XCOM 2
Long War of The Chosen MOD Collection
152 Comments
Aonova Sep 8 @ 6:55am 
Thanks for the confirmation.

Reasonable, but imo T2 plating comes out really quick even on legend and is a great early alloy/corpse dump (since you can extract corpses every mission). Making that feel rewarding is a worthwhile tradeoff to the occasional dramatic rookie one-shot ( usually my fault anyways :P ).

Been running 2/4/6/7 ablative and it feels GREAT to tech up.
Tiaz  [author] Sep 7 @ 1:34am 
@Aonova
Yes i change plating to give more shield hp there are alot modded enemies that can kill in one shot for early missions.
Added Skip Gatecrasher to integraded mods.
Aonova Sep 6 @ 12:06pm 
I can also confirm this mod includes gatecrasher skip by default:
OPTC_SkipGatecrasher.uc

Worth putting that on this page desc so folks like me don't get confused imo.
Aonova Sep 6 @ 11:36am 
I see the plating does start at 4 in this:
[code]
[LW_Overhaul.X2Ability_LW_GearAbilities]
CERAMIC_PLATING_HP=4
ALLOY_PLATING_HP=5
CHITIN_PLATING_HP=6
CARAPACE_PLATING_HP=7
[/code]

This is in contrast to base lwotc 2/3/4/5 plating. Given the extra dot and aoe abilities used by enemies in this pack, I suppose the extra 2 HP is intended to keep injuries similar to base lwotc for cheap squads, at the expense of making tech and paid upgrades feel less impressive (e.g. alloy plating goes from +50% -> +25%).

I always felt early injuries was part of the mod jam experience though, so I adjusted to 2/4/5/6 (juicy +100% for alloy to reward investment, makes tanks like hoplite more important). Feels better already.
Aonova Sep 6 @ 11:10am 
For clarity I am using the LWOTC 2025 collection by Tiaz (and no other mods) with AML -- I dont see any mod with keywords related to gatecrasher except the random loadout one.
Garr Incorporated Sep 6 @ 9:17am 
Skip Gatecrasher is usually a separate mod...
Aonova Sep 6 @ 9:07am 
also it seems to skip gatecrasher (gives perfect completion) on new campaign, unless I am being dumb and these are updates to base LWOTC
Aonova Sep 6 @ 9:00am 
Is the free ceramic plate available at start intended to give 4 ablative or did I mess up the install? 4 ablative basically makes injuries impossible until later FLs
Tiaz  [author] Aug 31 @ 1:37am 
This mod don't do anything with Intrusion Protocol.
xiaotang Aug 30 @ 10:21pm 
i find IntrusionProtocol can not hack chest,workstation and door.Do anyone have the same problem?
Tiaz  [author] Aug 11 @ 6:02am 
Yes You don't need subscribe to any mods integrated.
BearHeart Aug 11 @ 5:01am 
Just making doubly sure, you dont need to subscribe to tthe integrated mods right?
Tiaz  [author] Aug 7 @ 8:22am 
UPDATE:
Some minor fixes
Tiaz  [author] Jul 23 @ 11:06pm 
You may try to use them but i don't make them for TJ
jonexhd Jul 23 @ 10:46pm 
And yet it cannot be activated with Ted Jam?
Tiaz  [author] Jul 23 @ 10:00pm 
Yes it is.
jonexhd Jul 23 @ 3:44pm 
Is this mod hard required for those other bridge mods? Such as the Shiv Mod Bridge and the SPARK Ruler Bridge
Agent_Hawaiian Jul 19 @ 4:35pm 
Got it, I'll try troubleshooting it but that's why I kept a backup save so no harm done
Garr Incorporated Jul 19 @ 4:16pm 
Agent_Hawaiian, I know why this happens. This conflict will also stop you from gaining materiel from supply raids and UFO assaults.
By default this mod changes the loot drops to contain crystallised MELD. If a drop contains an item that does not exist in the game (like if you do not have any mods that add/use MELD) it will not appear to the player. The same thing happens with the Black Market.

