XCOM 2
Choose Continent Bonuses
39 Comments
pauloel7 Jul 29, 2017 @ 7:26pm 
Hey Favid, I am a fan of this mod, but could not yet get it to work. I guess the reason must be their load order and will give that a try on my next campaign. Perhaps LW2 overwrites it? What about the mod "Less Awful Continent Bonuses"? Other than that, any suggestion? Any chance you could get it to work on ongoing campaigns?
venolf Feb 27, 2017 @ 9:02pm 
Compatible with LW2??
Cahos Rahne Veloza Jan 21, 2017 @ 11:38am 
Favid (the mod's author) I hope you're still actively monitoring these comments section/s of your mod/s because I have a bug report for this particular mod:

Maybe it was caused by the last few updates to the game or it was already apparent since day one of your mod's creation, but playing the game with your mod with the tutorial turned on causes a minor glitch on the Commander's implant removal cutscene where it cuts the clip short and brings up a bugged out "Mission failed" (Skyeanger briefing) screen.
Nitewolf Jan 19, 2017 @ 10:46am 
Compatibility with Long War 2?
Fleshypatch Jan 12, 2017 @ 9:39am 
I have this mod, and it worked great for the first game I started. and somehow that game got wipedout by my pc when it was doing an update. since then I cannot get the mod to work now, I unsub, resub, and add in the continent bonuses from Grimmys loot mod (which worked before) and it still doesn't work. not sure if I am doing something wrong or not. I know how to set up the mod to activate only those bonuses, but for whatever reason I can't get it to work now. I will keep trying.

it's a great mod too, btw
yyjddgr3 Dec 24, 2016 @ 11:48pm 
edit how?
AceA Dec 9, 2016 @ 12:34am 
It seems doesn't work for me.
Cahos Rahne Veloza Jul 1, 2016 @ 10:15pm 
Thankfully still working fine under the changes to the game that came with the updates for the "Shen's Last Gift" DLC :)
Rolhn Jun 27, 2016 @ 6:46pm 
IS this mod compatiable with Grimy's LootMod and the two Continent Bonuses that he has created?
Favid  [author] May 18, 2016 @ 4:59pm 
The way mine works is that it waits for a new game to be started, lets the game set up normally, lets the continents set up normally, and then executes and reassigns the continent bonuses based on the config.

The other one intercepts the creation of the templates right at the start to only actually create the ones specified in the config, then lets the game do all of its normal logic.

So they both have the same end result. But having different implementations means that they may conflict with other mods differently. So if one isn't working with the rest of your mods, try the other one.
Cahos Rahne Veloza May 18, 2016 @ 3:51pm 
@Ser Lancelot:

One major difference I can see with this mod over the other is that this one has you editting the .ini file by deleting which bonuses you do not like then asking you to rename each bonus you wanted in numeric order, whereas the other one just asks you to put the ones you do not like as "false" to deactivate them.

Sure the new one is more edit friendly, but damn this original (or rather older) mod is still better because it's been around for three months now, so yeah Favid rocks~! ^_^
Ser Lancelot May 18, 2016 @ 2:30pm 
So, explain the difference to me? 'Cause I'm just not seeing it and would rather not switch over to that one if this one works just fine.
Favid  [author] May 18, 2016 @ 2:20pm 
This mod just randomly chooses 6 of the bonuses from the .ini and applies them to the 6 continents randomly. You cannot choose which bonuses go to which continents.

Looking at the new mod, it has the same end result as this mod, but with a different implementation. If anyone's having compatibility issues with this mod, they may want to try the new one and see if it works better.
Ser Lancelot May 18, 2016 @ 9:24am 
Hey there, Favid...there's a new Toggle Continent Bonuses mod out there and they claim that this mod allows me to assign the bonuses to actual continents?

I didn't see that in the .ini? I did comment out some bonuses I'm not too keen on but I didn't see anything about *assigning* them to specific continents?

