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Something like Template.IconImage = "img:///UILibrary_PerkIcons.UIPerk_muton_punch"; would do the trick imo. Very very minor fix hehe
Yes. All that mod that does is change one .ini value.
No worries, if I found you annoying I wouldn't say anything. Try clearing your user config files. I'd expect the game to crash if it tries to spawn a non-existent enemy so double-check it really has been removed locally.
@huntersorce20
OK. I don't recall how that works (I've disabled all the drops from Lost in my local copy) but I think you should get those if there's a message in game
I'm really not trying to be annoying, and I appreciate your continued comments and support on a mod that is now two years old, but is there anything else I need to do to uninstall it other than unsubscribing and deleting it from AML? Thanks!
IIRC it's only a 1-2% chance per Lost for them to drop loot. If you extract from a mission you don't get corpses.
@trashPANDA
Special infected? Isn't that A Better ADVENT? Try clearing your user config files.
If you edit a mod's encounter list .ini you can set minimum and maximum Force Level for an enemy to 99, then it won't appear as you never reach that Force Level.
The current campaign is in the 2nd month at Commander difficulty.
6 missions later and I've had 4 Lost missions (mixed with normal Advent troops) in a row.
The last mission had 4 Brutes. I have NO other Lost mods, and am not playing with ABA.
While I like the idea, this creature is 100% out of place with the rest. It is too big, too tough for a zombie...and at 10ft. tall, it ain't a former human.
IMO this would have been a better modification to the faceless, as it behaves nearly the same way.
Without disabling the mod (I DO like the other stuff in it a LOT), how can I disable the Brutes?
---the description indicated possible work on an MCM switch for this, but that was quite awhile ago.
The VERY first mission (a supply extraction) EARLY in the game...guess what showed up first?
Heh.
Unfortunately, it's impossible to make our mod compatible with every other mod out there, so sometimes weird things like this can happen.
I don't know, I've never looked at their AI. I've always found XCOM 2 surprisingly robust. Worst comes to the worst you can probably just back out the change and load an Avenger save.
Well glad you got it working, I wouldn't recommend making a habit of editing the base game files. Needs must when the devil drives.
I don't know, I've been disabling enemies by setting Min and MaxForceLevel to 99 for years.
It's best to do it pretty often when messing about with mods
https://old.reddit.com/r/xcom2mods/wiki/mod_troubleshooting#wiki_regenerate_user_config
Try refreshing your user config. files. I think missions (and their enemies) are created at the start of the month so your changes may be ignored for the current round of missions
The ones added by this mod are mixed in so don't completely replace the vanilla game models. If you're not seeing them at all try refreshing your user config. files.
https://old.reddit.com/r/xcom2mods/wiki/mod_troubleshooting
For the first:
https://old.reddit.com/r/xcom2mods/wiki/wotc_modding/mod_folder