XCOM 2
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[WOTC] Zelfana's Assorted Fixes Config
   
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Apr 22, 2022 @ 8:29am
Jun 19 @ 7:26am
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[WOTC] Zelfana's Assorted Fixes Config

In 2 collections by Zelfana
Bugfixes by Zelfana
12 items
Mod Developer Tools
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Description
Overview
This mod only includes config and localization files. You can use this as a base to your own modifications or as-is if you're fine with the changes.

These configs are not made with Long War of the Chosen in mind. For LWOTC you can use Ted Jam for Long War of the Chosen or Tedster's Mod Jam Fixes which include LWOTC compatible changes from this mod.

For colored tech names in LWOTC you can use one of these:

Required mods are not mandatory, of course, but you will be missing some fixes without them.

Enables most options in Zelfana's Assorted Fixes. That mod has everything disabled by default.

>>>Assorted Fixes Feature List<<<

Check this guide on how to keep your own config modifications through mod updates:

Other changes in this mod
I had to move the full change list to a discussion thread. Description length limit was reached.

>>>Assorted Fixes Config Full Change List<<<

Notes
Feel free to give suggestions or ask questions in the comments.
Popular Discussions View All (2)
2
Oct 11, 2024 @ 2:02am
Hide Unresearched items from Engineering
OtoshiGami
29 Comments
Zelfana  [author] Jun 19 @ 5:30pm 
Somewhat simple change to allow robotic in the target condition for healing abilities but it requires OPTC script and building an actual mod. There may be some perk somewhere in the perk packs that would also do something similar but don't really know right now.

You could alternatively use MEC Troopers Redux and Spark-B-Gone, and just have MECs instead of SPARKs as the MEC Troopers can be healed by medikits.
LightenedDark Jun 19 @ 3:51pm 
How hard would it be to just allow allow healing abilities to be used on sparks? I know there's a mod that adds a separate medkit charges for mechanical but I don't want extra resources, just the ability to show my spark some love. Perhaps an otherwise unused perk called engineered medicine or something?
Zelfana  [author] Aug 7, 2024 @ 9:13am 
You can do that with Template Master using similar config, but it would always be preferred if active mod makers implemented fixes in their own mods as Template Master would overwrite sounds they put on.
Povuh Aug 7, 2024 @ 8:32am 
I see this config adds some equip sounds to items that don't have them. Would it be possible to add equip sounds to the modules from the Modular Sparks mod? Those are all silent.

Or should I ask the original modder?
Soul Jul 30, 2024 @ 9:55am 
nice,thx a lot for your time!
Zelfana  [author] Jul 30, 2024 @ 9:29am 
Template Master is enough, just put it under Config in the local mod.
Soul Jul 30, 2024 @ 8:01am 
So just this ini in its own local mod folder will be enough? Do I need a depedency or just iridar's template master mod is enough. Also thanks for the answers.
Zelfana  [author] Jul 29, 2024 @ 11:44pm 
I recommend copying that file to a local mod and deleting the other lines. This mod is going to keep getting updates that would revert your changes if you made them directly in this mod.
Soul Jul 29, 2024 @ 10:45am 
Yeah Ik,I mean how do I get that one to work only,without activating all the other changes in the mod itself? Cause they all activated from the start.
Should I just comment/deleted every other inis beside that one?
Zelfana  [author] Jul 29, 2024 @ 10:28am 
Check the main XComTemplateEditor.ini in the Template Master subfolder. I have all the different changes commented.