @ 1:56pm 
Guys, please help me understand the differences between two regularly updated, but different versions of Mod Jam
https://steamcommunity.com/workshop/filedetails/discussion/2684079953/824829999859120170/
Nullified Dec 26, 2024 @ 8:46am 
So, to answer a few questions, custom enemy units will not show up without modjam installed, please refer to the link in description for enemy advent units that are supported.

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.
Void Dec 9, 2024 @ 9:23am 
I dont know if this belong here but when I equip an EXO suit I cant equip heavy weapons, they appear as unavaiable. Any ideas?
123 Oct 31, 2024 @ 10:46am 
I get a few mods with "missing dependencies" tag in my Alternate launcher. These are the mods:

Mod jam
ballistic shield
frost legion
information overhaul
dual wield
buildable units
shadow ops perk pack

what am I doing wrong?
rubyeye Sep 28, 2024 @ 3:00pm 
I have a question about how Mod Jam works with LWotC with regards to enemy mods.

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 )?
Airborne Sep 23, 2024 @ 6:05pm 
There's a bunch of items I can build but for the life of me I can't figure out what classes/weapons use them (chemthrowers for example). Did something break due to this no longer being updated? I didn't change anything unless that's what I need to do.
Komissar Gebet Sep 22, 2024 @ 3:22am 
Maybe it's a silly question to ask, but I'll ask it anyway.
Does ModJam work with experimental build of the LWOTC?
Komissar Gebet Sep 21, 2024 @ 8:38am 
Hello, everyone.
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?
-=Jordan=- Sep 17, 2024 @ 11:49am 
Hi guys, never used u mod, but "[WOTC] Rocket Launchers 2.0" says i need a mod jam to work properly with lwotk, do i need to download EVERYTHING here? i mean its like a ton of submods just for 1 mod here
Big Brain Time Thanos Aug 1, 2024 @ 5:59am 
Is there any way to use this without the Tactical Legacy Pack dlc? If I would leave out "[WOTC] Iridar's LW2 Laser and Coil Weapons - Assets" would it make the game unplayable?
4rrakis Jun 23, 2024 @ 3:03pm 
No idea, all know is that she went on hiatus because of irl stuff.
Series_oc Jun 21, 2024 @ 5:54pm 
@4rrakis Why is that?
4rrakis Jun 16, 2024 @ 9:25am 
@SutiituS Kiruka isn't modding anymore, so I would not get my hopes up.
Series_oc Jun 16, 2024 @ 9:22am 
any update news?
4rrakis Jun 5, 2024 @ 3:51am 
No. You can check the discussion threads to see which mods are supported by Mod Jam.
Danny - druws Jun 5, 2024 @ 1:11am 
back again on xcom, mods jam made compatible "more mission types for war of the chosen"
with long war of the chosen
and more maps ?
4rrakis May 25, 2024 @ 9:23am 
No problem, you're welcome!
Mars May 25, 2024 @ 9:11am 
Yes thank you so much, kind soul <3
4rrakis May 25, 2024 @ 3:46am 
The discussion section contains change notes to all roster mods. This is from the discussion thread for Ability To Slot Reassignment:
"- 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.
Mars May 24, 2024 @ 5:00pm 
and A Better Barracks Arsenal for LWOTC. (Sorry about the double post, misclick.) Issue was there slightly with Hunting Rifles, which doesn't have its "Mark Target" or Marking rounds ability, whatever its called. But with the samurai class no sword abilities are showing up at all. Was going through comments on Samurai class page, saw a convo that said any issues with that could and should be resolved with True Primary Secondaries, Ability to Slot Reassignment, Musashi's Mod Fixes, and Dual Wield Melee. Looked through those chats, no hitters for my issue. Asked Iridar, said he doesn't troubleshoot LWOTC. Figured maybe ModJam had smth to do with it, considering True Primary Secondaries is recommended to use instead of Primary Secondaries in ModJam. Don't need a fix necessarily, just looking for ideas! (Although a fix would be mighty appreciated.)
Mars May 24, 2024 @ 4:53pm 
Hey! So, I'm having trouble with getting melee weapon skills to show up.

