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Posts posted by Yzaxtol
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Whatever....It worked. :geek:
In part I think it worked because JL and I happen to work well together.
Hehe, that was something I realised from nearly Day 1, when me and JL were competing against each other, sometimes I wonder what would have happened if I kept modding alongside you two....
But you two did amazing work so it was probably for the best that I dropped out.
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I'm currently on holiday but if this works it seems like I'll be able to fully convert alien weapons once I get home. As a lot of particle effects were embedded inside the animations.
thanks :D
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I have, it seems to be xcom2.Exe freezing or locking up in the background.
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Me and Raeli from Armor Stat Customiser use the ItemTemplateManager to find the Item, add our own stats ability to the item and then proceed to wipe their UI and replace it with our own.
Once I get home I will show what I did with Spectrum, to make it +3 HP but -2 Mobility.
Also as an added bonus it just injects addiitons and so won't conflict with other mods unless someone else is injecting into the same item.
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Hi
I've been trying to generate themed missions by allowing only certain units to spawn on different missions. Things were going steadily well creating the new units and forcing them to spawn as I tested them on my test map.
However when trying to get them to spawn using the InclusionExclusion lists in XComMissions.ini unless the Gods are smiling on me it just crashes to desktop.
It seems there's something truly hard-coded that crashes without even mentioning something in the logs (I checked) if you haven't designed something just exactly.
In my code i've copied what I have that's relevant in my XComMission.ini and an example of the spawning restrictions (or lack thereof) for testing the 3 new units i've created.
It seems so far
My code:
[XComGame.XComTacticalMissionManager] +InclusionExclusionLists=(ListID="ToxLeader", bIncludeNames=true, TemplateName[0]="AdvCaptainG1") +InclusionExclusionLists=(ListID="ToxFollower", bIncludeNames=true, TemplateName[0]="AdvTrooperG1", TemplateName[1]="AdvHeavyG2") +InclusionExclusionLists=(ListID="PsiLeader", bIncludeNames=true, TemplateName[0]="Sectoid" , TemplateName[1]="Gatekeeper") +InclusionExclusionLists=(ListID="ZombieFollower", bIncludeNames=true, TemplateName[0]="PsiZombie") ----DOES NOT WORK---- ;+ConfigurableEncounters=(EncounterID="Test1", MaxSpawnCount=4, LeaderInclusionExclusionCharacterTypes="ToxLeader", FollowerInclusionExclusionCharacterTypes="ToxFollower") ;+ConfigurableEncounters=(EncounterID="Test2", MaxSpawnCount=2, LeaderInclusionExclusionCharacterTypes="ToxLeader", FollowerInclusionExclusionCharacterTypes="ToxFollower") ;+ConfigurableEncounters=(EncounterID="Test3", MaxSpawnCount=3, LeaderInclusionExclusionCharacterTypes="ToxLeader", FollowerInclusionExclusionCharacterTypes="ToxFollower") ----DOES WORK---- +ConfigurableEncounters=(EncounterID="Test1", MaxSpawnCount=4, ForceSpawnTemplateNames[0]="AdvHeavyG2", ForceSpawnTemplateNames[1]="AdvTrooperG1", ForceSpawnTemplateNames[2]="AdvTrooperG1", ForceSpawnTemplateNames[3]="AdvCaptainG1") +ConfigurableEncounters=(EncounterID="Test2", MaxSpawnCount=2, LeaderInclusionExclusionCharacterTypes="PsiLeader", FollowerInclusionExclusionCharacterTypes="ZombieFollower") +ConfigurableEncounters=(EncounterID="Test3", MaxSpawnCount=3, ForceSpawnTemplateNames[0]="AdvHeavyG2", ForceSpawnTemplateNames[1]="AdvTrooperM1", ForceSpawnTemplateNames[2]="AdvTrooperM1") -MissionSchedules=(ScheduleID="SabotageCC_D1_Standard", IdealXComSpawnDistance=28, MinXComSpawnDistance=24, EncounterZonePatrolDepth=8.0, PrePlacedEncounters[0]=(EncounterID="SabotageCC_Patrolx2", EncounterZoneOffsetAlongLOP=3.0, EncounterZoneWidth=26.0), PrePlacedEncounters[1]=(EncounterID="SabotageCC_Guardx3", EncounterZoneOffsetAlongLOP=-11.0, EncounterZoneWidth=20.0), MinRequiredAlertLevel=1, MaxRequiredAlertLevel=1) -MissionSchedules=(ScheduleID="SabotageCC_D2_Standard", IdealXComSpawnDistance=28, MinXComSpawnDistance=24, EncounterZonePatrolDepth=8.0, PrePlacedEncounters[0]=(EncounterID="SabotageCC_Patrolx3", EncounterZoneOffsetAlongLOP=3.0, EncounterZoneWidth=26.0), PrePlacedEncounters[1]=(EncounterID="SabotageCC_Guardx3", EncounterZoneOffsetAlongLOP=-11.0, EncounterZoneWidth=20.0), MinRequiredAlertLevel=2, MaxRequiredAlertLevel=2) -MissionSchedules=(ScheduleID="SabotageCC_D3_Standard", IdealXComSpawnDistance=28, MinXComSpawnDistance=24, EncounterZonePatrolDepth=8.0, PrePlacedEncounters[0]=(EncounterID="SabotageCC_Patrolx3", EncounterZoneOffsetAlongLOP=3.0, EncounterZoneWidth=26.0), PrePlacedEncounters[1]=(EncounterID="SabotageCC_Guardx3", EncounterZoneOffsetAlongLOP=-11.0, EncounterZoneWidth=20.0), PrePlacedEncounters[2]=(EncounterID="OPNx2_Weak", EncounterZoneOffsetAlongLOP=-24.0, EncounterZoneWidth=4.0, EncounterZoneOffsetFromLOP=-10.0, EncounterZoneDepthOverride=36.0), MinRequiredAlertLevel=3, MaxRequiredAlertLevel=1000) +MissionSchedules=(ScheduleID="SabotageCC_D1_Standard", IdealXComSpawnDistance=28, MinXComSpawnDistance=24, EncounterZonePatrolDepth=8.0, PrePlacedEncounters[0]=(EncounterID="Test1", EncounterZoneOffsetAlongLOP=3.0, EncounterZoneWidth=26.0), PrePlacedEncounters[1]=(EncounterID="Test2", EncounterZoneOffsetAlongLOP=-11.0, EncounterZoneWidth=20.0), MinRequiredAlertLevel=1, MaxRequiredAlertLevel=1) +MissionSchedules=(ScheduleID="SabotageCC_D2_Standard", IdealXComSpawnDistance=28, MinXComSpawnDistance=24, EncounterZonePatrolDepth=8.0, PrePlacedEncounters[0]=(EncounterID="Test1", EncounterZoneOffsetAlongLOP=3.0, EncounterZoneWidth=26.0), PrePlacedEncounters[1]=(EncounterID="Test2", EncounterZoneOffsetAlongLOP=-11.0, EncounterZoneWidth=20.0), MinRequiredAlertLevel=2, MaxRequiredAlertLevel=2) +MissionSchedules=(ScheduleID="SabotageCC_D3_Standard", IdealXComSpawnDistance=28, MinXComSpawnDistance=24, EncounterZonePatrolDepth=8.0, PrePlacedEncounters[0]=(EncounterID="Test1", EncounterZoneOffsetAlongLOP=3.0, EncounterZoneWidth=26.0), PrePlacedEncounters[1]=(EncounterID="Test2", EncounterZoneOffsetAlongLOP=-11.0, EncounterZoneWidth=20.0), PrePlacedEncounters[2]=(EncounterID="Test3", EncounterZoneOffsetAlongLOP=-24.0, EncounterZoneWidth=4.0, EncounterZoneOffsetFromLOP=-10.0, EncounterZoneDepthOverride=36.0), MinRequiredAlertLevel=3, MaxRequiredAlertLevel=1000) [AdvCaptainG1 X2CharacterTemplate] +CharacterBaseStats[eStat_AlertLevel]=2 +CharacterBaseStats[eStat_ArmorChance]=100 +CharacterBaseStats[eStat_ArmorMitigation]=1 +CharacterBaseStats[eStat_ArmorPiercing]=0 +CharacterBaseStats[eStat_CritChance]=0 +CharacterBaseStats[eStat_Defense]=0 +CharacterBaseStats[eStat_Dodge]=0 +CharacterBaseStats[eStat_HP]=6 +CharacterBaseStats[eStat_Mobility]=12 +CharacterBaseStats[eStat_Offense]=65 +CharacterBaseStats[eStat_PsiOffense]=0 +CharacterBaseStats[eStat_ReserveActionPoints]=0 +CharacterBaseStats[eStat_SightRadius]=27 +CharacterBaseStats[eStat_DetectionRadius]=12 +CharacterBaseStats[eStat_UtilityItems]=1 +CharacterBaseStats[eStat_Will]=50 +CharacterBaseStats[eStat_HackDefense]=125 +CharacterBaseStats[eStat_FlankingCritChance]=33 +CharacterBaseStats[eStat_FlankingAimBonus]=0 +CharacterBaseStats[eStat_Strength]=50 +XpKillscore=7.18 +DirectXpAmount=10 +MaxCharactersPerGroup=1 ;+LeaderLevelSpawnWeights=(MinForceLevel=1, MaxForceLevel=7, SpawnWeight=15, MaxAlertSpawnWeight=12) ;+FollowerLevelSpawnWeights=(MinForceLevel=99, MaxForceLevel=98, SpawnWeight=0, MaxAlertSpawnWeight=0) ;+UntetheredLeaderLevelSpawnWeights=(MinForceLevel=99, MaxForceLevel=98, SpawnWeight=0, MaxAlertSpawnWeight=12) +LeaderLevelSpawnWeights=(MinForceLevel=1, MaxForceLevel=20, SpawnWeight=8.5, MaxAlertSpawnWeight=9) +FollowerLevelSpawnWeights=(MinForceLevel=1, MaxForceLevel=20, SpawnWeight=17, MaxAlertSpawnWeight=9) +UntetheredLeaderLevelSpawnWeights=(MinForceLevel=1, MaxForceLevel=20, SpawnWeight=17, MaxAlertSpawnWeight=9) +SupportedFollowers=AdvCommanderM2 +SupportedFollowers=AdvCommanderM3 <---------- This Unit no longer exists -----------------> +SupportedFollowers=AdvTrooperG1 +SupportedFollowers=AdvTrooperG2 +SupportedFollowers=AdvTrooperG3 +SupportedFollowers=AdvTrooperM1 +SupportedFollowers=AdvTrooperM2 +SupportedFollowers=AdvTrooperM3 +SupportedFollowers=AdvCaptainG1 +SupportedFollowers=AdvCaptainG2 +SupportedFollowers=AdvCaptainG3 +SupportedFollowers=AdvHeavyG2 +SupportedFollowers=AdvHeavyG3 +SupportedFollowers=Viper +SupportedFollowers=Andromedon +HackRewards=SummonCodex +HackRewards=SkulljackLootIntel_T1 +HackRewards=SkulljackLootIntel_T2 +HackRewards=SKULLFeedback +HackRewards=ALittleIntel +HackRewards=FacilityLead +HackRewards=ALotOfIntel
A picture of them being succesfully spawned using ForceSpawnTemplate http://images.akamai.steamusercontent.com/ugc/528417746332558746/E925C6766193EBBF1B459A9F643714A7FDFCE5BF/
EDIT:
Ok I managed to solve this by the time I was going to give up tonight, if anyone else tries to use the Inclusion Exclusion List to spawn units they MUST make 100% sure that the SupportedFollowers list in their Character Template does not contain any mistakes or else the game will crash to desktop as soon as the mission is loaded and a Leader is chosen with an unfindable SupportedFollower.
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Hi, Everyone.
I've just released my first proper version of my gameplay overhaul mod and I would greatly appreciate it for anyone that tries it if they leave some feedback here so that I can attempt to fix all the issues as they arise.
Cheers
Mike
Nexus: http://www.nexusmods.com/xcom2/mods/360/?
Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=637300728
Changes:
http://s23.postimg.org/6912le6t7/spectrum6.jpg
Version Red has now been Released - 132 Hours
Main Contributors:
Wraithstorm - Graphic Artist
Raeli - Armor Stats Customiser Mod
Aeris_Tae - Sniper Rifle Code for Non-Sharpshooter Classes
This is a full Gameplay Overhaul for XCOM2, therefore any other mods that provide gameplay changes or additions will most likely conflict with this mod or at best be unbalanced changes.
