XCOM 2
Merist's Perk Pack
40 Comments
tcofgp Oct 5 @ 4:08am 
???!
[M31_HypothermiaRounds_Attack X2AbilityTemplate]
LocFriendlyName="Withering Frost"
M31_ReadyForAnythingTrigger
M3r1st  [author] Sep 10 @ 1:29am 
@Allikrid Are you using Extended Explosive Tweaks? This mod is known to cause hard crashes on load
XpanD Sep 8 @ 10:03am 
Sorry to keep spamming, but I found one more:

Escalation's crit bonus somehow sticks around between loads, even if going tactical > strategy save > tactical. No clue what's causing this, but yeah. Verified by putting it into the Ranger's base tree and testing there, same result. (with my mod disabled in AML)

Also, if anyone's reading this and getting scared off, don't be -- I'm pushing this mod to its limits because I'm testing my own work-in-progress mod against it. You probably wouldn't notice most of these in normal play.
XpanD Sep 7 @ 8:35am 
Found some funny behavior: Disarming Shot seems to GIVE enemies +15 aim and +30 crit% for two turns. Might need to invert the config values, there?
XpanD Sep 5 @ 8:07am 
Possible second bug? Shotgun Wedding doesn't seem to do any damage for me. Noticed it while testing my mod (which inserts perks), but assigned one directly to a class and same deal. Might be missing a damage effect?

Non-LWOTC environment in case it matters, do have the LWOTC perk pack though.
XpanD Sep 4 @ 4:14pm 
Found what I think is a bug in X2Effect_BonusFromWeaponTier:

Tier = Clamp(Tier, 0, BonusArray.Length);

Wouldn't this go out of bounds at the last entry, since Length starts from 1? This same issue is also in X2Effect_PersonalShield from a quick file search. (Tier is used as an index in both cases)
XpanD Sep 4 @ 2:23am 
Not running LWOTC either.

(following along since I'm working on a mod that requires this pack)
Allikrid Sep 3 @ 11:57pm 
Maybe there is an hidden lwotc requirement ? I don't have it (not for my current playthrough)
Allikrid Sep 3 @ 11:56pm 
Lucky you, you can enjoy all the modern classes updates from yesterday then ^^
XpanD Sep 3 @ 10:44am 
Not seeing this here with just about every perk pack I know of activated, for what it's worth. (might've missed one or two, but I'm guessing the issue is elsewhere?)
Allikrid Sep 3 @ 6:34am 
Hi, same issue here, I can't launch the game with this mod enabled. I don't know which other mod is responsible of this trouble, probably a perk mod.
M3r1st  [author] Aug 11 @ 9:24am 
Okay, this is not an Assassin bug, it's an issue with how the game caches visibility. I'll remove the non-flanked condition because it's not something that can be fixed.
AWOL Aug 10 @ 8:04am 
Here are two albums showing the Assassin perk mutual flank bug.

First album [imgur.com] shows the bug occurring with Fan Fire but not Fire Pistol.

Second album [imgur.com] shows the bug occurring with both Fan Fire and Fire Pistol.
M3r1st  [author] Aug 9 @ 4:22am 
Can't reproduce. Are you sure you are not talking about the original Assassin from Shadow Ops?
AWOL Aug 6 @ 8:06pm 
The Assassin perk is bugged. If the soldier with the perk is only flanked by the enemy they kill then they do not enter concealment.

