XCOM 2
[WOTC] Ability Interaction Fixes
192 Comments
Kevin from HP Customer Service 2 Jul, 2024 @ 6:19pm 
Can confirm Implacable Fix is being overly generous when it comes to refunded actions like Lost Headshots and Hair Triggers.
vompatti 16 Jun, 2023 @ 2:01am 
If I use a fix that makes Death from Above not refund AP if there was only one AP left (because why does it even do that?), is it okay to just disable the DFA fix on this mod in order to not have compatibility issues?
Mustang0524 6 Feb, 2023 @ 4:31am 
Any conflicts with RPGO or Weapon Fixes?
CLOXY 29 May, 2022 @ 5:16am 
hi all, salvo + implacable fixed by this mod ? anybody knows ?
Mr. Nice  [author] 15 Apr, 2022 @ 11:01am 
@Zelfana I'll have a look at that when I have time, it's not turned on by default at least, so most users of this mod probably haven't encountered that interaction!
Zelfana 1 Apr, 2022 @ 12:40pm 
Implacable fix is giving a bonus move for each the Lost headshot kill done if keep shooting before moving. After a few you can literally move anywhere on the map. Also happens with Hair Trigger or 1 AP kills done without moving but less abusable, obviously. Curiosly, it does work correctly not giving you multiple bonus moves if you use the free move before getting another kill.
☠Мрачный Типϟ 7 Apr, 2021 @ 7:51am 
will this be useful for LWOTC?
Haybusa 15 Jul, 2020 @ 6:05pm 
Does this mod have any conflict with RPGO changes?
Sir Bruno 13 Jul, 2020 @ 1:19pm 
Just asking if this mod is compatible with the Reverted Rapid Fire mod? (The one that removes the 5-turn cooldown)
ssomchay85 17 Apr, 2020 @ 12:48am 
Im installing 1 by 1 to.How many mods you got on so far?
Koechink Arap 1 Apr, 2020 @ 8:47pm 
am sorry, i try to install mod one by one, looks like my mod choice make it break. the quickdraw can be use again
Mr. Nice  [author] 1 Apr, 2020 @ 6:58am 
Well since it's not a base game issue, and you're not saying this mod "breaks" anything, then what does this have to do with this mod?
Koechink Arap 1 Apr, 2020 @ 5:03am 
no, I mean, quickdraw ablity didnt do anything, always end my turn.
Mr. Nice  [author] 1 Apr, 2020 @ 3:46am 
Not sure what you mean, do you mean that this mod "breaks" quickdraw if used with RPGO?
Koechink Arap 31 Mar, 2020 @ 9:19pm 
please look for quickdraw, i use rpgo.. last time is working, but now it didnt work, it always end your turn
Dragon32 16 Mar, 2020 @ 3:57pm 
@vlad 32 rus
Have a look at "AWC Squadsight Fix", linked above.
francesco 16 Mar, 2020 @ 2:39pm 
I believe rapid fire (maybe others too, like hail of bullets, etc.; Rapid fire is the only one I've tested) does not work with squadsight. Would it be possible to fix this?
Mr. Nice  [author] 29 Jan, 2020 @ 3:51pm 
As of the last update, the The Community Highlander has been listed as a requirement. It isn't a strict requirement, so if you aren't subscribed to it, this mod won't suddenly break or anything. But it is highly recommended to improve compatability with other mods.
Mr. Nice  [author] 8 Oct, 2019 @ 8:42am 
Just to say I've looked at the issues with Hero Classes Rebalance, contacted the author since the issue needs to be fixed that side.
Wealthy Aardvark 7 Oct, 2019 @ 7:52pm 
Thanks as always for your longstanding support for this mod, Mr. Nice.
Mr. Nice  [author] 7 Oct, 2019 @ 6:16am 
Mmmm, I'll have a look.
MrMister 7 Oct, 2019 @ 4:38am 
This seems to interfere with Hero Classes Rebalance : When this is loaded alongside it, the Templar's Pillar becomes a blue move (1-action cost, non-turn-ending) instead of a green move (free action, as intended by HCR). I can confirm that it's this mod in particular that changes it, even if all the options in its mod config menu are deselected.

Funnily enough, even the action-cost color-coded UI mod is confused by this - it still shows Pillar's icon as a green move, despite it very clearly consuming an action upon usage.

Any insight on what might be causing this? I went through this mod's files and couldn't find any obvious source of the problem.
Dragon32 22 Sep, 2019 @ 2:15am 
@Icecold:
Have a look at "AWC Squadsight Fix", linked in the Description above.
Icecold 22 Sep, 2019 @ 2:01am 
Is it possible to make squadsight work with abilities like rapid fire?
Mr. Nice  [author] 19 Aug, 2019 @ 4:50pm 
Cheers Dragon32, Cinematic Rapid Fire has also had some improvements to Annihilate visuals.
Dragon32 19 Aug, 2019 @ 9:37am 
Thanks for the Annihilate fixes, Mr Nice.
Shhplay 3 Jul, 2019 @ 6:09pm 
This mod will definitely be part of my next playthrough. The Rapid Fire and Implacable interactions you list were real head scratchers when they happened.

Something I experienced is not on the list, though I am just beginning my search for some quality of life mods and I haven't found anything regarding it yet.