Changes:
Tactical Changes
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High Cover grants 60 Defense
Low Cover grants 35 Defense
All aliens get range bonuses for being closer, except in melee
All ranged weapons receive no range bonus when the target is in melee range.
Strategy Changes
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Added Techs for Laser and Plasma Weapons
Soldier Changes
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Rank names are now replaced with a Badass scale. Rookie -> Legend
All classes gain the same stats when levelling up.
All classes have access to all primary weapons
8 New classes:
Guardian, Codebreaker, Paladin, Hunter, Support, Assault, Warrior, Commando
New Abilities:
EW Suite, Conditioning, Indomitable, Sprinter, Keen Senses, Predator, Eagle Eye, Covert Tactics, Comm Hack, Adrenaline Rush, Snapshot,
Weapon Changes
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All weapons except for shotguns provide at least some armour penetration.
All primary weapons can be accessed by all classes.
All weapons including aliens double the base damage on a crit.
Assault Rifles only receive extra pierce.
LMGs have Assault Rifle values and have a limited rapid fire and can suppress.
Sniper Rifles provide Squadsight have greater pierce and ALL shots cost 2 actions.
Shotguns have no pierce but greatest damage for a mobile weapon.
Swords share the same values as Assault Rifles
Pistols have less spread
Magnetic Weapons increase Damage, Crit and pierce for most weapons.
Beam Weapons further increase Damage, Crit and pierce for most weapons.
Laser Weapons sacrifice damage for greater accuracy and pierce.
Laser Weapons Available: Assault Rifle + Sniper Rifle
Plasma Weapons sacrifice accuracy and piercing for greater damage and shredding armor.
Plasma Weapons Available: Pistol, Assault Rifle and LMG
Grenades have significant spread, they are no longer guaranteed consistent damage.
Armor Changes
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Kevlar start with extra HP and a mobility penalty
Resistance Armor can be selected to remove these bonuses and penalties.
Mobility Armours sacrifice HP and Armor for 2nd utility slot and mobility.
Non-Mobility plated variants grant 1 piece of armour
Non-Mobility powered variants grant 2 pieces of armour
All Utility Armor vests provide greater protection at the cost of mobility
Enemy Changes
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All Aliens and ADVENT that wear clothes/armor have progressively stronger armor.
‘Naked’ units have extra health.
Robotic Units sacrifice health for more armor.
New Mission format: Each mission has a theme and all enemy will fit that theme, plan ahead accordingly.
New Enemies:
Advent Commander: Red Shieldbearer, High Health, Can Mark Targets, Spawns with 6 Troopers on ADVENT themed missions.
Light MEC: Smaller Blue MEC, Low Damage, Low Health spawns on Robot themed missions.
Known Issues
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Schematics for previous Cannon and Sniperrifle Mag and Beam still exist can be built but are useless.
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My issue seems to stem from having a folder in my Mod folder that has the default scripts e.g. Spectrum\Spectrum\Src\XcomGame Copy\ with the uc scripts in it. Once I moved that away and created a seperate mod for referencing the scripts I was then able to rebuild the mod again.
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Well, that sucks trust me to get home after a hard days work (in the UK) eager to work on my mod just to screw everything up. :S
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I have the solution. Copy the X2TechTemplate_DefaultTechs.uc from C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\Development\SrcOrig\XComGame\Classes
and place it into your Src\XComGame\Classes folder of your mod.
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I managed to do a really shoddy workaround by renaming the X2TechTemplate_DefaultTechs to X2TechTemplate_DefaultTechsCORRUPTED that gives the following log:
------ Build started: Project: Spectrum, Configuration: Default XCOM 2 ------ Cleaning Mod project... Removing directory "C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\XComGame\\Mods\Spectrum\". Building Mod project... Creating target folder structure... Creating directory "C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\XComGame\\Mods\Spectrum\Classes". Creating directory "C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\XComGame\\Mods\Spectrum\Config". Creating directory "C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\XComGame\\Mods\Spectrum\Content". Creating directory "C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\XComGame\\Mods\Spectrum\Localization". Creating directory "C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\XComGame\\Mods\Spectrum\\Script". Copying files... Copying file from "Config\XComAI.ini" to "C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\XComGame\\Mods\Spectrum\Config\XComAI.ini". Copying file from "Config\XComAIJobs.ini" to "C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\XComGame\\Mods\Spectrum\Config\XComAIJobs.ini". Copying file from "Config\XComClassData.ini" to "C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\XComGame\\Mods\Spectrum\Config\XComClassData.ini". Copying file from "Config\XComGameCore.ini" to "C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\XComGame\\Mods\Spectrum\Config\XComGameCore.ini". Copying file from "Config\XComGameData.ini" to "C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\XComGame\\Mods\Spectrum\Config\XComGameData.ini". Copying file from "Config\XComGameData_CharacterStats.ini" to "C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\XComGame\\Mods\Spectrum\Config\XComGameData_CharacterStats.ini". Copying file from "Config\XComGameData_WeaponData.ini" to "C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\XComGame\\Mods\Spectrum\Config\XComGameData_WeaponData.ini". Copying file from "Config\XComGameData_XPData.ini" to "C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\XComGame\\Mods\Spectrum\Config\XComGameData_XPData.ini". Copying file from "Config\XComMissions.ini" to "C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\XComGame\\Mods\Spectrum\Config\XComMissions.ini". Copying file from "Config\XComSpectrumAbilities.ini" to "C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\XComGame\\Mods\Spectrum\Config\XComSpectrumAbilities.ini". Copying file from "Config\XComSpectrumArmor.ini" to "C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\XComGame\\Mods\Spectrum\Config\XComSpectrumArmor.ini". Copying file from "Config\XComSpectrumStrategy.ini" to "C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\XComGame\\Mods\Spectrum\Config\XComSpectrumStrategy.ini". Copying file from "Config\XComSpectrumUtility.ini" to "C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\XComGame\\Mods\Spectrum\Config\XComSpectrumUtility.ini". Copying file from "Config\XComEditor.ini" to "C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\XComGame\\Mods\Spectrum\Config\XComEditor.ini". Copying file from "Config\XComEngine.ini" to "C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\XComGame\\Mods\Spectrum\Config\XComEngine.ini". Copying file from "Config\XComGame.ini" to "C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\XComGame\\Mods\Spectrum\Config\XComGame.ini". Creating directory "C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\XComGame\Mods\Spectrum\Src\Spectrum\Classes". Copying file from "Src\Spectrum\Classes\Abilities_Armors.uc" to "C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\XComGame\\Mods\Spectrum\Src\Spectrum\Classes\Abilities_Armors.uc". Copying file from "Src\Spectrum\Classes\Abilities_Gremlin.uc" to "C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\XComGame\\Mods\Spectrum\Src\Spectrum\Classes\Abilities_Gremlin.uc". Copying file from "Src\Spectrum\Classes\Abilities_Soldiers.uc" to "C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\XComGame\\Mods\Spectrum\Src\Spectrum\Classes\Abilities_Soldiers.uc". Copying file from "Src\Spectrum\Classes\Abilities_SuppresionMod.uc" to "C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\XComGame\\Mods\Spectrum\Src\Spectrum\Classes\Abilities_SuppresionMod.uc". Copying file from "Src\Spectrum\Classes\Abilities_Utility.uc" to "C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\XComGame\\Mods\Spectrum\Src\Spectrum\Classes\Abilities_Utility.uc". Copying file from "Src\Spectrum\Classes\Abilities_Weapons.uc" to "C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\XComGame\\Mods\Spectrum\Src\Spectrum\Classes\Abilities_Weapons.uc". Copying file from "Src\Spectrum\Classes\Armor_Kevlar.uc" to "C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\XComGame\\Mods\Spectrum\Src\Spectrum\Classes\Armor_Kevlar.uc". Copying file from "Src\Spectrum\Classes\Armor_Resistance.uc" to "C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\XComGame\\Mods\Spectrum\Src\Spectrum\Classes\Armor_Resistance.uc". Copying file from "Src\Spectrum\Classes\Armor_Tier2_EXO.uc" to "C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\XComGame\\Mods\Spectrum\Src\Spectrum\Classes\Armor_Tier2_EXO.uc". Copying file from "Src\Spectrum\Classes\Armor_Tier2_Predator.uc" to "C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\XComGame\\Mods\Spectrum\Src\Spectrum\Classes\Armor_Tier2_Predator.uc". Copying file from "Src\Spectrum\Classes\Armor_Tier2_Spider.uc" to "C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\XComGame\\Mods\Spectrum\Src\Spectrum\Classes\Armor_Tier2_Spider.uc". Copying file from "Src\Spectrum\Classes\Armor_Tier3_WAR.uc" to "C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\XComGame\\Mods\Spectrum\Src\Spectrum\Classes\Armor_Tier3_WAR.uc". Copying file from "Src\Spectrum\Classes\Armor_Tier3_Warden.uc" to "C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\XComGame\\Mods\Spectrum\Src\Spectrum\Classes\Armor_Tier3_Warden.uc". Copying file from "Src\Spectrum\Classes\Armor_Tier3_Wraith.uc" to "C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\XComGame\\Mods\Spectrum\Src\Spectrum\Classes\Armor_Tier3_Wraith.uc". Copying file from "Src\Spectrum\Classes\Characters_Enemy.uc" to "C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\XComGame\\Mods\Spectrum\Src\Spectrum\Classes\Characters_Enemy.uc". Copying file from "Src\Spectrum\Classes\Effect_ChargedShot.uc" to "C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\XComGame\\Mods\Spectrum\Src\Spectrum\Classes\Effect_ChargedShot.uc". Copying file from "Src\Spectrum\Classes\Effect_HolyZeal.uc" to "C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\XComGame\\Mods\Spectrum\Src\Spectrum\Classes\Effect_HolyZeal.uc". Copying file from "Src\Spectrum\Classes\Items_HazmatVest.uc" to "C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\XComGame\\Mods\Spectrum\Src\Spectrum\Classes\Items_HazmatVest.uc". Copying file from "Src\Spectrum\Classes\Items_Hellweave.uc" to "C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\XComGame\\Mods\Spectrum\Src\Spectrum\Classes\Items_Hellweave.uc". Copying file from "Src\Spectrum\Classes\Items_NanoFiberVest.uc" to "C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\XComGame\\Mods\Spectrum\Src\Spectrum\Classes\Items_NanoFiberVest.uc". Copying file from "Src\Spectrum\Classes\Items_PlatedVest.uc" to "C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\XComGame\\Mods\Spectrum\Src\Spectrum\Classes\Items_PlatedVest.uc". Copying file from "Src\Spectrum\Classes\Items_StasisVest.uc" to "C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\XComGame\\Mods\Spectrum\Src\Spectrum\Classes\Items_StasisVest.uc". Copying file from "Src\Spectrum\Classes\Resources_New.uc" to "C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\XComGame\\Mods\Spectrum\Src\Spectrum\Classes\Resources_New.uc". Copying file from "Src\Spectrum\Classes\Techs_New.uc" to "C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\XComGame\\Mods\Spectrum\Src\Spectrum\Classes\Techs_New.uc". Copying file from "Src\Spectrum\Classes\Weapons_New.uc" to "C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\XComGame\\Mods\Spectrum\Src\Spectrum\Classes\Weapons_New.uc". Copying file from "Src\Spectrum\Classes\Weapons_Schematics.uc" to "C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\XComGame\\Mods\Spectrum\Src\Spectrum\Classes\Weapons_Schematics.uc". Copying file from "Src\Spectrum\Classes\X2DownloadableContentInfo_Spectrum.uc" to "C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\XComGame\\Mods\Spectrum\Src\Spectrum\Classes\X2DownloadableContentInfo_Spectrum.uc". Copying file from "ReadMe.txt" to "C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\XComGame\\Mods\Spectrum\ReadMe.txt". Copying file from "Content\Spectrum_Enemy.upk" to "C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\XComGame\\Mods\Spectrum\Content\Spectrum_Enemy.upk". Copying file from "Content\Spectrum_Icons.upk" to "C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\XComGame\\Mods\Spectrum\Content\Spectrum_Icons.upk". Copying file from "Content\Spectrum_Icons2.upk" to "C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\XComGame\\Mods\Spectrum\Content\Spectrum_Icons2.upk". Copying file from "Content\Spectrum_Lasers.upk" to "C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\XComGame\\Mods\Spectrum\Content\Spectrum_Lasers.upk". Copying file from "Content\Spectrum_Plasma.upk" to "C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\XComGame\\Mods\Spectrum\Content\Spectrum_Plasma.upk". Copying file from "ModPreview.jpg" to "C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\XComGame\\Mods\Spectrum\ModPreview.jpg". Copying file from "Localization\XComGame.int" to "C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\XComGame\\Mods\Spectrum\Localization\XComGame.int". ************************************************************** || GENERATING SCRIPT PACKAGES | ************************************************************** Prepping the script source: Mirroring SrcOrig to working directory (Src) ... ------------------------------------------------------------------------------- ROBOCOPY :: Robust File Copy for Windows ------------------------------------------------------------------------------- Started : 10 March 2016 19:46:08 Source : C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\Development\SrcOrig\ Dest : C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\Development\Src\ Files : *.uc *.uci Options : /S /E /DCOPY:DA /COPY:DAT /PURGE /MIR /NP /R:1000000 /W:30 ------------------------------------------------------------------------------ 0 C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\Development\SrcOrig\ *EXTRA Dir -1 C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\Development\Src\Spectrum\ *EXTRA Dir -1 C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\Development\Src\Spectrum\Classes\ *EXTRA File 40922 Abilities_Armors.uc *EXTRA File 12991 Abilities_Gremlin.uc *EXTRA File 23762 Abilities_Soldiers.uc *EXTRA File 4999 Abilities_SuppresionMod.uc *EXTRA File 22680 Abilities_Utility.uc *EXTRA File 9939 Abilities_Weapons.uc *EXTRA File 4092 Armor_Kevlar.uc *EXTRA File 4610 Armor_Resistance.uc *EXTRA File 4548 Armor_Tier2_EXO.uc *EXTRA File 4761 Armor_Tier2_Predator.uc *EXTRA File 4675 Armor_Tier2_Spider.uc *EXTRA File 4551 Armor_Tier3_WAR.uc *EXTRA File 4679 Armor_Tier3_Warden.uc *EXTRA File 4676 Armor_Tier3_Wraith.uc *EXTRA File 6013 Characters_Enemy.uc *EXTRA File 528 Effect_ChargedShot.uc *EXTRA File 640 Effect_HolyZeal.uc *EXTRA File 3391 Items_HazmatVest.uc *EXTRA File 3328 Items_Hellweave.uc *EXTRA File 3502 Items_NanoFiberVest.uc *EXTRA File 3389 Items_PlatedVest.uc *EXTRA File 3393 Items_StasisVest.uc *EXTRA File 1102 Resources_New.uc *EXTRA File 2763 Techs_New.uc *EXTRA File 37003 Weapons_New.uc *EXTRA File 19497 Weapons_Schematics.uc *EXTRA File 1287 X2DownloadableContentInfo_Spectrum.uc 0 C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\Development\SrcOrig\AkAudio\ 16 C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\Development\SrcOrig\AkAudio\Classes\ 0 C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\Development\SrcOrig\AkAudio\Inc\ 0 C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\Development\SrcOrig\AkAudio\Src\ 1 C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\Development\SrcOrig\Core\ 10 C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\Development\SrcOrig\Core\Classes\ 0 C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\Development\SrcOrig\Core\Inc\ 0 C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\Development\SrcOrig\Core\Inc\Licensee\ 0 C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\Development\SrcOrig\Core\Src\ 0 C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\Development\SrcOrig\Engine\ 0 C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\Development\SrcOrig\Engine\Bink\ 0 C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\Development\SrcOrig\Engine\Bink\Src\ 1227 C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\Development\SrcOrig\Engine\Classes\ 0 C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\Development\SrcOrig\Engine\Debugger\ 0 C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\Development\SrcOrig\Engine\FaceFX\ 0 C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\Development\SrcOrig\Engine\Inc\ 0 C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\Development\SrcOrig\Engine\Inc\DwTrioviz\ 0 C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\Development\SrcOrig\Engine\SQL\ 0 C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\Development\SrcOrig\Engine\Src\ 0 C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\Development\SrcOrig\Engine\Textures\ 1 C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\Development\SrcOrig\GameFramework\ 17 C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\Development\SrcOrig\GameFramework\Classes\ 0 C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\Development\SrcOrig\GameFramework\Inc\ 0 C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\Development\SrcOrig\GameFramework\Src\ 0 C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\Development\SrcOrig\GFxUI\ 17 C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\Development\SrcOrig\GFxUI\Classes\ 0 C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\Development\SrcOrig\GFxUI\Inc\ 0 C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\Development\SrcOrig\GFxUI\Src\ 0 C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\Development\SrcOrig\GFxUI\VTune\ 0 C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\Development\SrcOrig\GFxUIEditor\ 4 C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\Development\SrcOrig\GFxUIEditor\Classes\ 0 C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\Development\SrcOrig\GFxUIEditor\Inc\ 0 C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\Development\SrcOrig\GFxUIEditor\Src\ 0 C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\Development\SrcOrig\IpDrv\ 26 C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\Development\SrcOrig\IpDrv\Classes\ 0 C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\Development\SrcOrig\IpDrv\Inc\ 0 C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\Development\SrcOrig\IpDrv\Src\ 1 C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\Development\SrcOrig\OnlineSubsystemSteamworks\ 6 C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\Development\SrcOrig\OnlineSubsystemSteamworks\Classes\ 0 C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\Development\SrcOrig\OnlineSubsystemSteamworks\Inc\ 0 C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\Development\SrcOrig\OnlineSubsystemSteamworks\Src\ 0 C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\Development\SrcOrig\UnrealEd\ 189 C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\Development\SrcOrig\UnrealEd\Classes\ 0 C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\Development\SrcOrig\UnrealEd\FaceFX\ 0 C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\Development\SrcOrig\UnrealEd\Inc\ 0 C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\Development\SrcOrig\UnrealEd\Models\ 0 C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\Development\SrcOrig\UnrealEd\SQL\ 0 C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\Development\SrcOrig\UnrealEd\Src\ 0 C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\Development\SrcOrig\XComEditor\ 17 C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\Development\SrcOrig\XComEditor\Classes\ 0 C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\Development\SrcOrig\XComEditor\Inc\ 0 C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\Development\SrcOrig\XComEditor\Src\ 2 C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\Development\SrcOrig\XComGame\ 1930 C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\Development\SrcOrig\XComGame\Classes\ *EXTRA File 73306 X2StrategyElement_DefaultTechs.uc Newer 155164 X2Item_DefaultWeapons.uc New File 67574 X2StrategyElement_DefaultTechsCORRUPTED.uc 0 C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\Development\SrcOrig\XComGame\Inc\ 0 C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\Development\SrcOrig\XComGame\Live\ 0 C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\Development\SrcOrig\XComGame\Live\Images\ 0 C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\Development\SrcOrig\XComGame\Live\Images\AchievementIcons\ 0 C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\Development\SrcOrig\XComGame\Live\Online\ 0 C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\Development\SrcOrig\XComGame\Live\TU0\ 0 C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\Development\SrcOrig\XComGame\PSN\ 0 C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\Development\SrcOrig\XComGame\PSN\TU0\ 0 C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\Development\SrcOrig\XComGame\PSN\TU0\TargetDir\ 0 C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\Development\SrcOrig\XComGame\Src\ ------------------------------------------------------------------------------ Total Copied Skipped Mismatch FAILED Extras Dirs : 65 0 65 0 0 2 Files : 3464 2 3462 0 0 28 Bytes : 21.06 m 217.5 k 20.85 m 0 0 303.7 k Times : 0:00:00 0:00:00 0:00:00 0:00:00 Speed : 74246000 Bytes/sec. Speed : 4248.390 MegaBytes/min. Ended : 10 March 2016 19:46:08 Copying script files from workspace ... Package(Spectrum) C:\Users\yzaxt\Documents\Firaxis ModBuddy\XCOM\Spectrum\Spectrum\Src\Spectrum\Classes\Abilities_Armors.uc => C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\Development\Src\Spectrum\Classes\Abilities_Armors.uc Package(Spectrum) C:\Users\yzaxt\Documents\Firaxis ModBuddy\XCOM\Spectrum\Spectrum\Src\Spectrum\Classes\Abilities_Gremlin.uc => C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\Development\Src\Spectrum\Classes\Abilities_Gremlin.uc Package(Spectrum) C:\Users\yzaxt\Documents\Firaxis ModBuddy\XCOM\Spectrum\Spectrum\Src\Spectrum\Classes\Abilities_Soldiers.uc => C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\Development\Src\Spectrum\Classes\Abilities_Soldiers.uc Package(Spectrum) C:\Users\yzaxt\Documents\Firaxis ModBuddy\XCOM\Spectrum\Spectrum\Src\Spectrum\Classes\Abilities_SuppresionMod.uc => C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\Development\Src\Spectrum\Classes\Abilities_SuppresionMod.uc Package(Spectrum) C:\Users\yzaxt\Documents\Firaxis ModBuddy\XCOM\Spectrum\Spectrum\Src\Spectrum\Classes\Abilities_Utility.uc => C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\Development\Src\Spectrum\Classes\Abilities_Utility.uc Package(Spectrum) C:\Users\yzaxt\Documents\Firaxis ModBuddy\XCOM\Spectrum\Spectrum\Src\Spectrum\Classes\Abilities_Weapons.uc => C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\Development\Src\Spectrum\Classes\Abilities_Weapons.uc Package(Spectrum) C:\Users\yzaxt\Documents\Firaxis ModBuddy\XCOM\Spectrum\Spectrum\Src\Spectrum\Classes\Armor_Kevlar.uc => C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\Development\Src\Spectrum\Classes\Armor_Kevlar.uc Package(Spectrum) C:\Users\yzaxt\Documents\Firaxis ModBuddy\XCOM\Spectrum\Spectrum\Src\Spectrum\Classes\Armor_Resistance.uc => C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\Development\Src\Spectrum\Classes\Armor_Resistance.uc Package(Spectrum) C:\Users\yzaxt\Documents\Firaxis ModBuddy\XCOM\Spectrum\Spectrum\Src\Spectrum\Classes\Armor_Tier2_EXO.uc => C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\Development\Src\Spectrum\Classes\Armor_Tier2_EXO.uc Package(Spectrum) C:\Users\yzaxt\Documents\Firaxis ModBuddy\XCOM\Spectrum\Spectrum\Src\Spectrum\Classes\Armor_Tier2_Predator.uc => C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\Development\Src\Spectrum\Classes\Armor_Tier2_Predator.uc Package(Spectrum) C:\Users\yzaxt\Documents\Firaxis ModBuddy\XCOM\Spectrum\Spectrum\Src\Spectrum\Classes\Armor_Tier2_Spider.uc => C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\Development\Src\Spectrum\Classes\Armor_Tier2_Spider.uc Package(Spectrum) C:\Users\yzaxt\Documents\Firaxis ModBuddy\XCOM\Spectrum\Spectrum\Src\Spectrum\Classes\Armor_Tier3_WAR.uc => C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\Development\Src\Spectrum\Classes\Armor_Tier3_WAR.uc Package(Spectrum) C:\Users\yzaxt\Documents\Firaxis ModBuddy\XCOM\Spectrum\Spectrum\Src\Spectrum\Classes\Armor_Tier3_Warden.uc => C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\Development\Src\Spectrum\Classes\Armor_Tier3_Warden.uc Package(Spectrum) C:\Users\yzaxt\Documents\Firaxis ModBuddy\XCOM\Spectrum\Spectrum\Src\Spectrum\Classes\Armor_Tier3_Wraith.uc => C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\Development\Src\Spectrum\Classes\Armor_Tier3_Wraith.uc Package(Spectrum) C:\Users\yzaxt\Documents\Firaxis ModBuddy\XCOM\Spectrum\Spectrum\Src\Spectrum\Classes\Characters_Enemy.uc => C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\Development\Src\Spectrum\Classes\Characters_Enemy.uc Package(Spectrum) C:\Users\yzaxt\Documents\Firaxis ModBuddy\XCOM\Spectrum\Spectrum\Src\Spectrum\Classes\Effect_ChargedShot.uc => C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\Development\Src\Spectrum\Classes\Effect_ChargedShot.uc Package(Spectrum) C:\Users\yzaxt\Documents\Firaxis ModBuddy\XCOM\Spectrum\Spectrum\Src\Spectrum\Classes\Effect_HolyZeal.uc => C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\Development\Src\Spectrum\Classes\Effect_HolyZeal.uc Package(Spectrum) C:\Users\yzaxt\Documents\Firaxis ModBuddy\XCOM\Spectrum\Spectrum\Src\Spectrum\Classes\Items_HazmatVest.uc => C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\Development\Src\Spectrum\Classes\Items_HazmatVest.uc Package(Spectrum) C:\Users\yzaxt\Documents\Firaxis ModBuddy\XCOM\Spectrum\Spectrum\Src\Spectrum\Classes\Items_Hellweave.uc => C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\Development\Src\Spectrum\Classes\Items_Hellweave.uc Package(Spectrum) C:\Users\yzaxt\Documents\Firaxis ModBuddy\XCOM\Spectrum\Spectrum\Src\Spectrum\Classes\Items_NanoFiberVest.uc => C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\Development\Src\Spectrum\Classes\Items_NanoFiberVest.uc Package(Spectrum) C:\Users\yzaxt\Documents\Firaxis ModBuddy\XCOM\Spectrum\Spectrum\Src\Spectrum\Classes\Items_PlatedVest.uc => C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\Development\Src\Spectrum\Classes\Items_PlatedVest.uc Package(Spectrum) C:\Users\yzaxt\Documents\Firaxis ModBuddy\XCOM\Spectrum\Spectrum\Src\Spectrum\Classes\Items_StasisVest.uc => C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\Development\Src\Spectrum\Classes\Items_StasisVest.uc Package(Spectrum) C:\Users\yzaxt\Documents\Firaxis ModBuddy\XCOM\Spectrum\Spectrum\Src\Spectrum\Classes\Resources_New.uc => C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\Development\Src\Spectrum\Classes\Resources_New.uc Package(Spectrum) C:\Users\yzaxt\Documents\Firaxis ModBuddy\XCOM\Spectrum\Spectrum\Src\Spectrum\Classes\Techs_New.uc => C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\Development\Src\Spectrum\Classes\Techs_New.uc Package(Spectrum) C:\Users\yzaxt\Documents\Firaxis ModBuddy\XCOM\Spectrum\Spectrum\Src\Spectrum\Classes\Weapons_New.uc => C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\Development\Src\Spectrum\Classes\Weapons_New.uc Package(Spectrum) C:\Users\yzaxt\Documents\Firaxis ModBuddy\XCOM\Spectrum\Spectrum\Src\Spectrum\Classes\Weapons_Schematics.uc => C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\Development\Src\Spectrum\Classes\Weapons_Schematics.uc Package(Spectrum) C:\Users\yzaxt\Documents\Firaxis ModBuddy\XCOM\Spectrum\Spectrum\Src\Spectrum\Classes\X2DownloadableContentInfo_Spectrum.uc => C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\Development\Src\Spectrum\Classes\X2DownloadableContentInfo_Spectrum.uc Package(XComGame) C:\Users\yzaxt\Documents\Firaxis ModBuddy\XCOM\Spectrum\Spectrum\Src\XComGame\Classes\X2Item_DefaultWeapons.uc => C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\Development\Src\XComGame\Classes\X2Item_DefaultWeapons.uc Package(XComGame) C:\Users\yzaxt\Documents\Firaxis ModBuddy\XCOM\Spectrum\Spectrum\Src\XComGame\Classes\X2StrategyElement_DefaultTechs.uc => C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\Development\Src\XComGame\Classes\X2StrategyElement_DefaultTechs.uc Deleting existing compiled script packages: C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\XComGame\Script\XComGame.u C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\XComGame\Script\Spectrum.u Launching script compiler for base game scripts... Command: C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\binaries\Win64\XComGame.com Arguments: make -nopause -unattended Log: Executing Class UnrealEd.MakeCommandlet --------------------Core - Release-------------------- --------------------Engine - Release-------------------- --------------------GFxUI - Release-------------------- --------------------AkAudio - Release-------------------- --------------------GameFramework - Release-------------------- --------------------UnrealEd - Release-------------------- --------------------GFxUIEditor - Release-------------------- --------------------IpDrv - Release-------------------- --------------------OnlineSubsystemSteamworks - Release-------------------- --------------------XComGame - Release-------------------- Analyzing... C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\binaries\..