XCOM 2
Turret Bulwark (Even When Dead)
61 Comments
Stardust 🌠 May 21, 2020 @ 3:26pm 
not using wotc.
might be a conflict with some other mod
Juravis  [author] May 21, 2020 @ 1:16pm 
Not compatible with WOTC
Stardust 🌠 May 21, 2020 @ 12:15pm 
this seems to do something fucky with my spark and it will prevent SPARKs from being able to be promoted.

if you go to the promotion screen of a spark it'll softlock the game and force you to alt+F4 inorder to quit the game.
Juravis  [author] Nov 9, 2017 @ 9:12am 
If a mod isnt marked as wotc compatible its not and if you try its always on you. This is valid for every mod from any author, unlesssss the autor specifies the compat error msg can be bypassed. In this specific case this mod shoulllld work, but im not supporting it. Its in my Ability Tweaks mod which is supported in the future.
mgunh1 Nov 9, 2017 @ 5:08am 
Besides, I don't want tohave to download your mod only to find out afterwards that it isn't compatable. It really is up to you to mark these things.
mgunh1 Nov 9, 2017 @ 5:07am 
Not always, some mods do seem to work even if they are 'out of date'.
Juravis  [author] Nov 3, 2017 @ 8:32am 
The giant yellow exclamation isnt a good clue?
mgunh1 Nov 3, 2017 @ 6:19am 
"Its not WotC compatible and its clearly marked as so, dont use it"

"-= COMPATIBILITY =-

No overrides.

Not compatible with "Turrets Are Cover"
http://steamcommunity.com/sharedfiles/filedetails/?id=731607867"

Doesn't look clearly marked to me.
Juravis  [author] Sep 14, 2017 @ 4:33pm 
Not compatible with WotC, what did you expect? Use my WOTC Abilities Tweak mod.
TheRyderShotgun Sep 14, 2017 @ 4:19pm 
turrets are not cover. just came out of the lost towers mission in wotc and those turrets were 100% not cover
Juravis  [author] Sep 9, 2017 @ 12:37am 
Its not WotC compatible and its clearly marked as so, dont use it
Fedor-win Sep 9, 2017 @ 12:23am 
I have no other mods that mess with turrets or perks (except UI mods), and several spark mods, that should not cause problems (they definitely didn't when activated together with this one without WOTC): all customizations unlocks at rank 1, spark costs less, WOTC sparks get several random perks just like normal soldiers (does not affect default perks), sparks get an ammo slot.
Hope this helps.
Fedor-win Sep 9, 2017 @ 12:23am 
WOTC compatibility report: critical bug found.
After I build my first SPARK (last gift mission is off), I get options to carry on or go to proving grounds to build something else. No matter what I click I get a tutorial pop-up message telling me what SPARKs are - so far everything works as it should be. Then I should normally get a small cutscene with Shen and the SPARK, and proceed to world map/proving grounds. Instead the game takes the controls from me but does not start the cutscene, so the only thing I can do is alt+f4. I've tried deactivating/reactivating all of my mods in different combinations and eventually found out that the problem somehow goes away when this mod is off, the cutscene plays as it should.
Juravis  [author] Aug 29, 2017 @ 4:07pm 
Depends, dont know if this is fixed i havent played yet!
Rabid Dutchman Aug 29, 2017 @ 2:16pm 
Any plans to update for @WotC?
Juravis  [author] May 12, 2017 @ 2:12pm 
Yes it does. That's an XCOM function bug. No fix.
Lux Manifestus May 12, 2017 @ 1:47pm 
I have tried Turrets Are Cover but when a Stun Lancer attacks my hacked turret, he gets full cover from the turet itself when I fire back at him so it didn't work for me. To be honoest, I don't know if the same phenomenon happens with this mod but we'll see. I'm hopeful.
Dragon32 May 12, 2017 @ 1:00pm 
@Lux Manifestus:
Have you tried Turrets Are Cover ? Works for me.
Juravis  [author] May 11, 2017 @ 8:00pm 
Its possible, but its way, way, way more work. Just remove the AR point from the base units.
Lux Manifestus May 11, 2017 @ 7:03pm 
Is it possible to make a custom "Turet Bulwark" perk for the turets that doesn't have the armor point? I'd do it but I don't know how to mod. Great mod, though; it's the only one that reliably works.
Ryusho Yosei Jan 9, 2017 @ 1:33am 
Thank you for this, I just now finally got sick and tireed that the giant hunks of metal, that are turrets, when destroyed, that a -giant block of non-working metal that was armored- can't work as cover >.< Though I wish it was possible to have them count as cover when dead, though not alive, but that's just me.
Chill02 Nov 23, 2016 @ 8:59pm 
I like how it adds the side effect of making turrets a slightly bigger threat, especially when doing the Shen's Last Gift mission
Juravis  [author] Nov 13, 2016 @ 9:06am 
No its fine all yours
xanbalest Nov 11, 2016 @ 1:31pm 
Hi, i'm planning on creating a conglomerate mod that contains the info from the multiple mods I already use, and creditting all the authors whose mods will be part of it. I just wanted to inform you and give you a chance to deny me permission to use your code specifically. If you do so, I shall respect your wish and remove your portion, and continue to use your mod personally for gaming purposes. There will be no additions or subtractions from your mod as I lack the knowledge and desire to change your work, with the minor exception of where the sdk considers it necessary in order for the mod to actually work. Thank you for your time, and good luck with your continued modding efforts. I shall check back in three days for a response, should it not exist, I shall move forward in the assumption that you are not denying me permission at that time.
Juravis  [author] Jul 18, 2016 @ 4:19pm 
Im pretty sure Turret burrowing is hardcoded in DLC3 but i might be wrong
talemore Jul 18, 2016 @ 4:15pm 
The advent need all the help they can get, that's why I increased the shield from 3 to 5 , and 5 to 10. Reduced grenade envDamage to 5. Now the advent can use mobilitycover with no need to fear grenades and able to use grenades with no fear to destroy the roof.
Tried to give burrow to turrets, then discover that it's not the A.I who control the aliens perks and that burrow is a special perk for chryssalids only. Now I wish there was a way to create a class tree for the turret who allow you to give it burrow.
Juravis  [author] Jul 18, 2016 @ 3:52pm 
Added the option (default off) to give MECs Bulwark too to emulate SPARKS.
FreedomFighter Jul 10, 2016 @ 9:09am 
I'm ok with +1 armor to turret due to the perk since turret is kinda weak to begin with. Beside, that +1 armor will serve me well when i hacked it ;P
talemore Jul 8, 2016 @ 1:57am 
Would be great if all turrets can be hidden like they are in shen's last gift
Lokerian Jul 8, 2016 @ 12:53am 
Love the mod thanks!
Cloudcat Jul 7, 2016 @ 10:47pm 
nice detail mod!
Juravis  [author] Jul 7, 2016 @ 6:04pm 
@robojumper Jumper! It works!
Juravis  [author] Jul 7, 2016 @ 6:00pm 
Looks like I deduced INCORRECTLY that Bulwark does not grant its effect when the target is dead.

