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I wish someone would sticky this very succint answer that comes up so frequently.
It doesn't overwrite any files, but due to the way X-Com 2 builds and stores it's config files these adjustments could continue to be active after the mod is disabled, unloaded or uninstalled.
This is a general issue with all X-Com 2 mods that make adjustments to the ini files. Until Firaxis gets around to fixing this, the solution is to clear out the config files in My Documents\My Games\XCom2\XComGame\Config - the game will rebuild them the next time it launches.
bug
Ive also been considering 'psizombies using 'bound' rather than a punch... thoughts?
Anyway, nicely done - sectoids should be smart.
Current percentages are:
Try Mindspin: 65%
Try Shooting: 25%
Try Zombie: 10%
I believe there is some fall-through if the selected action isn't possible (due to cooldowns or valid targets not being visible) so after the first mindspin it may have a 90% chance to shoot (including seeking cover) on subsequent turns until the Mindspin cooldown is available again. This also means that when you have a pod with multiple sectoids it will be very likely that one will try mindspinning then the rest will shoot plasma.
Do you have any other mods installed that might affect abilities, Sectoids or the AI? There's really not much going on in this mod, it's just two configuration tweaks. Are they not doing anything at all, not even moving?
I've stopped counting how many times they rescued my soldiers that went too far ahead by panicking them, giving them a free retreat or hunker down.
Sometimes those scared soldiers actually rush towards the sectoid and blap them in the face. Priceless!
They do still create zombies tho, right?