\Development\Src\XComGame\Classes\X2StrategyElement_DefaultTechsCORRUPTED.uc : Error, Script vs. class name mismatch (X2StrategyElement_DefaultTechsCORRUPTED/X2StrategyElement_DefaultTechs) C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\binaries\..\Development\Src\XComGame\Classes\X2StrategyElement_DefaultTechsCORRUPTED.uc : Error, Script vs. class name mismatch (X2StrategyElement_DefaultTechsCORRUPTED/X2StrategyElement_DefaultTechs) Scripts successfully compiled - saving package 'C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\binaries\Win64\..\..\XComGame\Script\XComGame.u' --------------------XComEditor - Release-------------------- Warning/Error Summary --------------------- C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\binaries\..\Development\Src\XComGame\Classes\X2StrategyElement_DefaultTechsCORRUPTED.uc : Error, Script vs. class name mismatch (X2StrategyElement_DefaultTechsCORRUPTED/X2StrategyElement_DefaultTechs) Failure - 2 error(s), 0 warning(s) (1 Unique Errors, 0 Unique Warnings) Execution of commandlet took: 18.53 seconds Launching script compiler for new package scripts... Command: C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\binaries\Win64\XComGame.com Arguments: make -nopause -mods Spectrum "C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\XComGame\\Mods\Spectrum\" Log: Executing Class UnrealEd.MakeCommandlet Shader map M_Digital_Distortion_Ghosting_A had an invalid uniform expression set and was discarded! This most likely indicates a bug in cooking, and the default material will be used instead. --------------------Core - Release-------------------- --------------------Engine - Release-------------------- --------------------GFxUI - Release-------------------- --------------------AkAudio - Release-------------------- --------------------GameFramework - Release-------------------- --------------------UnrealEd - Release-------------------- --------------------GFxUIEditor - Release-------------------- --------------------IpDrv - Release-------------------- --------------------OnlineSubsystemSteamworks - Release-------------------- --------------------XComGame - Release-------------------- --------------------XComEditor - Release-------------------- Analyzing... Scripts successfully compiled - saving package 'C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\binaries\Win64\..\..\XComGame\Script\XComEditor.u' --------------------Spectrum - Release-------------------- Analyzing... C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\Development\Src\Spectrum\Classes\Abilities_SuppresionMod.uc(133) : Warning, 'Templates' : local variable never assigned a value C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\Development\Src\Spectrum\Classes\Armor_Kevlar.uc(75) : Warning, 'Armors' : local variable never assigned a value C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\Development\Src\Spectrum\Classes\Armor_Resistance.uc(73) : Warning, 'Armors' : local variable never assigned a value C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\Development\Src\Spectrum\Classes\Armor_Tier2_EXO.uc(73) : Warning, 'Armors' : local variable never assigned a value C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\Development\Src\Spectrum\Classes\Armor_Tier2_Predator.uc(73) : Warning, 'Armors' : local variable never assigned a value C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\Development\Src\Spectrum\Classes\Armor_Tier2_Spider.uc(74) : Warning, 'Armors' : local variable never assigned a value C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\Development\Src\Spectrum\Classes\Armor_Tier3_WAR.uc(73) : Warning, 'Armors' : local variable never assigned a value C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\Development\Src\Spectrum\Classes\Armor_Tier3_Warden.uc(73) : Warning, 'Armors' : local variable never assigned a value C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\Development\Src\Spectrum\Classes\Armor_Tier3_Wraith.uc(73) : Warning, 'Armors' : local variable never assigned a value C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\Development\Src\Spectrum\Classes\Items_HazmatVest.uc(57) : Warning, 'Items' : local variable never assigned a value C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\Development\Src\Spectrum\Classes\Items_Hellweave.uc(57) : Warning, 'Items' : local variable never assigned a value C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\Development\Src\Spectrum\Classes\Items_NanoFiberVest.uc(61) : Warning, 'Items' : local variable never assigned a value C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\Development\Src\Spectrum\Classes\Items_PlatedVest.uc(57) : Warning, 'Items' : local variable never assigned a value C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\Development\Src\Spectrum\Classes\Items_StasisVest.uc(58) : Warning, 'Items' : local variable never assigned a value Scripts successfully compiled - saving package 'C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\binaries\Win64\..\..\XComGame\Script\Spectrum.u' Warning/Error Summary --------------------- C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\Development\Src\Spectrum\Classes\Abilities_SuppresionMod.uc(133) : Warning, 'Templates' : local variable never assigned a value C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\Development\Src\Spectrum\Classes\Armor_Kevlar.uc(75) : Warning, 'Armors' : local variable never assigned a value C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\Development\Src\Spectrum\Classes\Armor_Resistance.uc(73) : Warning, 'Armors' : local variable never assigned a value C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\Development\Src\Spectrum\Classes\Armor_Tier2_EXO.uc(73) : Warning, 'Armors' : local variable never assigned a value C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\Development\Src\Spectrum\Classes\Armor_Tier2_Predator.uc(73) : Warning, 'Armors' : local variable never assigned a value C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\Development\Src\Spectrum\Classes\Armor_Tier2_Spider.uc(74) : Warning, 'Armors' : local variable never assigned a value C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\Development\Src\Spectrum\Classes\Armor_Tier3_WAR.uc(73) : Warning, 'Armors' : local variable never assigned a value C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\Development\Src\Spectrum\Classes\Armor_Tier3_Warden.uc(73) : Warning, 'Armors' : local variable never assigned a value C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\Development\Src\Spectrum\Classes\Armor_Tier3_Wraith.uc(73) : Warning, 'Armors' : local variable never assigned a value C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\Development\Src\Spectrum\Classes\Items_HazmatVest.uc(57) : Warning, 'Items' : local variable never assigned a value C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\Development\Src\Spectrum\Classes\Items_Hellweave.uc(57) : Warning, 'Items' : local variable never assigned a value C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\Development\Src\Spectrum\Classes\Items_NanoFiberVest.uc(61) : Warning, 'Items' : local variable never assigned a value C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\Development\Src\Spectrum\Classes\Items_PlatedVest.uc(57) : Warning, 'Items' : local variable never assigned a value C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\Development\Src\Spectrum\Classes\Items_StasisVest.uc(58) : Warning, 'Items' : local variable never assigned a value Success - 0 error(s), 14 warning(s) (0 Unique Errors, 14 Unique Warnings) Execution of commandlet took: 21.86 seconds SUCCESS! Copying compiled script binaries... Package XComGame => C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\XComGame\\Mods\Spectrum\Script\XComGame.u Package Spectrum => C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\XComGame\\Mods\Spectrum\Script\Spectrum.u ************************************************************** | GENERATING SHADER CACHE | ************************************************************** Launching shader compiler... Command: C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\binaries\Win64\XComGame.com Arguments: precompileshaders -nopause platform=pc_sm4 DLC=Spectrum Log: Executing Class UnrealEd.PrecompileShadersCommandlet Compiling shaders for PC-D3D-SM4 Starting package 1 of 7... Loading ../../XcomGame/Mods/Spectrum\Content\Spectrum_Enemy.upk... Processing Spectrum_Enemy.Materials.AdvCommander... Processing Spectrum_Enemy.MeshesSkeletal.AdvMEC_M0... Starting package 2 of 7... Loading ../../XcomGame/Mods/Spectrum\Content\Spectrum_Icons.upk... Starting package 3 of 7... Loading ../../XcomGame/Mods/Spectrum\Content\Spectrum_Icons2.upk... Starting package 4 of 7... Loading ../../XcomGame/Mods/Spectrum\Content\Spectrum_Lasers.upk... Starting package 5 of 7... Loading ../../XcomGame/Mods/Spectrum\Content\Spectrum_Plasma.upk... Starting package 6 of 7... Loading ../../XcomGame/Mods/Spectrum\Script\Spectrum.u... Starting package 7 of 7... Loading ../../XcomGame/Mods/Spectrum\Script\XComGame.u... Package processing complete. TotalProcessingTime = 0.05 min Material = 0.00 min Material Instance = 0.00 min Terrain = 0.00 min PackageLoopSetupTime = 0.00 min PackagePrologueTime = 0.00 min PackageLoadingTime = 0.00 min NumFullyLoadedPackages = 0 NumFastPackages = 7 ObjectLoadingTime = 0.04 min GCTime = 0.00 min DistributedCompiling = 0.00 min ShaderCacheSavingTime = 0.00 min RHIShaderCompileTime = 0.01 min PS3 = 0.00 min XBOXD3D = 0.00 min NGP = 0.00 min WIIU = 0.00 min PCD3D_SM3 = 0.00 min PCD3D_SM4 = 0.01 min PCD3D_SM5 = 0.00 min PCOGL = 0.00 min UnaccountedTime = 0.00 min Success - 0 error(s), 0 warning(s) (0 Unique Errors, 0 Unique Warnings) Execution of commandlet took: 2.87 seconds Removing empty directories... ========== Build: 1 succeeded or up-to-date, 0 failed, 0 skipped ==========
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Hi
Is anyone else having this problem? My mod compiles with no errors but when it gets to the bottom of the debug procedure it just returns with a FAILED
ESuccess - 0 error(s), 14 warning(s) (0 Unique Errors, 14 Unique Warnings)Execution of commandlet took: 7.84 secondsDone building project "Spectrum.x2proj" -- FAILED.========== Build: 0 succeeded or up-to-date, 1 failed, 0 skipped ==========Is there anything I can try apart from re-installing the entire SDK.I've already tried a Verify Integrity cache after it started to return an error with something actually inside the SDK being incorrect, but it is still not working.EDIT: Ok, I've tried a few random things and now its coming up with this error message:Warning/Error Summary---------------------C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\Development\Src\XComGame\Classes\X2StrategyElement_DefaultTechs.uc(1928) : Error, Unrecognized member 'ItemsToUpgrade' in class 'X2TechTemplate'C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\Development\Src\XComGame\Classes\X2StrategyElement_DefaultTechs.uc(1877) : Error, Unrecognized member 'ItemsToUpgrade' in class 'X2TechTemplate'C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\Development\Src\XComGame\Classes\X2StrategyElement_DefaultTechs.uc(1676) : Error, Unrecognized member 'ItemsToUpgrade' in class 'X2TechTemplate'C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\Development\Src\XComGame\Classes\X2StrategyElement_DefaultTechs.uc(1637) : Error, Unrecognized member 'ItemsToUpgrade' in class 'X2TechTemplate'C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\Development\Src\XComGame\Classes\X2StrategyElement_DefaultTechs.uc(1601) : Error, Unrecognized member 'ItemsToUpgrade' in class 'X2TechTemplate'Failure - 5 error(s), 0 warning(s) (5 Unique Errors, 0 Unique Warnings)Execution of commandlet took: 15.29 secondsDone building project "Spectrum.x2proj" -- FAILED. -
le sigh, neither of these ideas are actually perks
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I've managed to fix the issue, it was a bug with the building procedure of ModBuddy, Amineri helped me to find the correct file to delete to allow ANY part of my mod to build again.
