If the mods are still not working after the above 3 steps, contact the mod author and state your issue clearly. Go back to Documents\My Games\XCOM 2\XComGame\Config\XComEngine.ini from step 1 after you run the game once with just the mods you want to be enabled, then look for the "ModClassOverrides=" lines again, make sure no 2 lines have the same "BaseGameClass=" properties, if there are, you just enabled 2 conflicting mod, repeat step 1 and disable the conflicting mod (you can see which mod add those lines by going to /workshop/content/268500//Config/XComEngine.ini Most mods should work now, but if some of them are still not working, verify if they are not in conflict with each other. To verify game cache, go to steam library, right click your game, select properties, then select the local files tab and click verify game cache.ģ. Note that ever since Alien Hunters patch, you only need to do this step once after the patch, as the modoverride lines no longer gets written to the file permenantly, but the lines added before the patch does not get cleaned up automatically.īefore verifying game cache, just to be safe, you might also want to clear out Documents\My Games\XCOM 2\XComGame\Config\, as the problems mentioned above, the game might fail to clear out edits made by other mods, deleting them will cause the game to generate a new set of config, beware this will clear all your user data such as settings and custom INI tweaks (but not saves), so make a backup before doing this. Go to your Documents\My Games\XCOM 2\XComGame\Config\XComEngine.ini and look for every lines that starts with "ModClassOverrides=", and remove all of them, these lines are added by mods that requires overriding other base game classes, but the game never removes them once you disable the mods, this can easily cause disabled mods to still affect your gameplay. Maybe also along with that, have any pip progress by the aliens be set to the minimum.Whenever you have some mods not working or fail to disable properly, here are 3 steps that you should do first before bugging others, since the game does not properly disable mods when you disable them, this can cause a lot of conflicts when you swap mods out leading to strange behaviours or even crashes. One way is to not just increase the Avatar clock, but also increase the number of facilities they can build to match the region number - I think its 15 or 16 total. I'd also do things to prolong campaigna for as long I wanted. Essentially knock out most of the tedium to focus on the battles themselves. For example, if taking out a standard facility it removed the same number of pips that the clock is long would be good. I wanted to do stuff to training times, research, production, LW's equivalent of any Breakthrough cards that add or remove pips, and the economy - mostly so I could speed up my playthroughs because of performance problems without feeling any kind of clock pressure. It seems to cross over just editing the main game's ini file. In case of any problems you can switch the mod off via same ini (make it do nothing by removing all entries). Medkit charges would be a good example of the first. XComTacticalMissionTimers.ini file should be located either under your Path To Steam Library\XCOM 2\XComGame\Mods\ConfigurableMissionTimers\Config or Path To Steam Library\steamapps\workshop\content\268500\618055274\Config). I can never tell which of the two I need to do for any given edit. I figured I was doing something wrong with my edits, because while some will work if you edit the standard ini file, others you need to specificly do edits to a mod's ini file.
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