XCOM 2
Covert War Class Pack Redux 2.3
33 Comments
Jason Aug 17, 2024 @ 4:52pm 
@MrCloista this solved the problem, thanks so much!
MrCloista  [author] Aug 17, 2024 @ 11:23am 
Ohhh yea no that makes sense. You need to remove the 'unique equipment category' setting for pistol in this mod (xcomgamedata I think) I set that so that Sharpshooter can't have pistol in both secondary and sidearm slots
Jason Aug 17, 2024 @ 10:44am 
@MrCloista yeah it doesn't make much sense to me either, I just wiped my configs and tried again to be sure and the problem is still happening. In the Akimbo's loadout pistols are locked with the message "MAX 1 UNKOWN WEAPON CATEGORY PER SOLDIER", stops happening when I disable only this mod.
MrCloista  [author] Aug 17, 2024 @ 7:41am 
@Jason strange, this mod does nothing to create lockouts for the weapons themselves so it shouldn't touch other classes at all.
Jason Aug 16, 2024 @ 8:11pm 
Currently, if I have just this mod + dependencies and Iridar's Akimbo + dependencies, enabling this mod makes the Akimbo unable to equip pistols.
IceLancer Mar 18, 2024 @ 8:47am 
; Possible values for `MinComInt`
; eComInt_Standard,
; eComInt_AboveAverage,
; eComInt_Gifted,
; eComInt_Genius,
; eComInt_Savant,

; You can have more than one line here. The chain will trigger for soldier class that has not met the barracks limit defined in `Limit`
+RescueClasses = (ClassName = "CWCR_Tinkerer", Limit = 2, MinComInt = eComInt_Gifted)
+RescueClasses = (ClassName = "Keeper", Limit = 2, MinComInt = eComInt_Gifted)

What is this option?
Does that makes those classes always PSI capable?
Epigamesh Mar 9, 2024 @ 10:18am 
@MrCloista Thank you for the update (and the mod ; this is still my favorite classpack so far)
MrCloista  [author] Mar 7, 2024 @ 3:28pm 
@Epigamesh - bug fixed thanks for the report.
MrCloista  [author] Jul 27, 2023 @ 1:01am 
If you have multiple Reaper overhauls active things are going to be a bit ♥♥♥♥♥♥ up. Them having Fan Fire at squaddie is possible with how the sidearm deck works for MY Reaper, but it's entirely random. Like I said you can delete configs for anything you don't want, but consider how this is setup to use the Dedicated Pistol Slot in a wholly unique way and you'll understand why I don't recommend mixing it with any other classes I haven't already supported, it's a unique balancing method you'd not get for any other classes.
jahsinha Jul 25, 2023 @ 6:28pm 
Okay. The issue is I want to ignore your recommendation to not mix other Prof pack lol. I tried commenting out Proficiency’s classes, disabling them, and stopped after realizing I’d have to drop all the Fearthebunnies MOCX stuff, along with having the Prof classes on missions. Too integrated into my campaign.

And…the biggest reason..,somehow ended up with your Reaper with fan fire as a squaddie perk, Remote start as a first choice. On Gate Crasher. It was four trees of terror for Advent when I finally got to the Promotion screen ( almost every OP perk just in difference places on your tree) but would’ve been too much. I had Prof Reaper, Knoxx Reaper, and Recruitable Reapers active.