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.
Deathraven13 Mar 2, 2024 @ 9:39am 
@BrightHorst Funny that you are saying that because I also had a paladin with the perk that let him take 6HP of damage before he count as wounded, used bloodlust skill that damaged my unit by 3 HP, result screen says no wounded but back at base he was wounded for 9 days (no infirmary) thus the skill don't work.
BrightHorst Mar 2, 2024 @ 8:43am 
so i'm running this pack and just got some weirldy high wound recovery times and now i'm wondering if everythign is workign right. had a juggernaut class with a total health of 12 get taken down to 9 and he's out for ten days and lightly wounded. i've got both the infirmary and had an infantry class in that mission with field surgeon. a shinobi got taken down to 1hp in the same mission and is out for a month.
do these numbers sound about right? i'm not sure if either the infirmary or the field surgeon perk are working.
VS-lockon Feb 25, 2024 @ 10:51am 
Deathraven13 it not compatible bc the hive not in here not because it's a separate faction there a mod that add 3 separate faction in game and there said it not compatible for LWOTC but they still work in LWOTC because someone made a compatibility patch that only change one line of code make them in the spawn list so i dont see why the hive would be and different
Deathraven13 Feb 24, 2024 @ 5:50pm 
@Dawnminated that is correct.
Dawnminated Feb 24, 2024 @ 5:39pm 
So just to clarify, if anyone can for me; not all mods are needed? And Mod Jam will still work for what I have chosen?
Deathraven13 Feb 22, 2024 @ 4:15pm 
What does change the frost grenade research ? Doing the experimental weapon research doesn't grant it.
Deathraven13 Feb 22, 2024 @ 12:31pm 
@||MorphoGenesis|| Aside:
- [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.
||MorphoGenesis|| Feb 22, 2024 @ 11:34am 
Hi Kiruka, with the newest version of LWOTC beta can i just stay subscribed to the whole modjam collection or did you notice some conflicts emerging anywhere (including the collections of sgt. hobo and Irregular)?
Deathraven13 Feb 19, 2024 @ 9:22am 
The hive is not compatible for LWOTC IIRC.
VS-lockon Feb 19, 2024 @ 9:21am 
also here a mod you need add to this the hive
VS-lockon Feb 16, 2024 @ 1:51pm 
doseanyone know where the hunter gun are i like up the ammo form 2 to 3 bc i have mod out side of mod jam that make game harder and with the hunter gun has 2 clip it run out of ammo fast so i stuck not able to shoot
AlFaraS'ulTane Jan 15, 2024 @ 1:49pm 
a working mocx would be great in here indeed (esp since there is a mod to put mocx in eteamOne instead of the aliens with another reality mod)

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))
JacksterRat Jan 9, 2024 @ 1:47am 
Also does the inventory slot weight toggler with mod jam only ignore weight for the aforementioned spark and mecs, or it applies universally? If so how balanced is it if the weight attribute is ignored in LWOTC with mod jam and all it's mods?
JacksterRat Jan 9, 2024 @ 1:46am 
Hi @Kiruka, is the Blood & Tear 2.0 Collection integrated into Mod Jam? If not should I use it alongside Mod Jam? I mainly want the compatibility for MOCX and some other enemy mods provided by B&T.
RAAMPEAK Dec 1, 2023 @ 6:08am 
whats the muton stalker from
andrews94 Nov 23, 2023 @ 7:38pm 
does anybody know if "Diverse Aliens by force level" works with this?
Bantichai Nov 12, 2023 @ 4:31am 
Is mod jam considered finished now Kiruka or are you just taking a long break?
asdron Nov 9, 2023 @ 10:31am 
Hello! Can you support [WOTC] Iridar Vest and Armor Overhaul from Iridar? So that it works correctly with LWOTC.
Czechurself Nov 9, 2023 @ 7:52am 
load error every time
Series_oc Nov 8, 2023 @ 10:56am 
I can get the glaive in and use it, which is why im mentioning adding support. Making it feel better in the game and adding to it
The UltimateZapZap Nov 7, 2023 @ 10:05pm 
@SutiituS i'm fairly sure you can mess around with weapon skin replacer or xskin to get the glaive working...
Series_oc Nov 5, 2023 @ 9:26am 
I got my issue sorted, but I do have another thought. Have you guys considered adding Glaive support for the modpack? While there's plently of melee choices already, I feel it all comes down to "Knife" or "sword", I'd love to see some heavy melee that classes like Warden could use.
Series_oc Nov 4, 2023 @ 3:53pm 
Not sure where/when this happened but something had caused my Psi lab to become an unusable, blue room. Trying to reload a save before I made the lab was also broken, not allowing me to abort a mission.
Deathraven13 Oct 6, 2023 @ 2:56am 
@Ryan Sabout round Is Advent Sniper. Shotgun is Mec shotgun (or something something like that), Dragon rounds may be the new muton variants in the mod but I'm not sure now. I remember that something was tied to "Celatid". For frost rounds it may be cryopriest but I'm using mods that conflict with cryorounds it seems so I can't make those. Hope that help.
Vanysh Oct 6, 2023 @ 1:01am 
@Deathraven13 Added on Bio and Flame Viper, but theres still a few that have the 1, Sabot Rounds, Dragon rounds, and a "Prototype Assault Shotgun" in Engineering, any idea what those might be interacting with? Not a big loss if those are the only ones that dont work, but I would like dragon rounds...
Deathraven13 Oct 5, 2023 @ 3:06pm 
@Ryan I had this issue so yeah if you want gas grenade you need bio division, incendiary grenade you need flame viper and such. I've never figured out to make the changes and I just rolled with the new ennemies, I did ask before but no one pointed it to how I can change it so you may have to check on your own sorry.
Vanysh Oct 5, 2023 @ 1:30pm 
Recently added this into my LWOTC playthrough because apparently it is needed to get "Spark Arsenal" and "Spark class overhaul" to work properly together, but now there are certain proving ground projects and engineering builds that require corpses of enemies from mods I dont really want to add, is there any way around this? Something I can change in the configs?
Yoinkyz Sep 29, 2023 @ 9:52am 
i think this mod needs to be updated for iridar template master

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?
turtledactyl Sep 24, 2023 @ 6:03pm 
@Danny, I'm having the same problem with the rob corpses covert action not giving me any reward (even when successful). I'm not using all the roster mods, I think @4rrakis must be right, it's because of missing enemies.

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.