If this isn't a bug then the tooltip should mention that killing a target in a mutual flank situation will not cause the soldier to enter concealment. Personally I'd prefer the perk always conceal on flank kill since the soldier will be revealed if still flanked when it triggers.
XpanD Jul 11 @ 1:38pm 
That's a shame. Chances are those messages aren't too relevant either, as most mods don't do any logging when they do their thing. May be worth taking this to the modding Discord, there's a few people there that have the tools required to read out actual crash dumps. Could prove useful if someone's around for that?
The Igmo Jul 11 @ 12:18pm 
@XpanD nothing that looks useful, it shows the crash right after finishing the ability modifications from the LW2WOTC abilities mod (has the line that shows it completes, and then the crash notification). Without this mod enabled it usually runs the NoMorePsiAmps mod stuff after this line, but disabling that mod does not let it run with this mod enabled, so it doesn't seem to give any good information on where the conflict could be happening.
XpanD Jul 9 @ 2:06pm 
Anything in the game's Launch.log log file? Towards the end, the last 20 lines or so. Not a huge chance since the game's logs tend to be pretty useless, but could get lucky with a usable crash report.
The Igmo Jul 9 @ 9:05am 
@XpanD Not only tried removing/reinstalling the mod, but also wiped the config folder from documents to reset the game and mod settings to defaults. Still not having any luck with getting it to launch with the mod enabled, unfortunately. I suspect there's maybe some duplicate name on something being used in one of the other perk packs I have installed that's causing some issue on load, but I honestly don't know for sure what might be going on.
Phuocson Jul 6 @ 10:33am 
@XpanD
Tried it, didn't change anything unfortunately.
XpanD Jul 6 @ 4:06am 
If you reinstall the mod, does it magically start working after? I've had that issue before, might be worth a try.
Phuocson Jul 6 @ 3:25am 
@The Igmo
I encountered the same issue, my game won't launch with the perk pack activated. I rely on it for my ongoing playthrough, I suspect weird interactions with custom classes as well. Any idea how to deal with it without disabling anything ?
The Igmo Jun 23 @ 8:17am 
Not sure what might have happened, but after yesterday's update the game won't launch with this mod enabled (disabling it does let the game launch). Have a few other mods that use these perks, so I'm sure it's some interaction there, but not sure what may be breaking it.
Dragonlord Feb 8 @ 5:33am 
Weird as how I missed it so long. You might want to add some tags. Somehow wasn't showing up after searching perk pack and I found it by accident.
Dragonlord Feb 8 @ 5:31am 
That are some great perks there. Definitely using some for my mods. Well done 👍
LeyShade Jan 27 @ 11:12am 
"You know, I should really start using Git, 'cause it's getting hard to track the changes and fixes." - 10/10 for meta self-awareness of how the X2 community is like a dysfunctional Time Variance Authority.
HeatKnuckle Jan 23 @ 3:36pm 
Hi! Just saying I do read your update notes!
Though a bit of description for new perks would be nice...
Leokosta Jan 23 @ 2:57pm 
I do read the change logs :)
Vendral Jan 23 @ 11:09am 
Regarding your latest change notes. I read them...
JKingJ Nov 10, 2024 @ 1:29am 
Okay, gotcha.
TelekinesisShot is a perk from the "Perk Pack - A Better Barracks". It's not listed on the mods doc but u can find it in the localization file. It's supposed to ignore cover bonus and somehow interacts with psi offense or something, but it doesn't work properly.
M3r1st  [author] Nov 10, 2024 @ 12:45am 
It used to exists, but a part of it didn't work as intended and was removed when I rewrote the mod. What is TelekinesisShot and what mod does it come from?
JKingJ Nov 9, 2024 @ 9:14pm 
What happened to M31_BraidedThorn?

A while back I was testing it out as an alternative to TelekinesisShot (a broken perk form another mod) on one of my soldiers. Or so I thought.

Now I can't seem to find it. Did it exist or did I imagine it?
M3r1st  [author] Nov 1, 2024 @ 12:56am 
It's very unlikely that the crash is related to Blind Spot due to how this ability is set up. I couldn't replicate the crash myself, and without a crash log, there is nothing I can do.
ScarletSoMa Oct 31, 2024 @ 4:35pm 
BlindSpot can cause the game to crash when using heavy weapons
ScarletSoMa Oct 31, 2024 @ 6:43am 
+Configs = (N = "M31_CA_BlindSpot_CritBonus", V = "2" )
It should be 20 instead of 2
XD
[GFYA]Xen Oct 28, 2024 @ 2:16am 
Wow such informative change logs. Everything so clear and concise...
grammarsalad Oct 5, 2024 @ 5:45am 
Lol, or, new to me
grammarsalad Oct 5, 2024 @ 5:42am 
Love me a new perk pack!
M3r1st  [author] Jun 12, 2024 @ 11:01am 
Nice catch, should be fixed now.
Styx-Med Jun 11, 2024 @ 7:55pm 
//Reposting from the Chosen Weapon Rework as the Headhunt perk comes from here

Headhunt doesn't work for me. It still gives back 1AP the first time, but the refunded action disappears when you Tab to another unit. Subsequent Headhunts then don't even refund the action at all.