To resolve this you must either add a mod that uses MELD or edit 3 config files that govern the mission drops and the black market. And in general, do not add such strongly game-changing mods DURING a campaign - this rarely ends well.
Tiaz  [author] Jul 19 @ 11:34am 
Never add mods that are overhaul mods in middle of the campaign. To fully work you must start new one.
Agent_Hawaiian Jul 19 @ 10:28am 
I was testing adding this mid-campaign (I did make a save prior because I know the risk), and for some reason the black market just stopped allowing me to buy items that weren't engineers/scientists and soldiers? Is that part of the mod or some strange bug that came with the overhaul, because I can still sell all the overhauled items just fine (Also I checked and the market dark event wasn't active so it's not that)
Tiaz  [author] Jul 16 @ 12:29pm 
sure you may do it
BearHeart Jul 16 @ 11:07am 
if you previously played with mod jam, is it ok to just unsubscribe from that and still use the mods that overlap iwith yours or are there conflicts in the mod files themselves? i deleted the base xcom config folder ofc
Tiaz  [author] Jul 12 @ 12:59pm 
Just delete config file and that it.
ArachnidCommunist Jul 12 @ 12:29pm 
Overall this mod just does not deliver on what I think it was meant to do - offer a way to use some mod jam elements without using others. I cannot understand why there needs to be an integrated class overhaul that cannot be disabled
Tiaz  [author] Jul 10 @ 12:56pm 
@Infinity Prodigy
My mod don't do anything with MEC Troopers check again that you have all researches and upgrades done.
Infinity Prodigy Jul 9 @ 2:50pm 
I've noticed I can't make MEC Troopers for some off reason - using your Long War of the Chosen 2025 mod collection too. Just letting you know.
ArachnidCommunist Jun 18 @ 4:11am 
Of course I do? how would I have a SPARK otherwise
Tiaz  [author] Jun 18 @ 2:12am 
Do you have dlc Shen last gift its needed for LWOTC?
ArachnidCommunist Jun 17 @ 3:54am 
@Harbinger I had Mechatronic Warfare perk pack enabled already, so that's not it
Tiaz  [author] Jun 16 @ 8:45am 
Its from Kiruka's Class overhaul when im back from vacation will do some tuning in all classes
Garr Incorporated Jun 16 @ 7:17am 
Can I ask regarding the Sharpshooter tree? When chatting on LWotC Discord server I was reminded that on SSgt Marksman tree has Reposition, and Sniper tree has Low Profile. Latter being Stay on Target makes sense with Lead the Target in the skill tree. Wanted to clarify if keeping Low Profile on the Marksman tree was a deliberate decision or a follow-up from Kiruka's Overhaul of vanilla classes?
Harbinger Jun 13 @ 8:36am 
@ArachnidCommunist Try Mechatronic Warfare Perk Pack. Had the same issue, and this one seems to work.
Tiaz  [author] Jun 13 @ 12:45am 
I'm on vacation for about 2 weeks sorry but i cant help you now
ArachnidCommunist Jun 12 @ 2:55pm 
My SPARK is missing the Paladin rnak ability in the War Machine row/ I'm clearly missing some mod, but which is it?
TrueAvarus Jun 5 @ 6:45am 
Absolute legend you are mate
Tiaz  [author] May 28 @ 12:16pm 
UPDATE:
Added Bulky and Hack Defense also to Light\Heavy Spark Armors.
Thanks to @Garr Incorporated
Garr Incorporated May 27 @ 1:04pm 
If the MECs can't equip them - sure. That makes sense.
Tiaz  [author] May 27 @ 1:03pm 
For MEC Troopers functionality so if it's added for MEC Troopers then i will not make change to give it to Spark's heavy/light armour.
Garr Incorporated May 27 @ 12:44pm 
Vanilla LWotC has no Bulky. It comes from your config in Config\XComWeaponSkinReplacer.ini.
It adds Bulky to all default Spark armours. Mainly for MEC trooper functionality.
Tiaz  [author] May 27 @ 12:26pm 
Checked with pure LWOTC 1.2 only installed and SPARK heavy/light armours dont give Bulky and hack defense.
Garr Incorporated May 27 @ 12:04pm 
I do not know any other mod currently in use that adds abilities for interaction with modded enemies... Maybe it's inherited from some of the configs you used?
Tiaz  [author] May 27 @ 11:45am 
I did not make any changes to SPARK heavy/light armours they come from LWOTC 1.2 and if i remember they don't give hack defense or bulky
Garr Incorporated May 27 @ 11:04am 
By the way: the modifications you made to the SPARK armours, like Bulky and hack defence, do not spread to the newly introduced Light and Heavy versions of it. Please adjust.
Tiaz  [author] May 25 @ 12:23pm 
It works the same as the Volatile Mix ability; that's adds 2 damage to the grenades. Heavy Hitter will add +2 damage to all attacks. So if you have both perks, it will do 4 damage.
Garr Incorporated May 25 @ 6:12am 
Is Heavy Hitter providing damage to Flashbangs an intended behavour of the ability?
Garr Incorporated May 23 @ 11:44pm 
I assume that that mod was not updated in a while and did not include the new animations that exist for the knives in LWotC 1.2 (quick stab from the side rather than the sword motion).
Tiaz  [author] May 23 @ 11:28am 
They have animation based on [WOTC] Iridar's LW2 Laser and Coil Weapons - Assets.
Garr Incorporated May 23 @ 11:07am 
Question regarding Laser Cutlass (and probably the gauss knife as well).
Have you not managed to make them located in the new correct spots for their new animations, or is its classic "sword" position due to me only partially using this mod?
Tiaz  [author] May 22 @ 10:54am 
UPDATE:
Added config for ablative armor changes in LWOTC file is in Long War of The Chosen folder XComLW_Overhaul.ini default quoted out.

;[LW_Overhaul.X2Ability_LW_GearAbilities]
;CERAMIC_PLATING_HP=4
;ALLOY_PLATING_HP=5
;CHITIN_PLATING_HP=6
;CARAPACE_PLATING_HP=7