XCOM 2
[WOTC] Zelfana's Assorted Fixes Config
29 Comments
Zelfana  [author] Jun 19 @ 5:30pm 
Somewhat simple change to allow robotic in the target condition for healing abilities but it requires OPTC script and building an actual mod. There may be some perk somewhere in the perk packs that would also do something similar but don't really know right now.

You could alternatively use MEC Troopers Redux and Spark-B-Gone, and just have MECs instead of SPARKs as the MEC Troopers can be healed by medikits.
LightenedDark Jun 19 @ 3:51pm 
How hard would it be to just allow allow healing abilities to be used on sparks? I know there's a mod that adds a separate medkit charges for mechanical but I don't want extra resources, just the ability to show my spark some love. Perhaps an otherwise unused perk called engineered medicine or something?
Zelfana  [author] Aug 7, 2024 @ 9:13am 
You can do that with Template Master using similar config, but it would always be preferred if active mod makers implemented fixes in their own mods as Template Master would overwrite sounds they put on.
Povuh Aug 7, 2024 @ 8:32am 
I see this config adds some equip sounds to items that don't have them. Would it be possible to add equip sounds to the modules from the Modular Sparks mod? Those are all silent.

Or should I ask the original modder?
Soul Jul 30, 2024 @ 9:55am 
nice,thx a lot for your time!
Zelfana  [author] Jul 30, 2024 @ 9:29am 
Template Master is enough, just put it under Config in the local mod.
Soul Jul 30, 2024 @ 8:01am 
So just this ini in its own local mod folder will be enough? Do I need a depedency or just iridar's template master mod is enough. Also thanks for the answers.
Zelfana  [author] Jul 29, 2024 @ 11:44pm 
I recommend copying that file to a local mod and deleting the other lines. This mod is going to keep getting updates that would revert your changes if you made them directly in this mod.
Soul Jul 29, 2024 @ 10:45am 
Yeah Ik,I mean how do I get that one to work only,without activating all the other changes in the mod itself? Cause they all activated from the start.
Should I just comment/deleted every other inis beside that one?
Zelfana  [author] Jul 29, 2024 @ 10:28am 
Check the main XComTemplateEditor.ini in the Template Master subfolder. I have all the different changes commented.
Soul Jul 28, 2024 @ 5:54pm 
So huuuuh want to be sure
I just want the option that stop ruler armors from thinking they are funny removing my stuff when I unequip them.
How do I make it so,cause checking the configs (theres a shit ton) they all seem to touch and change other stuff,and honestly I'd rather not lmao.
I just want that one to work

; Removing equip/unequip functions from Ruler armors so they don't mess with existing customization
In Iridat template master,how do I make it so.
Thx if you answer
Zelfana  [author] Nov 6, 2023 @ 4:39pm 
Just a heads up, I have disabled the 45 degree camera angles Highlander config as it is buggy. You can re-enable it yourself if you don't mind getting the blackscreen/whitescreen bug.
Swanky May 28, 2023 @ 12:42am 
If this continues to get updated I should probably keep a backup so I know what I actually configured for myself...
Zelfana  [author] May 17, 2023 @ 6:24pm 
As RustyDios released the nifty Shot Hud Ability Position Exchanger I will be evolving this mod to utilize more mods for whatever fixes I consider useful.
Zelfana  [author] Jan 16, 2023 @ 9:45am 
Those random white/black screens really are just random. I don't think anyone really knows why they happen. When I looked into it I only found out the camera code messes up in native code we can't see in the source code Firaxis has provided with the SDK (because it was spamming the log with lines that weren't in the visible source code). So there is almost no hope of fixing it.

But you can stop using other mods for 45 degree camera turns if that is all you needed out of them. And yeah the relevant config is in XComGame.ini but you should also remove XComCamera.ini if you want to revert to 90 degree turns.
Daevinski Jan 16, 2023 @ 7:28am 
Since this config file includes the camera change, it means we'll be able to use it without the random white/black screen that happens often while using similar camera mods?

And if I want to use the default camera, I just need to change the XComGame.ini file?
LeyShade Dec 15, 2022 @ 5:25am 
@Zelfana - Thank you for the very courteous and explanatory reply. It's very much appreciated! We shall cross reference you're feature list with there's to see what is missing balance wise so we can directly intergrate what we wish to keep through other means, then move our pack over to your work in the next update.

Extremely grateful to you for your time, and thank you for the fantastic work you've already contributed =)
Zelfana  [author] Dec 15, 2022 @ 5:03am 
Both Ability Tweaks and this mod are somewhat safe to remove in the middle of a campaign. Mid tactical might not fully work as expected but it shouldn't outright break a save.

Since I made the mod specifically to only include the bugfixes from Ability Tweaks there are a lot of balance tweaks done there missing. The full feature list I've linked in description of course only lists what my mod has but I've mentioned where each fix is coming from. Also refer to the readme in Ability Tweaks, although some things you might only know if you looked at the source code.
LeyShade Dec 14, 2022 @ 7:37pm 
@Zelfana - Maintaining a library of local configs and patch fixes for things, including bridging, is a bit of a thing for us You can find our collective work here .

Is there anything specifically in Ability Tweaks that's missing from this that would require standalone pieces to reimplement? Asking ahead to prevent destroying multiple peoples saves if we pull one to replace with the other.
Zelfana  [author] Dec 14, 2022 @ 1:48pm 
Definitely don't use Ability Tweaks with this. Technically you could use it but you'd have to disable every feature that I took from there.

This mod is essentially a default config for the main mod which will not do anything without this mod or a local mod with customized config. It is separated so that it will be simpler to make custom config or only enable some features. You could totally directly modify this mod's config but updates will overwrite those which is why I'm recommending the local mod way and copying these configs there.
LeyShade Dec 14, 2022 @ 6:46am 
@Zelfana - Is this set of fixes meant to be used alongside Ability Tweaks WOTC or instead of it?

Also, are any we able to disable any parts through config that we dislike or have our own changes for?

Thank you for your time :)
Zelfana  [author] Oct 26, 2022 @ 8:31am 
Debug starting items are developer stuff, doesn't do anything for normal play. They get added to inventory when using debug strategy start when the game has been started in debug mode.
Noname Oct 26, 2022 @ 5:11am 
Greetings. What is "missing debug starting items"? What do we need it for?
Jaqco Apr 28, 2022 @ 1:16pm 
You are so nice.
N/A Apr 24, 2022 @ 1:52pm 
ok, that makes sense.
Zelfana  [author] Apr 24, 2022 @ 1:23pm 
@N/A
You're asking because of TemplarBladestorm being changed to expensive XCOM perk?

Regular Bladestorm isn't available as an XCOM perk even though it's in the list of expensive perks. It's possible Templars had the regular version earlier in development and that's why Bladestorm was in the list of expensive perks or the one responsible for writing that in the config didn't know Templars use a separate perk. In either case I'm assuming TemplarBladestorm is meant to be an expensive perk.

Functionally the only difference is that TemplarBladestorm is guaranteed to hit, but that's just because Rend is also guaranteed to hit. Actually even more reason to make it expensive.
N/A Apr 24, 2022 @ 12:26pm 
what is the difference between templar bladestorm and regular bladestorm?
DERPKING1991 Apr 22, 2022 @ 12:14pm 
[WOTC] Tactical Options??
Zelfana  [author] Apr 22, 2022 @ 9:14am 
Fair warning, I will update this at some point to include some vanilla config based fixes.