IT DOES!
doogong Jul 7, 2016 @ 1:26pm 
Nice. Thanks for the reply!
Juravis  [author] Jul 7, 2016 @ 12:42pm 
@robojumper Is working on a version that affects more generically any unit you assign to it and even when they are dead, stay tuned.

This mod will be deprecated once that is out.
doogong Jul 7, 2016 @ 12:26pm 
Does the turret still provide cover once it's destroyed?
Juravis  [author] Jul 7, 2016 @ 8:26am 
@Zarkis Unfortunately this is a flaw in the game design on the part of Firaxis, so yes. This is also present in the DLC3 the SPARK will provide cover against itself.
Zarkis Jul 7, 2016 @ 8:24am 
Can you use the cover of the turret against the turret itself?
All-a-Mort Jul 6, 2016 @ 4:34am 
Handy, especially the Shen's Gift compatibility.

@d_valroth they're much more fun to hack though (with the mod that fixes the permanent control bug), especially on the DLC. It serves as a good way to upskill a specialist and is hilarious watching them wreck other turrets and mecs.
Cylindryk Jul 6, 2016 @ 2:59am 
I think someone watch ChristopherOdd here. ;)
d_valroth Jul 5, 2016 @ 8:21pm 
Nice. Turrets are too easy to kill anyway.
Juravis  [author] Jul 5, 2016 @ 3:40pm 
Pleasure captain
Krylos Jul 5, 2016 @ 3:11pm 
Amazing stuff, thanks ADVENT Avenger for all the hard work you're putting into modding.
Juravis  [author] Jul 5, 2016 @ 12:27pm 
Lost Turrets also are affected with the armor change.
Juravis  [author] Jul 5, 2016 @ 12:26pm 
Bulwark gives 1 armor by default in the game, they get exactly the same perk you do.
Ser Lancelot Jul 5, 2016 @ 11:49am 
Yeah, found 'em all, dropped all of their armor by 1 so this would offset it.

But wouldn't it be easier to have Bulwark's giving out armor as an option that is false/true? Would make it easier than the .ini edits I just did :steamfacepalm:
Ser Lancelot Jul 5, 2016 @ 11:40am 
I meant the Lost Turrets already have 3, why give them a 4th.

And the normal Turrets would all of a sudden turn into Lost Turrets with a 3rd pip of armor.

Just found 'em in the CharactersStats.ini folder, reduced all migitation to 1, which will return them to their normal 2 after this applies.

I'm also guessing that this DOES NOT give the Lost Turrets another armor pip, correct? Or do I need to edit that as well?
Ser Lancelot Jul 5, 2016 @ 11:36am 
"Also, this makes all turrets gain 1 point of armor just like the perk. If you don't like it, edit your turrets and remove 1 armor point across the board."

And where do you do this? It clearly isn't in your config folder. Thanks.

(These "normal" turrets on Legend already have 3 armor, no need to add a 4th to it!) :steammocking:
Juravis  [author] Jul 5, 2016 @ 10:33am 
Ideally id like to have both but giving cover while dead is much much more complex than simply assigning a perk.
Phantom Jul 5, 2016 @ 10:29am 
it would be awesome if there is a mod in the other way... dead turrets provide cover and alive turrets do not have cover. So there is also no difference in game balance.