XCOM 2
[WotC] Mission Overhaul: Core
 This topic has been pinned, so it's probably important
∑3245  [developer] Oct 1, 2019 @ 12:25pm
Bug Report Thread
Found a bug? Report it here!

Please be very descriptive with your post (where it occurred, what was happening at the time of the occurrence), and post your launch.log file or else I won't be able to help you.

Saying my game is broken because of this mod is not descriptive.
< >
Showing 1-15 of 20 comments
GrimAtrament Oct 30, 2019 @ 6:34pm 
every time i get a escort the resistance oprative mission i get a endlessloading srceen
Lunarjie Dec 1, 2019 @ 3:38pm 
Found a conflict with ABA: Better Missions PLUS (and presumably the non PLUS version). When both are enabled, the Mission Startup Block doesn't pull in the WMO ini values.

Modlist --
Mission Overhaul: Core
Mission Overhaul: Mercury
ABA: Better Missions PLUS
A Better ADVENT: War of the Chosen (Dependency for Better Missions)

When Better Missions is disabled the WMO ini values show up in the Launch.log file as normal.
Swapping the load order doesn't change anything.

All testing done on Gatecrasher. (As a side note, planting the x4 for Gatecrasher breaks concealment even with EnableStealthTrackLogic set to true. Must be hardcoded)

I can provide Launch.log files showing this, but they break the char limit for posting, just let me know how to provide them, or which sections to post.



∑3245  [developer] Dec 1, 2019 @ 6:22pm 
Originally posted by Lunarjie:
Found a conflict with ABA: Better Missions PLUS (and presumably the non PLUS version). When both are enabled, the Mission Startup Block doesn't pull in the WMO ini values.

Modlist --
Mission Overhaul: Core
Mission Overhaul: Mercury
ABA: Better Missions PLUS
A Better ADVENT: War of the Chosen (Dependency for Better Missions)

When Better Missions is disabled the WMO ini values show up in the Launch.log file as normal.
Swapping the load order doesn't change anything.

All testing done on Gatecrasher. (As a side note, planting the x4 for Gatecrasher breaks concealment even with EnableStealthTrackLogic set to true. Must be hardcoded)

I can provide Launch.log files showing this, but they break the char limit for posting, just let me know how to provide them, or which sections to post.

Unfortunately, I don't think it's going to be possible to make both mods work due to how Unreal Engine works. DerBK will have to release another version that's compatible with this mod and I doubt he's interested in doing so.
Lunarjie Dec 1, 2019 @ 7:21pm 
That's a shame, but such is life. Thanks for the quick reply, and the modding work you do!
autobotcoop Dec 2, 2019 @ 9:28pm 
Experiencing the same issue as silverleaf1 posted in the comments. Squads can be sometimes scattered inside/outside buildings in city maps, resulting in one or two turns spent reorganizing troops.
RakkoHug~<3 Dec 17, 2019 @ 6:54pm 
Sigma, the "protect the device" is not loading properly for me, all the protect device missions are being loaded up as capturing alien contaniner missions :(

The only mission mods I am using are Hive, Prisoner, and Mercury/Core.

Thank you :)
∑3245  [developer] Dec 17, 2019 @ 6:57pm 
Originally posted by RakkoHug~<3:
Sigma, the "protect the device" is not loading properly for me, all the protect device missions are being loaded up as capturing alien contaniner missions :(

The only mission mods I am using are Hive, Prisoner, and Mercury/Core.

Thank you :)

The Protect the Device mission is now set to only appear on FL 7 and beyond. Use this mod to figure out where you are at: https://steamcommunity.com/sharedfiles/filedetails/?id=1916761361
RakkoHug~<3 Dec 17, 2019 @ 7:09pm 
Thank you very much :)
RakkoHug~<3 Dec 17, 2019 @ 8:24pm 
Ok finally got the protect device mission but it was actually listed as capture alien container mission on the strategic map
adampcloth Dec 27, 2019 @ 1:16am 
Hi, thanks for this mod, I’m very much enjoying it!

I have one bug where 8 out of 9 protect the device say I’ve won after only one set of reinforments.

Also a chosen showed up on one and no enemies would spawn until I lost concealment and then only the chosen.
adampcloth Dec 27, 2019 @ 2:58am 
I am running a lot of QoL and uniform mods, however the only 'game' changing ones are MOCX, The Hive and The Hive more, plus both of the Mission Overhaul ones.

The rest of the missions are all ok, protect the base etc. (I had an ayy reaper banish a Chosen on one of those)
Latis Feb 5, 2020 @ 6:25pm 
in the destroy the transmiter mision the little things that you can shoot to gain 1 round of time didn't appear
When I have this mod enabled, on the second part of the Lost and Abandoned Mission, the cutscene doesn't play out right to say the least. https://imgur.com/a/mUkoyBy
Xenophon (PMC) May 19, 2023 @ 6:22pm 
I'm not sure but I think this mod has changed the spawn location of when you meet pratal mox mission. Like my guys spawn further away from pratal mox and all the cinematic makes them walk on water.
BrianL2Play Jun 19, 2023 @ 2:34pm 
I am not sure if this mod changes the behaviour of the destroy relay mission (the one where you actually have to shoot the relay). When reaching the objective, every LoS indicator says I have line of sight to the objective, but my guys simply can't target the objective at any angle at all. In addition, targets around the objective also cannot be targeted, for example a Lost. Moving around the area sometimes reveal them for a split second, just like sometimes the game bugs out and showing an enemy that is not within your sight but quickly reshroud them in the fog of war. Throwing an explosive at the objective not only damages the relay, but also opens or restores the LoS to the target.
< >
Showing 1-15 of 20 comments
Per page: 1530 50