I'm hoping not because I'd still like some randomless.

LMK, thanks!
Cahos Rahne Veloza May 13, 2016 @ 8:35am 
Thankfully still working as intended on the May 12, 2016 update patch :)
ATF_Coldblooded Carebear || Mar 28, 2016 @ 4:53pm 
can we add one continental bonus from Grimly's Loot Mod ?
Cahos Rahne Veloza Mar 26, 2016 @ 1:11pm 
For those of you saying this mod doesn't work are you sure...

1. You tested this mod out on a "fresh/New" game/campaign because as the author stated clearly on the mod description says... This mod will only apply to new games. Or,

2. You don't have any other mod that might conflict with this one. Mods affecting the default continent bonus system might be causing your troubles. Even new/custom perks may be causing your issues as well.

As for myself... I am happy to report that this wonderful mod does indeed work as intended and with no problems whatsoever :)
Favid  [author] Mar 26, 2016 @ 6:18am 
I've tried to figure out why this doesn't work some people, but I really can't. The only thing I can think of at this point is that it's conflicting with another mod that's in use. The recent patches shouldn't affect this mod. Does anyone have any reports of it working as intended?

For anyone that can't get this to work, I recommend trying this mod: http://steamcommunity.com/sharedfiles/filedetails/?id=648568245
adiran Mar 16, 2016 @ 11:18am 
Not working for me either and I really would love this too work :-)
Whyte One Mar 12, 2016 @ 9:58pm 
I HAVE ANOTHER mOD WHICH ADDS TWO CUSTOM BONUSES. iF PUT THEM IN THE ARRAY LIST WILL THEY BE USED OR DOES THIS MOD NOT ALLOW FOR CUSTOM BONUSES. sorry about the caps lock was on. The mod is Grimly's Loot Mod, in case you were wondering.
Gas Head Mar 9, 2016 @ 9:17am 
Unfortunately this doesn't seem to work for me either. I have your lock'n'load Proving ground mod, and this mod. Here is my config:

[ChooseContinentBonuses.X2DownloadableContentInfo_ChooseContinentBonuses]

ContinentBonuses[0]=ContinentBonus_FireWhenReady
ContinentBonuses[1]=ContinentBonus_SuitUp
ContinentBonuses[2]=ContinentBonus_SpareParts
ContinentBonuses[3]=ContinentBonus_UnderTheTable
ContinentBonuses[4]=ContinentBonus_QuidProQuo
ContinentBonuses[5]=ContinentBonus_HiddenReserves
ContinentBonuses[6]=ContinentBonus_ToServeMankind
ContinentBonuses[7]=ContinentBonus_PursuitOfKnowledge
ContinentBonuses[8]=ContinentBonus_FutureCombat
ContinentBonuses[9]=ContinentBonus_SpyRing
ContinentBonuses[10]=ContinentBonus_AllIn

And I still have Lock and Load as bonus in europe (I started a new game).
Nanostrike Mar 1, 2016 @ 9:55pm 
I have the .ini currently like this, minus the instructions and such:

;The index must start at zero, and increment by one. Do not skip numbers. Feel free to remove from the bottom.
[ChooseContinentBonuses.X2DownloadableContentInfo_ChooseContinentBonuses]
ContinentBonuses[0]=ContinentBonus_FireWhenReady
ContinentBonuses[1]=ContinentBonus_SuitUp
ContinentBonuses[2]=ContinentBonus_SpareParts
ContinentBonuses[3]=ContinentBonus_QuidProQuo
ContinentBonuses[4]=ContinentBonus_SpyRing
ContinentBonuses[5]=ContinentBonus_AllIn
ContinentBonuses[6]=ContinentBonus_FutureCombat
Favid  [author] Mar 1, 2016 @ 8:55pm 
@Nanostrike, It always worked in my tests, but I'll do some more extensive testing tomorrow. Do you mind posting the contents of your .ini file? That way I can test with the same inputs you're using.