Odd, because I did try these last campaign w/o issue so I’m not sure what config I *didn’t do* to result in the above. Bummer man. The Tinkerer, Assault, and Reaper would go well with my setup ( I use a lot of classes).
MrCloista  [author] Jul 25, 2023 @ 4:27am 
@jahsinha you'd delete the changes to the vanill classes in the configs, but that would be very unbalanced. And no the smg isn't a core requirement, but is the intended balance.
jahsinha Jul 25, 2023 @ 12:18am 
One more: How do I use only the two new classes?
jahsinha Jul 24, 2023 @ 11:18pm 
Is the SMG mod a hard req?
MrCloista  [author] May 16, 2023 @ 6:07pm 
@epigamesh thanks for the continual feedback, please post in your dedicated discussions thread.
Epigamesh May 16, 2023 @ 1:50pm 
And I'm back (again) after having finally begun my new campaign (I'm really apreciating this class pack so far), and found new small bugs :
After having promoted a tikerer and an alchemist, the two soldiers were asking to be bonded, but the bounding command was disabled for the tinkerer (but enabled for the alchemist, so I could bound them anyway). I feel like there could be a missing line bCanHaveBound = true for the tinkerer (and the assault) in the XComClassData file (but haven't tested it properly so far ; and with my pretty extensive modlist, the strangest incompatibilities are not to be excluded).
Also, when receiving a reaper, I remarked he could equip a pistol even though he shouldn't (and I really don't know why).
If I find anything else when playing, do you want me continue to comment here - and kinda spam the comment section (or prefer discussing elsewhere ? Or even not at all, if I'm just being bothering x'D)
Epigamesh May 13, 2023 @ 10:45am 
Not sure if it is intentional too or if it might cause a future bug, but the end of the random ability deck from templar side arm doesn't end with '//' : (AbilityName="SpareShells", ApplyToWeaponSlot=eInvSlot_Pistol)
Epigamesh May 13, 2023 @ 10:07am 
Hello,
I might have found a small bug too when playtesting for my future campaign : it seems that the alchemist can always equip a pistol in his pistol slot, even when he shouldn't. I have compared the ini files with the alchemist mod and the line that should remove the initial pistol (-ADD_SLOT=(SOLDIER_CLASS="RustyAlchemist", WEAPON_CAT="pistol", ALLOW_EMPTY=true)) hasn't the same format as the one in the alchemist file (which contains a lot more blank spaces). I remember having read somewhere it could lead to not being taken into account so I tried to copy the exact line in my personnal config tweaks and then it worked as intended (no problems for me anymore, but I figured you might want to know about it)
MrCloista  [author] May 8, 2023 @ 9:29am 
@laserbelly it's designed as an alternative, and the faction classes would have compatibility issues, so it's best not to. @Epigamesh hanks i'll check that out.
Epigamesh May 8, 2023 @ 7:49am 
Hello,
I might have found a typo in the XComClassData, in the RangerSidearm deck : the line "(AbilityName="LightningHands", ApplyToWeaponSlot=eInvSlot_Pistol)" doesn't end with ", //".
Diego May 7, 2023 @ 4:54am 
Does this mod play well Proficiency Class ? Or is it best not to.
MrCloista  [author] Mar 9, 2023 @ 11:32am 
Huh thought I'd fixed that, good spot thanks
METAShift Mar 9, 2023 @ 6:34am 
There are missing parenthesis in the ability to slot reassigment ini
+WeaponCategorySets=(WeaponCategorySetName=NewMelee, WeaponCategories=(wristblade, shield, sword, combatknife)
+WeaponCategorySets=(WeaponCategorySetName=sawedoff, WeaponCategories=(sawedoffshotgun)
+WeaponCategorySets=(WeaponCategorySetName=knife, WeaponCategories=(combatknife, sword)
+WeaponCategorySets=(WeaponCategorySetName=Holotargeter, WeaponCategories=(holotargeter)
+WeaponCategorySets=(WeaponCategorySetName=Arcthrower, WeaponCategories=(arcthrower)
MrCloista  [author] Mar 8, 2023 @ 5:14pm 
A class pack in and of itself can't cause crashes (cos classes are just config edits), it'll be one of the required mods you are having the issues with.
sonnytapman Mar 8, 2023 @ 5:12pm 
I've been having a lot of issues with the game crashing. But only when using this mod pack, using other mods didn't cause it. Has this been a consistent issue for other players?
MrCloista  [author] Feb 26, 2023 @ 3:59pm 
This will override that mod, honestly it is also better balanced.
Leon Feb 26, 2023 @ 12:47pm 
How does this interact with your other mod: Empowered Templar?
MrCloista  [author] Feb 21, 2023 @ 6:09am 
Considering testing for CI was what got me started modding in the first place, Yes, Yes it is.
Jokerke Feb 21, 2023 @ 6:07am 
Btw, based on the name and one of the companion mods listed, was this mod made with Covert Infiltration in mind?
Deadput Feb 21, 2023 @ 6:00am 
Praise the PEXM/MEME team for another banger mod! Looking forward to using them in action, not entirely a vanilla + class collection but one of the closest I've seen that's of great quality.
MrCloista  [author] Feb 21, 2023 @ 5:46am 
Yea it is, missed it off the list good spot.
Jokerke Feb 21, 2023 @ 5:43am 
Wait, if the Tinkerer uses a LW2 Gauntlet, shouldn't the LW2 Secondaries mod be a requirement?
MrCloista  [author] Feb 21, 2023 @ 4:56am 
Yeah it'd be compatible, but it's definitely not the intended balance, let me know how it works out.
Maddog Wolfus Feb 21, 2023 @ 2:55am 
I have one question. I have the Almalgamation Set of Perks currently running, is this pack compatible with those as my Jane Kelly is stil the original Ranger and no changes to the Faction Heroes have been done.