XCOM 2
Odd S9: Season 9 Gameplay Collection
Armoire Z Nov 11, 2024 @ 4:56am
XCOM Unit Abilities Lag (SOLVED)
I've subscribed and resubscribed to this modpack several times, deleting my configs and re-validating it again and again, sorting it even on AML but everytime I do and start fresh the ability of my XCOM unit gets lagged.

I start my first mission, the abilities don't appear until I move, but then the ability of one XCOM soldier gets stuck so when I decided to move a Hero Unit, they get that Soldiers abilities. I can't set up ambushes making it unfair to play.

Any advice on how to set this up?
Last edited by Armoire Z; Nov 11, 2024 @ 2:46pm
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Armoire Z Nov 11, 2024 @ 2:46pm 
Okay update: The conflict between WOTC-Extended Information & [WOTC] Tactical HUD Lag Fixes ironically lags the game. I found the answer to Tactical HUD Lag's description, just putting that info here if anyone has the same problem as mine.
XpanD Nov 12, 2024 @ 3:21am 
Weird, the Season 9 Tweaks mod should address that issue internally. You're definitely not the first to report that, though... Wonder what's up there.
Armoire Z Nov 12, 2024 @ 2:17pm 
Originally posted by XpanD:
Weird, the Season 9 Tweaks mod should address that issue internally. You're definitely not the first to report that, though... Wonder what's up there.
My best guess is that the S9 Tweaks only affects the Mod Configs, like in-game stats or settings from different mods.

The solution to my problem was to delete a single line from [WOTC] Tactical HUD, something I kinda doubt the Season 9 Tweaks Mod could do.

Well whatever, the [WOTC] Tactical HUD Dev was kind enough to explain the conflict and put the solution on it's description page. Better than no solution at all.
XpanD Nov 13, 2024 @ 4:39am 
Nah, that shouldn't be it -- mod class overrides are exposed to config as well, and the S9 Tweaks mod makes the same change you applied manually.

From what I understand of it, the game merges together each instance of a config (for example, all XComEngine files) on startup. Newer mods (higher Workshop IDs) get their configs merged later, so a newer mod /should/ be able to reliably overwrite config values set by older mods.

(this is likely also why new Odd seasons usually get a brand new Tweaks mod, as getting a new ID lets it modify mods that the old one wouldn't be able to)

My guess is that something is scrambling the load order for those affected by this issue, though I have no clue what could actually cause that to happen. S9 Tweaks' mitigation gets overwritten, and the conflict returns.

Good to know that the manual workaround helps!
Armoire Z Nov 13, 2024 @ 3:01pm 
Originally posted by XpanD:
Nah, that shouldn't be it -- mod class overrides are exposed to config as well, and the S9 Tweaks mod makes the same change you applied manually.

From what I understand of it, the game merges together each instance of a config (for example, all XComEngine files) on startup. Newer mods (higher Workshop IDs) get their configs merged later, so a newer mod /should/ be able to reliably overwrite config values set by older mods.

(this is likely also why new Odd seasons usually get a brand new Tweaks mod, as getting a new ID lets it modify mods that the old one wouldn't be able to)

My guess is that something is scrambling the load order for those affected by this issue, though I have no clue what could actually cause that to happen. S9 Tweaks' mitigation gets overwritten, and the conflict returns.

Good to know that the manual workaround helps!
I have to clarify one part in my case, I tend to add more mods after using a collection. It's definitely because of that.
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