@cbdeakin With its current impementation, no. But that's a good idea for the next version. It shouldn't be too hard for me to set it up so that you can choose some bonuses that always show up, and randomize the rest.
cbdeakin Mar 1, 2016 @ 7:53pm 
Ok, thanks for your answer. Would it be possible to reduce the required numer of bonuses in the array? And then randomly generate the rest using the default game logic? This would mean the continents in the array would always be chosen and the rest would be randomly selected.
Nanostrike Mar 1, 2016 @ 7:45pm 
I haven't gotten this to work so far yet and I'm not sure why. To be on the safe side, I've left 7 bonuses in the array and it still seems to be completely ignored.

It happens with Advanced Modular Weapons loaded before OR after this. Not sure why this is but it's happened in all 6 of my test runs.
Favid  [author] Mar 1, 2016 @ 7:31pm 
@cbdeakin Not sure I understand the question. If there are less than 6 bonuses in the entire array, then the code does nothing and lets the default game logic set the continent bonuses. If there are more than 6, then the mod randomly assigns 6 of the bonuses in the array, from [0] to whatever the last number is. If you put a bonus in the array anywhere twice, then there's a chance you could get duplicate bonuses. So don't put the same bonus in twice.
cbdeakin Mar 1, 2016 @ 7:05pm 
Hi what happens if less than 6 bonuses are added in the array after ContinentBonuses[5]?

Does it randomly select the rest from ContinentBonuses[0] to ContinentBonuses[5]?

I got some duplicate continents when I checked the log, so I'll test this out.
Doc_Calm Mar 1, 2016 @ 6:46pm 
List of what the Continent Bonuses Mean:
Bonuses [xcom.wikia.com]
LiamTime Feb 29, 2016 @ 3:43pm 
@Favid
Gotcha; thanks! This mod came just in time for me to restart for the 40th time!
Favid  [author] Feb 29, 2016 @ 3:41pm 
@LiamTime It would, but it could also allow that bonus to be assigned to multiple continents, so I would advise against it.
LiamTime Feb 29, 2016 @ 3:29pm 
Would multiple instances of a bonus garner a higher chance of it being there? Adding Future Combat as # 13 on top of being present as #10, for example.
Xeraphale Feb 29, 2016 @ 3:20pm 
Ooh, ooh, do I get a gold star? :P Thanks Favid.
Favid  [author] Feb 29, 2016 @ 2:52pm 
Correct.
Xeraphale Feb 29, 2016 @ 2:40pm 
...as long as AMW was installed first, I mean
Xeraphale Feb 29, 2016 @ 2:38pm 
So, if i am undrstanding, deleting both bonuses using this mod will do the trick?
Favid  [author] Feb 29, 2016 @ 2:17pm 
@Xeraphale It should be compatible as long as you tell my mod to not include Armed to the Teeth, but I haven't tested it yet. Here's the long version:

It depends on mod load orders work in the game, which I'm still trying to figure out. The way my mod works is that when a new game is started, some code executes that replaces all of the continent bonuses with six of those in the mod's config file. AMW, when a new game is started, checks to see if any continents have the Armed to the Teeth bonus, and if it does, it replaces it with a random bonus selected from all bonuses.

So if AMW's code executes first, and mine second, then all bonuses will be replaced with the options from my mod. If my code executes first, and then AMW's, then there's a chance that if Armed to the Teeth is found, it could replace it with any bonus. However, as long as you tell my mod to not include Armed to the Teeth, it should never show up, and thus never be replaced by a random bonus.
Xeraphale Feb 29, 2016 @ 2:03pm 
@Favid, will this mod play nicely with the Advanced Modular Weapons mod?
cbdeakin Feb 29, 2016 @ 1:17pm 
Thanks for making this :) . I'll give it a go later
PY5RA Feb 29, 2016 @ 12:31am 
Can't we have like a drop down menu to pick from ingame or something ?