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Hi Everyone
I'm designing a mod that will eventually have 20 classes, I know it's a bit extreme but so am I, mwahahahaha.
Anyways if you have cool ideas for Perks and Abilities please leave them below.
Examples:
Comm Hack
Send forth the Gremlin to Mark everyone in the area for bonus accuracy and disable their weapons.
Snapshot
Allow the sniper rifle to be fired after moving with a slight aim penalty.
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What I do is subscribe to the mod, find the steam workshop foldier, called something like 235830, and every subscribed mod is there under another set of numbers like 65329582, I then pull the .uc scripts into ModBuddy have a nice browse to how they do things, making notes, delete them then proceed to design my own variation from scratch.
My advice would be to look through the X2Ability_RangerAbilitySet.uc in ModBuddy - Default Mod and just see how a class and its abilities you know very well is programmed, it has quite a few concealment based abilities so i'd check 'Create Ability - Shadowstrike' and copy it and the references from the header to a new script you've made and change the stats it grants to something mobility based.....
Actually when I get home, I'm going to actually create this ability anyway for my 16 new classes i'm designing thanks for the idea. In thanks for the idea I'll send you the finished script.
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If you leave a character behind in one of the previous missions due to timers running over they have a chance to be rescued on the next council mission but would be nice to have soldiers on rescue mission too.
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Yup, this hit me today after I re-wrote my code and I was like:
WHYYYYYYYY! My mod has been destroyed.... but suddenly:
Aminery uses Magic .... it's super effective!
Yay
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Ok so i've released a mod that had a fairly slap-dash method of over-writing the XComGameData_CharacterStats.ini but I wanted to clean it up for the next release.
I then removed all the codes like this:
[Soldier X2CharacterTemplate] CharacterBaseStats[eStat_HP]=5 CharacterBaseStats[eStat_Offense]=65 CharacterBaseStats[eStat_Defense]=0 CharacterBaseStats[eStat_Mobility]=12 CharacterBaseStats[eStat_SightRadius]=27 CharacterBaseStats[eStat_Will]=40 CharacterBaseStats[eStat_PsiOffense]=0 CharacterBaseStats[eStat_FlightFuel]=0 CharacterBaseStats[eStat_UtilityItems]=1 CharacterBaseStats[eStat_AlertLevel]=2 CharacterBaseStats[eStat_BackpackSize]=3 CharacterBaseStats[eStat_Hacking]=5 CharacterBaseStats[eStat_CritChance]=0 CharacterBaseStats[eStat_CombatSims]=0 CharacterBaseStats[eStat_HighCoverConcealment]=1 CharacterBaseStats[eStat_Strength]=0 CharacterBaseStats[eStat_FlankingCritChance]=50 CharacterBaseStats[eStat_FlankingAimBonus]=0 CharacterBaseStats[eStat_DetectionRadius]=9
With this:
[AdvTrooperM1 X2CharacterTemplate] -CharacterBaseStats[eStat_ArmorChance]=0 +CharacterBaseStats[eStat_ArmorChance]=100 -CharacterBaseStats[eStat_ArmorMitigation]=0 +CharacterBaseStats[eStat_ArmorMitigation]=1
I then compiled the mod and all my changes had disappeared, after spending hours cleaning it up.
After trying a few things I got fed up and restored a backup to what it was previously and all the changes have STILL vanished.
As someone has mentioned I usually when met with these kind of strange behavious delete the config files in My Games/XCOM 2 and the Mod file in XCOM 2 SDK is there anything else apart from re-installing the game I can try?
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It should look something like this:
A piece of code in my XComClassData.ini in my Spectrum Mod
The line you want to remove starts with a ' - ' the line after it with the ' + ' replaces it.
[Sharpshooter X2SoldierClassTemplate] -AllowedWeapons=(SlotType=eInvSlot_PrimaryWeapon, WeaponType="sniper_rifle") +AllowedWeapons=(SlotType=eInvSlot_PrimaryWeapon, WeaponType="rifle") +AllowedWeapons=(SlotType=eInvSlot_PrimaryWeapon, WeaponType="shotgun") +AllowedWeapons=(SlotType=eInvSlot_PrimaryWeapon, WeaponType="new_cannon") +AllowedWeapons=(SlotType=eInvSlot_PrimaryWeapon, WeaponType="new_sniper_rifle") -SoldierRanks=( aAbilityTree=( (AbilityName="PistolStandardShot", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon), (AbilityName="Squadsight") ), aStatProgression=((StatType=eStat_Offense,StatAmount=10), (StatType=eStat_HP,StatAmount=1), (StatType=eStat_Strength,StatAmount=0), (StatType=eStat_Hacking,StatAmount=0), (StatType=eStat_CombatSims,StatAmount=1)), ) +SoldierRanks=( aAbilityTree=( (AbilityName="PistolStandardShot", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon), (AbilityName="EagleEye") ), aStatProgression=((StatType=eStat_Offense,StatAmount=4), (StatType=eStat_HP,StatAmount=1), (StatType=eStat_Strength,StatAmount=0), (StatType=eStat_Hacking,StatAmount=35), (StatType=eStat_CombatSims,StatAmount=1)), )
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I hope this helps you out, I'm just dumping my currently working Classes Overhaul from my XComGame_ClassData.ini so you can see where you're going different.
[XComGame.X2SoldierClass_DefaultClasses] [Sharpshooter X2SoldierClassTemplate] +AllowedWeapons=(SlotType=eInvSlot_PrimaryWeapon, WeaponType="rifle") +AllowedWeapons=(SlotType=eInvSlot_PrimaryWeapon, WeaponType="shotgun") +AllowedWeapons=(SlotType=eInvSlot_PrimaryWeapon, WeaponType="cannon") -SoldierRanks=( aAbilityTree=( (AbilityName="PistolStandardShot", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon), (AbilityName="Squadsight") ), aStatProgression=((StatType=eStat_Offense,StatAmount=10), (StatType=eStat_HP,StatAmount=1), (StatType=eStat_Strength,StatAmount=0), (StatType=eStat_Hacking,StatAmount=0), (StatType=eStat_CombatSims,StatAmount=1)), ) +SoldierRanks=( aAbilityTree=( (AbilityName="PistolStandardShot", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon), (AbilityName="EagleEye") ), aStatProgression=((StatType=eStat_Offense,StatAmount=4), (StatType=eStat_HP,StatAmount=1), (StatType=eStat_Strength,StatAmount=0), (StatType=eStat_Hacking,StatAmount=35), (StatType=eStat_CombatSims,StatAmount=1)), ) -SoldierRanks=( aAbilityTree=( (AbilityName="LongWatch", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon), (AbilityName="ReturnFire", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon) ), aStatProgression=((StatType=eStat_Offense,StatAmount=4), (StatType=eStat_HP,StatAmount=0), (StatType=eStat_Strength,StatAmount=0), (StatType=eStat_Hacking,StatAmount=0), (StatType=eStat_CombatSims,StatAmount=0)), ) +SoldierRanks=( aAbilityTree=( (AbilityName="LongWatch", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon), (AbilityName="ReturnFire", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon) ), aStatProgression=((StatType=eStat_Offense,StatAmount=3), (StatType=eStat_HP,StatAmount=0), (StatType=eStat_Strength,StatAmount=0), (StatType=eStat_Hacking,StatAmount=5), (StatType=eStat_CombatSims,StatAmount=0)), ) -SoldierRanks=( aAbilityTree=( (AbilityName="Deadeye", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon), (AbilityName="LightningHands", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon) ), aStatProgression=((StatType=eStat_Offense,StatAmount=3), (StatType=eStat_HP,StatAmount=1), (StatType=eStat_Strength,StatAmount=0), (StatType=eStat_Hacking,StatAmount=5), (StatType=eStat_CombatSims,StatAmount=0)), ) +SoldierRanks=( aAbilityTree=( (AbilityName="Deadeye", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon), (AbilityName="LightningHands", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon) ), aStatProgression=((StatType=eStat_Offense,StatAmount=3), (StatType=eStat_HP,StatAmount=1), (StatType=eStat_Strength,StatAmount=0), (StatType=eStat_Hacking,StatAmount=5), (StatType=eStat_CombatSims,StatAmount=0)), ) -SoldierRanks=( aAbilityTree=( (AbilityName="DeathFromAbove", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon), (AbilityName="Quickdraw") ), aStatProgression=((StatType=eStat_Offense,StatAmount=3), (StatType=eStat_HP,StatAmount=0), (StatType=eStat_Strength,StatAmount=0), (StatType=eStat_Hacking,StatAmount=0), (StatType=eStat_CombatSims,StatAmount=0)), ) +SoldierRanks=( aAbilityTree=( (AbilityName="DeathFromAbove", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon), (AbilityName="Quickdraw") ), aStatProgression=((StatType=eStat_Offense,StatAmount=2), (StatType=eStat_HP,StatAmount=0), (StatType=eStat_Strength,StatAmount=1), (StatType=eStat_Hacking,StatAmount=5), (StatType=eStat_CombatSims,StatAmount=0)), ) -SoldierRanks=( aAbilityTree=( (AbilityName="KillZone", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon), (AbilityName="Faceoff", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon) ), aStatProgression=((StatType=eStat_Offense,StatAmount=2), (StatType=eStat_HP,StatAmount=1), (StatType=eStat_Strength,StatAmount=1), (StatType=eStat_Hacking,StatAmount=5), (StatType=eStat_CombatSims,StatAmount=0)), ) +SoldierRanks=( aAbilityTree=( (AbilityName="KillZone", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon), (AbilityName="Faceoff", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon) ), aStatProgression=((StatType=eStat_Offense,StatAmount=2), (StatType=eStat_HP,StatAmount=1), (StatType=eStat_Strength,StatAmount=0), (StatType=eStat_Hacking,StatAmount=5), (StatType=eStat_CombatSims,StatAmount=0)), ) -SoldierRanks=( aAbilityTree=( (AbilityName="SteadyHands"), (AbilityName="SharpshooterAim", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon) ), aStatProgression=((StatType=eStat_Offense,StatAmount=2), (StatType=eStat_HP,StatAmount=0), (StatType=eStat_Strength,StatAmount=0), (StatType=eStat_Hacking,StatAmount=0), (StatType=eStat_CombatSims,StatAmount=0)), ) +SoldierRanks=( aAbilityTree=( (AbilityName="SteadyHands"), (AbilityName="SharpshooterAim", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon) ), aStatProgression=((StatType=eStat_Offense,StatAmount=1), (StatType=eStat_HP,StatAmount=0), (StatType=eStat_Strength,StatAmount=0), (StatType=eStat_Hacking,StatAmount=5), (StatType=eStat_CombatSims,StatAmount=0)), ) -SoldierRanks=( aAbilityTree=( (AbilityName="InTheZone", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon), (AbilityName="FanFire", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon) ), aStatProgression=((StatType=eStat_Offense,StatAmount=2), (StatType=eStat_HP,StatAmount=1), (StatType=eStat_Strength,StatAmount=0), (StatType=eStat_Hacking,StatAmount=5), (StatType=eStat_CombatSims,StatAmount=0)), ) +SoldierRanks=( aAbilityTree=( (AbilityName="InTheZone", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon), (AbilityName="FanFire", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon) ), aStatProgression=((StatType=eStat_Offense,StatAmount=1), (StatType=eStat_HP,StatAmount=1), (StatType=eStat_Strength,StatAmount=1), (StatType=eStat_Hacking,StatAmount=5), (StatType=eStat_CombatSims,StatAmount=0)), ) [Grenadier