Serial is active and a hair trigger action is active. Kill an enemy, and both actions points are not refunded.
Beltalowda 5 May, 2019 @ 5:48pm 
@Mr. Nice @Zarkil I actually had the same issue with the most recent RPGO, for some reason when this mod is enabled, can't do single action shots with the sniper. No other class or items seem to have interactions errors.
Wealthy Aardvark 13 Apr, 2019 @ 10:19pm 
Thank you as always Mr. Nice for working to keep this mod compatible with so many other mods. We all appreciate it.
WelfareRecipient 13 Apr, 2019 @ 11:35am 
I have to agree that it's not really a fix. I would prefer to call it make Quickdraw consistent.
Mr. Nice  [author] 13 Apr, 2019 @ 11:16am 
I'll see if I can have a look if anything be done about that. Although IMO, QuickdrawFix isn't a fix but a tweak :steammocking: (how quick draw works is not as confusing/inconsistent as that mod description makes it out to be)
WelfareRecipient 13 Apr, 2019 @ 9:38am 
So I've tracked it down and it appears that this mod is the reason why QuickdrawFix no longer works. I believe it's due to your override of the class X2AbilityCost_QuickdrawActionPoints.

having these mods together makes it so FanFire consumes all points. I was trying to rebuild that mod for TLP, but it appears that the culprit is this interaction.
Dragon32 16 Jan, 2019 @ 12:56pm 
@Zarkil:
It's my fruit and you're not having any ;) I've also never used RPGO
Zarkil 15 Jan, 2019 @ 11:59pm 
@Mr. Nice Yes RPGO is up to date. Another player said they had the same problem but your mod wasn't causing it so i'm at a loss. Seemed very strange to me your mod would cause that, it's why I postided it as a question instead of a bug report. Probably a random interaction between diffrent mods, I have 200 running so it's always fun when something messes up :) Thank you for the quick replies.
Mr. Nice  [author] 15 Jan, 2019 @ 7:01pm 
Are you using an old version of RPGO? I've just been reminded that there was a bug in rpgo which was triggered by this mod in the September update, but that was fixed in RPGO a few months ago.
Mr. Nice  [author] 15 Jan, 2019 @ 5:11pm 
I'll have a quick confab with fellow modders...
Zarkil 15 Jan, 2019 @ 2:51pm 
And @Dragon32, as you are probably the most helpful person on the forums it really hurts that you would just assume I'm an idiot that doesn't know basic game mechanics. I will expect a fruit basket as an appology good sir :)
Zarkil 15 Jan, 2019 @ 2:47pm 
Rpgo modifies sniper rifles so you can take a standard shot after a blue move. I was unable to do so and after hours of going through my mods (the correct way) this was the mod that I found caused it. However I find it strange that nobody has had this conflict before so I was asking more to see if it was some three mod conflict on my end.
Mr. Nice  [author] 15 Jan, 2019 @ 11:20am 
yeah, I'm not sure what Zarkil is asking to be honest, this mod has no effect on sniper costs? It has some interaction with Serial/DfA refunds as mentioned in the description of course.
Dragon32 15 Jan, 2019 @ 11:08am 
@Zarkil:
Sniper rifles take both actions to fire, that's what makes the Hunter's one so good / OP (delete as applicable).
Zarkil 14 Jan, 2019 @ 7:53pm 
Has anyone had an issue with not being able to fire your sniper rifle after a blue move while using rpgo and this mod?
Sinsinea 21 Nov, 2018 @ 9:05am 
Saturation fire doesn't work with serial, even if satfire gets one or more kills; not sure if you might be interested in fixing that.
Juravis 30 Oct, 2018 @ 7:53am 
Probably but i cant pinpoint that witbout your help. What to search for in their code?
Mr. Nice  [author] 30 Oct, 2018 @ 2:42am 
@Advent Avenger: Well, after fixing the (reverse) bug, I did test and it's fine here. Another mod changing either reaper or resetting the allowed costs of standard abilities?
Juravis 29 Oct, 2018 @ 9:21pm 
Still the same issue. Nothing major, i use everything but the Reaper fix. I consider it a feature of Reaper where you go into violent mode and dont get to Parry when youre done.
Juravis 29 Oct, 2018 @ 7:52am 
Thats weird ill test again later
Mr. Nice  [author] 29 Oct, 2018 @ 6:42am 
@Advent Avenger@ Ok,there was a bug in the mod, introduced by the September update, but it had the opposite effect to what you describe?! It meant that "reaper" wasn't added to the allowed action points for Parry, so for pratical purposes options after a reaper kill were unchanged. However, the 2nd part of the fix where a non-kill while reaper was activate would grant a "momentum" action point still worked.
Juravis 28 Oct, 2018 @ 6:53pm 
Yup, you got it right it's a mod conflict. Thanks for the help. Do you know what functions are involved so i can give to you which one it is?
Mr. Nice  [author] 28 Oct, 2018 @ 6:45pm 
try at the console, with a templar selected with no action points left, typing "addactionpoints 1 0 reaper", without the quotes obviously. Doesn't matter if the fix is enabled or not. That should enable you to do any action, including parry. If it just allows parry & move like the momentum action point, then it pretty much proves it's a mod conflict.
Juravis 28 Oct, 2018 @ 6:13pm 
If you can tell me something to search for in my mods which would conflict with your code, id be happy to make a quick search in my 268500 directory for a conflict.