X2SoldierClassTemplate] +AllowedWeapons=(SlotType=eInvSlot_PrimaryWeapon, WeaponType="rifle") +AllowedWeapons=(SlotType=eInvSlot_PrimaryWeapon, WeaponType="shotgun") +AllowedWeapons=(SlotType=eInvSlot_PrimaryWeapon, WeaponType="sniper_rifle") -SoldierRanks=( aAbilityTree=( (), (AbilityName="LaunchGrenade", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon) ), aStatProgression=((StatType=eStat_Offense,StatAmount=2), (StatType=eStat_HP,StatAmount=1), (StatType=eStat_Strength,StatAmount=0), (StatType=eStat_Hacking,StatAmount=0), (StatType=eStat_CombatSims,StatAmount=1)), ) +SoldierRanks=( aAbilityTree=( (), (AbilityName="LaunchGrenade", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon) ), aStatProgression=((StatType=eStat_Offense,StatAmount=4), (StatType=eStat_HP,StatAmount=1), (StatType=eStat_Strength,StatAmount=0), (StatType=eStat_Hacking,StatAmount=35), (StatType=eStat_CombatSims,StatAmount=1)), ) -SoldierRanks=( aAbilityTree=( (AbilityName="BlastPadding", ApplyToWeaponSlot=eInvSlot_Unknown), (AbilityName="Shredder", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon) ), aStatProgression=((StatType=eStat_Offense,StatAmount=2), (StatType=eStat_HP,StatAmount=1), (StatType=eStat_Strength,StatAmount=1), (StatType=eStat_Hacking,StatAmount=5), (StatType=eStat_CombatSims,StatAmount=0)), ) +SoldierRanks=( aAbilityTree=( (AbilityName="BlastPadding", ApplyToWeaponSlot=eInvSlot_Unknown), (AbilityName="Shredder", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon) ), aStatProgression=((StatType=eStat_Offense,StatAmount=3), (StatType=eStat_HP,StatAmount=0), (StatType=eStat_Strength,StatAmount=0), (StatType=eStat_Hacking,StatAmount=5), (StatType=eStat_CombatSims,StatAmount=0)), ) -SoldierRanks=( aAbilityTree=( (AbilityName="Demolition", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon), (AbilityName="Suppression", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon) ), aStatProgression=((StatType=eStat_Offense,StatAmount=2), (StatType=eStat_HP,StatAmount=1), (StatType=eStat_Strength,StatAmount=0), (StatType=eStat_Hacking,StatAmount=0), (StatType=eStat_CombatSims,StatAmount=0)), ) +SoldierRanks=( aAbilityTree=( (AbilityName="Demolition", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon), (AbilityName="Suppression", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon) ), aStatProgression=((StatType=eStat_Offense,StatAmount=3), (StatType=eStat_HP,StatAmount=1), (StatType=eStat_Strength,StatAmount=0), (StatType=eStat_Hacking,StatAmount=5), (StatType=eStat_CombatSims,StatAmount=0)), ) -SoldierRanks=( aAbilityTree=( (AbilityName="HeavyOrdnance", ApplyToWeaponSlot=eInvSlot_Unknown), (AbilityName="HoloTargeting", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon) ), aStatProgression=((StatType=eStat_Offense,StatAmount=1), (StatType=eStat_HP,StatAmount=1), (StatType=eStat_Strength,StatAmount=0), (StatType=eStat_Hacking,StatAmount=5), (StatType=eStat_CombatSims,StatAmount=0)), ) +SoldierRanks=( aAbilityTree=( (AbilityName="HeavyOrdnance", ApplyToWeaponSlot=eInvSlot_Unknown), (AbilityName="HoloTargeting", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon) ), aStatProgression=((StatType=eStat_Offense,StatAmount=2), (StatType=eStat_HP,StatAmount=0), (StatType=eStat_Strength,StatAmount=1), (StatType=eStat_Hacking,StatAmount=5), (StatType=eStat_CombatSims,StatAmount=0)), ) -SoldierRanks=( aAbilityTree=( (AbilityName="VolatileMix", ApplyToWeaponSlot=eInvSlot_Unknown), (AbilityName="ChainShot", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon) ), aStatProgression=((StatType=eStat_Offense,StatAmount=1), (StatType=eStat_HP,StatAmount=0), (StatType=eStat_Strength,StatAmount=1), (StatType=eStat_Hacking,StatAmount=0), (StatType=eStat_CombatSims,StatAmount=0)), ) +SoldierRanks=( aAbilityTree=( (AbilityName="VolatileMix", ApplyToWeaponSlot=eInvSlot_Unknown), (AbilityName="ChainShot", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon) ), aStatProgression=((StatType=eStat_Offense,StatAmount=2), (StatType=eStat_HP,StatAmount=1), (StatType=eStat_Strength,StatAmount=0), (StatType=eStat_Hacking,StatAmount=5), (StatType=eStat_CombatSims,StatAmount=0)), ) -SoldierRanks=( aAbilityTree=( (AbilityName="Salvo", ApplyToWeaponSlot=eInvSlot_Unknown), (AbilityName="HailOfBullets", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon) ), aStatProgression=((StatType=eStat_Offense,StatAmount=1), (StatType=eStat_HP,StatAmount=1), (StatType=eStat_Strength,StatAmount=0), (StatType=eStat_Hacking,StatAmount=5), (StatType=eStat_CombatSims,StatAmount=0)), ) +SoldierRanks=( aAbilityTree=( (AbilityName="Salvo", ApplyToWeaponSlot=eInvSlot_Unknown), (AbilityName="HailOfBullets", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon) ), aStatProgression=((StatType=eStat_Offense,StatAmount=1), (StatType=eStat_HP,StatAmount=0), (StatType=eStat_Strength,StatAmount=0), (StatType=eStat_Hacking,StatAmount=5), (StatType=eStat_CombatSims,StatAmount=0)), ) -SoldierRanks=( aAbilityTree=( (AbilityName="SaturationFire", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon), (AbilityName="BulletShred", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon) ), aStatProgression=((StatType=eStat_Offense,StatAmount=1), (StatType=eStat_HP,StatAmount=1), (StatType=eStat_Strength,StatAmount=1), (StatType=eStat_Hacking,StatAmount=0), (StatType=eStat_CombatSims,StatAmount=0)), ) +SoldierRanks=( aAbilityTree=( (AbilityName="SaturationFire", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon), (AbilityName="BulletShred", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon) ), aStatProgression=((StatType=eStat_Offense,StatAmount=1), (StatType=eStat_HP,StatAmount=1), (StatType=eStat_Strength,StatAmount=1), (StatType=eStat_Hacking,StatAmount=5), (StatType=eStat_CombatSims,StatAmount=0)), ) [Specialist X2SoldierClassTemplate] +AllowedWeapons=(SlotType=eInvSlot_PrimaryWeapon, WeaponType="shotgun") +AllowedWeapons=(SlotType=eInvSlot_PrimaryWeapon, WeaponType="sniper_rifle") +AllowedWeapons=(SlotType=eInvSlot_PrimaryWeapon, WeaponType="cannon") -SoldierRanks=( aAbilityTree=( (AbilityName="IntrusionProtocol", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon), (AbilityName="AidProtocol", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon) ), aStatProgression=((StatType=eStat_Offense,StatAmount=3), (StatType=eStat_HP,StatAmount=1), (StatType=eStat_Strength,StatAmount=0), (StatType=eStat_Hacking,StatAmount=45), (StatType=eStat_CombatSims,StatAmount=1)), ) +SoldierRanks=( aAbilityTree=( (AbilityName="IntrusionProtocol", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon), (AbilityName="AidProtocol", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon) ), aStatProgression=((StatType=eStat_Offense,StatAmount=4), (StatType=eStat_HP,StatAmount=1), (StatType=eStat_Strength,StatAmount=0), (StatType=eStat_Hacking,StatAmount=35), (StatType=eStat_CombatSims,StatAmount=1)), ) -SoldierRanks=( aAbilityTree=( (AbilityName="MedicalProtocol", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon), (AbilityName="CombatProtocol", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon) ), aStatProgression=((StatType=eStat_Offense,StatAmount=3), (StatType=eStat_HP,StatAmount=1), (StatType=eStat_Strength,StatAmount=0), (StatType=eStat_Hacking,StatAmount=5), (StatType=eStat_CombatSims,StatAmount=0)), ) +SoldierRanks=( aAbilityTree=( (AbilityName="MedicalProtocol", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon), (AbilityName="CombatProtocol", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon) ), aStatProgression=((StatType=eStat_Offense,StatAmount=3), (StatType=eStat_HP,StatAmount=0), (StatType=eStat_Strength,StatAmount=0), (StatType=eStat_Hacking,StatAmount=5), (StatType=eStat_CombatSims,StatAmount=0)), ) -SoldierRanks=( aAbilityTree=( (AbilityName="RevivalProtocol", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon), (AbilityName="HaywireProtocol", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon) ), aStatProgression=((StatType=eStat_Offense,StatAmount=3), (StatType=eStat_HP,StatAmount=1), (StatType=eStat_Strength,StatAmount=0), (StatType=eStat_Hacking,StatAmount=5), (StatType=eStat_CombatSims,StatAmount=0)), ) +SoldierRanks=( aAbilityTree=( (AbilityName="RevivalProtocol", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon), (AbilityName="HaywireProtocol", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon) ), aStatProgression=((StatType=eStat_Offense,StatAmount=3), (StatType=eStat_HP,StatAmount=1), (StatType=eStat_Strength,StatAmount=0), (StatType=eStat_Hacking,StatAmount=5), (StatType=eStat_CombatSims,StatAmount=0)), ) -SoldierRanks=( aAbilityTree=( (AbilityName="FieldMedic", ApplyToWeaponSlot=eInvSlot_Unknown), (AbilityName="ScanningProtocol", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon) ), aStatProgression=((StatType=eStat_Offense,StatAmount=2), (StatType=eStat_HP,StatAmount=1), (StatType=eStat_Strength,StatAmount=0), (StatType=eStat_Hacking,StatAmount=5), (StatType=eStat_CombatSims,StatAmount=0)), ) +SoldierRanks=( aAbilityTree=( (AbilityName="FieldMedic", ApplyToWeaponSlot=eInvSlot_Unknown), (AbilityName="ScanningProtocol", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon) ), aStatProgression=((StatType=eStat_Offense,StatAmount=2), (StatType=eStat_HP,StatAmount=0), (StatType=eStat_Strength,StatAmount=1), (StatType=eStat_Hacking,StatAmount=5), (StatType=eStat_CombatSims,StatAmount=0)), ) -SoldierRanks=( aAbilityTree=( (AbilityName="CoveringFire", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon), (AbilityName="ThreatAssessment", ApplyToWeaponSlot=eInvSlot_Unknown) ), aStatProgression=((StatType=eStat_Offense,StatAmount=2), (StatType=eStat_HP,StatAmount=0), (StatType=eStat_Strength,StatAmount=1), (StatType=eStat_Hacking,StatAmount=5), (StatType=eStat_CombatSims,StatAmount=0)), ) +SoldierRanks=( aAbilityTree=( (AbilityName="CoveringFire", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon), (AbilityName="ThreatAssessment", ApplyToWeaponSlot=eInvSlot_Unknown) ), aStatProgression=((StatType=eStat_Offense,StatAmount=2), (StatType=eStat_HP,StatAmount=1), (StatType=eStat_Strength,StatAmount=0), (StatType=eStat_Hacking,StatAmount=5), (StatType=eStat_CombatSims,StatAmount=0)), ) -SoldierRanks=( aAbilityTree=( (AbilityName="EverVigilant", ApplyToWeaponSlot=eInvSlot_Unknown), (AbilityName="Sentinel", ApplyToWeaponSlot=eInvSlot_Unknown) ), aStatProgression=((StatType=eStat_Offense,StatAmount=1), (StatType=eStat_HP,StatAmount=1), (StatType=eStat_Strength,StatAmount=0), (StatType=eStat_Hacking,StatAmount=5), (StatType=eStat_CombatSims,StatAmount=0)), ) +SoldierRanks=( aAbilityTree=( (AbilityName="EverVigilant", ApplyToWeaponSlot=eInvSlot_Unknown), (AbilityName="Sentinel", ApplyToWeaponSlot=eInvSlot_Unknown) ), aStatProgression=((StatType=eStat_Offense,StatAmount=1), (StatType=eStat_HP,StatAmount=0), (StatType=eStat_Strength,StatAmount=0), (StatType=eStat_Hacking,StatAmount=5), (StatType=eStat_CombatSims,StatAmount=0)), ) -SoldierRanks=( aAbilityTree=( (AbilityName="RestorativeMist", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon), (AbilityName="CapacitorDischarge", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon) ), aStatProgression=((StatType=eStat_Offense,StatAmount=1), (StatType=eStat_HP,StatAmount=1), (StatType=eStat_Strength,StatAmount=0), (StatType=eStat_Hacking,StatAmount=5), (StatType=eStat_CombatSims,StatAmount=0)), ) +SoldierRanks=( aAbilityTree=( (AbilityName="RestorativeMist", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon), (AbilityName="CapacitorDischarge", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon) ), aStatProgression=((StatType=eStat_Offense,StatAmount=1), (StatType=eStat_HP,StatAmount=1), (StatType=eStat_Strength,StatAmount=1), (StatType=eStat_Hacking,StatAmount=5), (StatType=eStat_CombatSims,StatAmount=0)), ) [Ranger X2SoldierClassTemplate] +AllowedWeapons=(SlotType=eInvSlot_PrimaryWeapon, WeaponType="sniper_rifle") +AllowedWeapons=(SlotType=eInvSlot_PrimaryWeapon, WeaponType="cannon") -SoldierRanks=( aAbilityTree=( (AbilityName="SwordSlice", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon) ), aStatProgression=((StatType=eStat_Offense,StatAmount=3), (StatType=eStat_HP,StatAmount=1), (StatType=eStat_Strength,StatAmount=0), (StatType=eStat_Hacking,StatAmount=0), (StatType=eStat_CombatSims,StatAmount=1)), ) +SoldierRanks=( aAbilityTree=( (AbilityName="SwordSlice", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon) ), aStatProgression=((StatType=eStat_Offense,StatAmount=4), (StatType=eStat_HP,StatAmount=1), (StatType=eStat_Strength,StatAmount=0), (StatType=eStat_Hacking,StatAmount=35), (StatType=eStat_CombatSims,StatAmount=1)), ) -SoldierRanks=( aAbilityTree=( (AbilityName="Phantom"), (AbilityName="Blademaster", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon) ), aStatProgression=((StatType=eStat_Offense,StatAmount=3), (StatType=eStat_HP,StatAmount=1), (StatType=eStat_Strength,StatAmount=0), (StatType=eStat_Hacking,StatAmount=5), (StatType=eStat_CombatSims,StatAmount=0)), ) +SoldierRanks=( aAbilityTree=( (AbilityName="Phantom"), (AbilityName="Blademaster", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon) ), aStatProgression=((StatType=eStat_Offense,StatAmount=3), (StatType=eStat_HP,StatAmount=0), (StatType=eStat_Strength,StatAmount=0), (StatType=eStat_Hacking,StatAmount=5), (StatType=eStat_CombatSims,StatAmount=0)), ) -SoldierRanks=( aAbilityTree=( (AbilityName="Shadowstrike", ApplyToWeaponSlot=eInvSlot_Unknown), (AbilityName="Shadowstep", ApplyToWeaponSlot=eInvSlot_Unknown) ), aStatProgression=((StatType=eStat_Offense,StatAmount=3), (StatType=eStat_HP,StatAmount=1), (StatType=eStat_Strength,StatAmount=0), (StatType=eStat_Hacking,StatAmount=0), (StatType=eStat_CombatSims,StatAmount=0)), ) +SoldierRanks=( aAbilityTree=( (AbilityName="Shadowstrike", ApplyToWeaponSlot=eInvSlot_Unknown), (AbilityName="Shadowstep", ApplyToWeaponSlot=eInvSlot_Unknown) ), aStatProgression=((StatType=eStat_Offense,StatAmount=3), (StatType=eStat_HP,StatAmount=1), (StatType=eStat_Strength,StatAmount=0), (StatType=eStat_Hacking,StatAmount=5), (StatType=eStat_CombatSims,StatAmount=0)), ) -SoldierRanks=( aAbilityTree=( (AbilityName="Stealth"), (AbilityName="RunAndGun") ), aStatProgression=((StatType=eStat_Offense,StatAmount=2), (StatType=eStat_HP,StatAmount=1), (StatType=eStat_Strength,StatAmount=1), (StatType=eStat_Hacking,StatAmount=0), (StatType=eStat_CombatSims,StatAmount=0)), ) +SoldierRanks=( aAbilityTree=( (AbilityName="Stealth"), (AbilityName="RunAndGun") ), aStatProgression=((StatType=eStat_Offense,StatAmount=2), (StatType=eStat_HP,StatAmount=0), (StatType=eStat_Strength,StatAmount=1), (StatType=eStat_Hacking,StatAmount=5), (StatType=eStat_CombatSims,StatAmount=0)), ) -SoldierRanks=( aAbilityTree=( (AbilityName="Implacable"), (AbilityName="Bladestorm", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon) ), aStatProgression=((StatType=eStat_Offense,StatAmount=2), (StatType=eStat_HP,StatAmount=0), (StatType=eStat_Strength,StatAmount=0), (StatType=eStat_Hacking,StatAmount=5), (StatType=eStat_CombatSims,StatAmount=0)), ) +SoldierRanks=( aAbilityTree=( (AbilityName="Implacable"), (AbilityName="Bladestorm", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon) ), aStatProgression=((StatType=eStat_Offense,StatAmount=2), (StatType=eStat_HP,StatAmount=1), (StatType=eStat_Strength,StatAmount=0), (StatType=eStat_Hacking,StatAmount=5), (StatType=eStat_CombatSims,StatAmount=0)), ) -SoldierRanks=( aAbilityTree=( (AbilityName="DeepCover"), (AbilityName="Untouchable") ), aStatProgression=((StatType=eStat_Offense,StatAmount=1), (StatType=eStat_HP,StatAmount=1), (StatType=eStat_Strength,StatAmount=0), (StatType=eStat_Hacking,StatAmount=0), (StatType=eStat_CombatSims,StatAmount=0)), ) +SoldierRanks=( aAbilityTree=( (AbilityName="DeepCover"), (AbilityName="Untouchable") ), aStatProgression=((StatType=eStat_Offense,StatAmount=1), (StatType=eStat_HP,StatAmount=0), (StatType=eStat_Strength,StatAmount=0), (StatType=eStat_Hacking,StatAmount=5), (StatType=eStat_CombatSims,StatAmount=0)), ) -SoldierRanks=( aAbilityTree=( (AbilityName="RapidFire", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon), (AbilityName="Reaper", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon) ), aStatProgression=((StatType=eStat_Offense,StatAmount=1), (StatType=eStat_HP,StatAmount=1), (StatType=eStat_Strength,StatAmount=1), (StatType=eStat_Hacking,StatAmount=5), (StatType=eStat_CombatSims,StatAmount=0)), ) +SoldierRanks=( aAbilityTree=( (AbilityName="RapidFire", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon), (AbilityName="Reaper", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon) ), aStatProgression=((StatType=eStat_Offense,StatAmount=1), (StatType=eStat_HP,StatAmount=1), (StatType=eStat_Strength,StatAmount=1), (StatType=eStat_Hacking,StatAmount=5), (StatType=eStat_CombatSims,StatAmount=0)), ) [PsiOperative X2SoldierClassTemplate] +AllowedWeapons=(SlotType=eInvSlot_PrimaryWeapon, WeaponType="shotgun") +AllowedWeapons=(SlotType=eInvSlot_PrimaryWeapon, WeaponType="sniper_rifle") +AllowedWeapons=(SlotType=eInvSlot_PrimaryWeapon, WeaponType="cannon") [Rookie X2SoldierClassTemplate] +AllowedWeapons=(SlotType=eInvSlot_PrimaryWeapon, WeaponType="shotgun") +AllowedWeapons=(SlotType=eInvSlot_PrimaryWeapon, WeaponType="sniper_rifle") +AllowedWeapons=(SlotType=eInvSlot_PrimaryWeapon, WeaponType="cannon") [XComGame.X2SoldierClass_DefaultClasses] +SoldierClasses=SpectrumGuardian [SpectrumGuardian X2SoldierClassTemplate] +bMultiplayerOnly=0 +ClassPoints=7 +IconImage="img:///Spectrum_Icons.class_guardian" +NumInForcedDeck=1 +NumInDeck=7 +KillAssistsPerKill=3 +SquaddieLoadout="SpectrumSquaddieGuardian" +AllowedWeapons=(SlotType=eInvSlot_PrimaryWeapon, WeaponType="shotgun") +AllowedWeapons=(SlotType=eInvSlot_PrimaryWeapon, WeaponType="sniper_rifle") +AllowedWeapons=(SlotType=eInvSlot_PrimaryWeapon, WeaponType="rifle") +AllowedWeapons=(SlotType=eInvSlot_PrimaryWeapon, WeaponType="cannon") +AllowedWeapons=(SlotType=eInvSlot_SecondaryWeapon, WeaponType="gremlin") +SoldierRanks=( aAbilityTree=( (AbilityName="MedicalProtocol", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon) ), aStatProgression=((StatType=eStat_Offense,StatAmount=4), (StatType=eStat_HP,StatAmount=1), (StatType=eStat_Strength,StatAmount=0), (StatType=eStat_Hacking,StatAmount=35), (StatType=eStat_CombatSims,StatAmount=1)), ) +SoldierRanks=( aAbilityTree=( (AbilityName="AidProtocol", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon), (AbilityName="LongWatch", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon) ), aStatProgression=((StatType=eStat_Offense,StatAmount=3), (StatType=eStat_HP,StatAmount=0), (StatType=eStat_Strength,StatAmount=0), (StatType=eStat_Hacking,StatAmount=5), (StatType=eStat_CombatSims,StatAmount=0)), ) +SoldierRanks=( aAbilityTree=( (AbilityName="FieldMedic", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon), (AbilityName="SteadyHands", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon) ), aStatProgression=((StatType=eStat_Offense,StatAmount=3), (StatType=eStat_HP,StatAmount=1), (StatType=eStat_Strength,StatAmount=0), (StatType=eStat_Hacking,StatAmount=5), (StatType=eStat_CombatSims,StatAmount=0)), ) +SoldierRanks=( aAbilityTree=( (AbilityName="RevivalProtocol", ApplyToWeaponSlot=eInvSlot_Unknown), (AbilityName="CoveringFire", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon) ), aStatProgression=((StatType=eStat_Offense,StatAmount=2), (StatType=eStat_HP,StatAmount=0), (StatType=eStat_Strength,StatAmount=1), (StatType=eStat_Hacking,StatAmount=5), (StatType=eStat_CombatSims,StatAmount=0)), ) +SoldierRanks=( aAbilityTree=( (AbilityName="DeepCover", ApplyToWeaponSlot=eInvSlot_Unknown) , (AbilityName="EverVigilant", ApplyToWeaponSlot=eInvSlot_Unknown) ), aStatProgression=((StatType=eStat_Offense,StatAmount=2), (StatType=eStat_HP,StatAmount=1), (StatType=eStat_Strength,StatAmount=0), (StatType=eStat_Hacking,StatAmount=5), (StatType=eStat_CombatSims,StatAmount=0)), ) +SoldierRanks=( aAbilityTree=( (AbilityName="ThreatAssessment"), (AbilityName="Sentinel", ApplyToWeaponSlot=eInvSlot_Unknown) ), aStatProgression=((StatType=eStat_Offense,StatAmount=1), (StatType=eStat_HP,StatAmount=0), (StatType=eStat_Strength,StatAmount=0), (StatType=eStat_Hacking,StatAmount=5), (StatType=eStat_CombatSims,StatAmount=0)), ) +SoldierRanks=( aAbilityTree=( (AbilityName="RestorativeMist", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon), (AbilityName="KillZone", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon) ), aStatProgression=((StatType=eStat_Offense,StatAmount=1), (StatType=eStat_HP,StatAmount=1), (StatType=eStat_Strength,StatAmount=1), (StatType=eStat_Hacking,StatAmount=5), (StatType=eStat_CombatSims,StatAmount=0)), ) [XComGame.X2SoldierClass_DefaultClasses] +SoldierClasses=SpectrumCodebreaker [SpectrumCodebreaker X2SoldierClassTemplate] +bMultiplayerOnly=0 +ClassPoints=8 +IconImage="img:///Spectrum_Icons.class_codebreaker" +NumInForcedDeck=1 +NumInDeck=8 +KillAssistsPerKill=3 +SquaddieLoadout="SpectrumSquaddieCodebreaker" +AllowedWeapons=(SlotType=eInvSlot_PrimaryWeapon, WeaponType="shotgun") +AllowedWeapons=(SlotType=eInvSlot_PrimaryWeapon, WeaponType="sniper_rifle") +AllowedWeapons=(SlotType=eInvSlot_PrimaryWeapon, WeaponType="rifle") +AllowedWeapons=(SlotType=eInvSlot_PrimaryWeapon, WeaponType="cannon") +AllowedWeapons=(SlotType=eInvSlot_SecondaryWeapon, WeaponType="gremlin") +SoldierRanks=( aAbilityTree=( (AbilityName="IntrusionProtocol", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon) ), aStatProgression=((StatType=eStat_Offense,StatAmount=4), (StatType=eStat_HP,StatAmount=0), (StatType=eStat_Strength,StatAmount=0), (StatType=eStat_Hacking,StatAmount=45), (StatType=eStat_CombatSims,StatAmount=1)), ) +SoldierRanks=( aAbilityTree=( (AbilityName="EWSuite"), (AbilityName="AidProtocol", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon) ), aStatProgression=((StatType=eStat_Offense,StatAmount=3), (StatType=eStat_HP,StatAmount=0), (StatType=eStat_Strength,StatAmount=0), (StatType=eStat_Hacking,StatAmount=5), (StatType=eStat_CombatSims,StatAmount=0)), ) +SoldierRanks=( aAbilityTree=( (AbilityName="HaywireProtocol", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon), (AbilityName="Phantom") ), aStatProgression=((StatType=eStat_Offense,StatAmount=3), (StatType=eStat_HP,StatAmount=1), (StatType=eStat_Strength,StatAmount=0), (StatType=eStat_Hacking,StatAmount=5), (StatType=eStat_CombatSims,StatAmount=0)), ) +SoldierRanks=( aAbilityTree=( (AbilityName="HoloTargeting", ApplyToWeaponSlot=eInvSlot_Unknown), (AbilityName="ShadowStep", ApplyToWeaponSlot=eInvSlot_Unknown) ), aStatProgression=((StatType=eStat_Offense,StatAmount=2), (StatType=eStat_HP,StatAmount=0), (StatType=eStat_Strength,StatAmount=1), (StatType=eStat_Hacking,StatAmount=5), (StatType=eStat_CombatSims,StatAmount=0)), ) +SoldierRanks=( aAbilityTree=( (AbilityName="ScanningProtocol", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon) , (AbilityName="Stealth") ), aStatProgression=((StatType=eStat_Offense,StatAmount=2), (StatType=eStat_HP,StatAmount=1), (StatType=eStat_Strength,StatAmount=0), (StatType=eStat_Hacking,StatAmount=5), (StatType=eStat_CombatSims,StatAmount=0)), ) +SoldierRanks=( aAbilityTree=( (AbilityName="Deadeye", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon ), (AbilityName="ThreatAssessment") ), aStatProgression=((StatType=eStat_Offense,StatAmount=1), (StatType=eStat_HP,StatAmount=0), (StatType=eStat_Strength,StatAmount=0), (StatType=eStat_Hacking,StatAmount=5), (StatType=eStat_CombatSims,StatAmount=0)), ) +SoldierRanks=( aAbilityTree=( (AbilityName="CapacitorDischarge", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon), (AbilityName="BulletShred", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon) ), aStatProgression=((StatType=eStat_Offense,StatAmount=1), (StatType=eStat_HP,StatAmount=1), (StatType=eStat_Strength,StatAmount=1), (StatType=eStat_Hacking,StatAmount=5), (StatType=eStat_CombatSims,StatAmount=0)), ) [XComGame.X2SoldierClass_DefaultClasses] +SoldierClasses=SpectrumSupport [SpectrumSupport X2SoldierClassTemplate] +bMultiplayerOnly=0 +ClassPoints=9 +IconImage="img:///Spectrum_Icons.class_support" +NumInForcedDeck=1 +NumInDeck=9 +KillAssistsPerKill=3 +SquaddieLoadout="SpectrumSquaddieSupport" +AllowedWeapons=(SlotType=eInvSlot_PrimaryWeapon, WeaponType="shotgun") +AllowedWeapons=(SlotType=eInvSlot_PrimaryWeapon, WeaponType="rifle") +AllowedWeapons=(SlotType=eInvSlot_PrimaryWeapon, WeaponType="cannon") +AllowedWeapons=(SlotType=eInvSlot_SecondaryWeapon, WeaponType="grenade_launcher") +SoldierRanks=( aAbilityTree=( (AbilityName="LaunchGrenade", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon) ), aStatProgression=((StatType=eStat_Offense,StatAmount=4), (StatType=eStat_HP,StatAmount=1), (StatType=eStat_Strength,StatAmount=0), (StatType=eStat_Hacking,StatAmount=35), (StatType=eStat_CombatSims,StatAmount=1)), ) +SoldierRanks=( aAbilityTree=( (AbilityName="CoveringFire", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon), (AbilityName="Sprinter", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon) ), aStatProgression=((StatType=eStat_Offense,StatAmount=3), (StatType=eStat_HP,StatAmount=0), (StatType=eStat_Strength,StatAmount=0), (StatType=eStat_Hacking,StatAmount=5), (StatType=eStat_CombatSims,StatAmount=0)), ) +SoldierRanks=( aAbilityTree=( (AbilityName="FieldMedic", ApplyToWeaponSlot=eInvSlot_Unknown), (AbilityName="HeavyOrdnance", ApplyToWeaponSlot=eInvSlot_Unknown) ), aStatProgression=((StatType=eStat_Offense,StatAmount=3), (StatType=eStat_HP,StatAmount=1), (StatType=eStat_Strength,StatAmount=0), (StatType=eStat_Hacking,StatAmount=5), (StatType=eStat_CombatSims,StatAmount=0)), ) +SoldierRanks=( aAbilityTree=( (AbilityName="Suppression", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon), (AbilityName="HoloTargeting", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon) ), aStatProgression=((StatType=eStat_Offense,StatAmount=2), (StatType=eStat_HP,StatAmount=0), (StatType=eStat_Strength,StatAmount=1), (StatType=eStat_Hacking,StatAmount=5), (StatType=eStat_CombatSims,StatAmount=0)), ) +SoldierRanks=( aAbilityTree=( (AbilityName="DeepCover"), (AbilityName="EverVigilant", ApplyToWeaponSlot=eInvSlot_Unknown) ), aStatProgression=((StatType=eStat_Offense,StatAmount=2), (StatType=eStat_HP,StatAmount=1), (StatType=eStat_Strength,StatAmount=0), (StatType=eStat_Hacking,StatAmount=5), (StatType=eStat_CombatSims,StatAmount=0)), ) +SoldierRanks=( aAbilityTree=( (AbilityName="Shredder", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon), (AbilityName="EagleEye") ), aStatProgression=((StatType=eStat_Offense,StatAmount=1), (StatType=eStat_HP,StatAmount=0), (StatType=eStat_Strength,StatAmount=0), (StatType=eStat_Hacking,StatAmount=5), (StatType=eStat_CombatSims,StatAmount=0)), ) +SoldierRanks=( aAbilityTree=( (AbilityName="Sentinel", ApplyToWeaponSlot=eInvSlot_Unknown) , (AbilityName="BulletShred", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon) ), aStatProgression=((StatType=eStat_Offense,StatAmount=1), (StatType=eStat_HP,StatAmount=1), (StatType=eStat_Strength,StatAmount=1), (StatType=eStat_Hacking,StatAmount=5), (StatType=eStat_CombatSims,StatAmount=0)), ) [XComGame.X2SoldierClass_DefaultClasses] +SoldierClasses=SpectrumAssault [SpectrumAssault X2SoldierClassTemplate] +bMultiplayerOnly=0 +ClassPoints=9 +IconImage="img:///Spectrum_Icons.class_headhunter" +NumInForcedDeck=1 +NumInDeck=9 +KillAssistsPerKill=3 +SquaddieLoadout="SpectrumSquaddieAssault" +AllowedWeapons=(SlotType=eInvSlot_PrimaryWeapon, WeaponType="shotgun") +AllowedWeapons=(SlotType=eInvSlot_PrimaryWeapon, WeaponType="rifle") +AllowedWeapons=(SlotType=eInvSlot_PrimaryWeapon, WeaponType="cannon") +AllowedWeapons=(SlotType=eInvSlot_SecondaryWeapon, WeaponType="pistol") +SoldierRanks=( aAbilityTree=( (AbilityName="PistolStandardShot", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon), (AbilityName="RunAndGun") ), aStatProgression=((StatType=eStat_Offense,StatAmount=4), (StatType=eStat_HP,StatAmount=1), (StatType=eStat_Strength,StatAmount=0), (StatType=eStat_Hacking,StatAmount=35), (StatType=eStat_CombatSims,StatAmount=1)), ) +SoldierRanks=( aAbilityTree=( (AbilityName="BlastPadding", ApplyToWeaponSlot=eInvSlot_Unknown), (AbilityName="Sprinter") ), aStatProgression=((StatType=eStat_Offense,StatAmount=3), (StatType=eStat_HP,StatAmount=0), (StatType=eStat_Strength,StatAmount=0), (StatType=eStat_Hacking,StatAmount=5), (StatType=eStat_CombatSims,StatAmount=0)), ) +SoldierRanks=( aAbilityTree=( (AbilityName="VolatileMix", ApplyToWeaponSlot=eInvSlot_Unknown), (AbilityName="Shadowstep", ApplyToWeaponSlot=eInvSlot_Unknown) ), aStatProgression=((StatType=eStat_Offense,StatAmount=3), (StatType=eStat_HP,StatAmount=1), (StatType=eStat_Strength,StatAmount=0), (StatType=eStat_Hacking,StatAmount=5), (StatType=eStat_CombatSims,StatAmount=0)), ) +SoldierRanks=( aAbilityTree=( (AbilityName="LightningHands", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon), (AbilityName="KeenSenses") ), aStatProgression=((StatType=eStat_Offense,StatAmount=2), (StatType=eStat_HP,StatAmount=0), (StatType=eStat_Strength,StatAmount=1), (StatType=eStat_Hacking,StatAmount=5), (StatType=eStat_CombatSims,StatAmount=0)), ) +SoldierRanks=( aAbilityTree=( (AbilityName="Faceoff", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon), (AbilityName="Untouchable") ), aStatProgression=((StatType=eStat_Offense,StatAmount=2), (StatType=eStat_HP,StatAmount=1), (StatType=eStat_Strength,StatAmount=0), (StatType=eStat_Hacking,StatAmount=5), (StatType=eStat_CombatSims,StatAmount=0)), ) +SoldierRanks=( aAbilityTree=( (AbilityName="RapidFire", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon) , (AbilityName="Implacable") ), aStatProgression=((StatType=eStat_Offense,StatAmount=1), (StatType=eStat_HP,StatAmount=0), (StatType=eStat_Strength,StatAmount=0), (StatType=eStat_Hacking,StatAmount=5), (StatType=eStat_CombatSims,StatAmount=0)), ) +SoldierRanks=( aAbilityTree=( (AbilityName="FanFire", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon) , (AbilityName="Predator") ), aStatProgression=((StatType=eStat_Offense,StatAmount=1), (StatType=eStat_HP,StatAmount=1), (StatType=eStat_Strength,StatAmount=1), (StatType=eStat_Hacking,StatAmount=5), (StatType=eStat_CombatSims,StatAmount=0)), )
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OK, i've done what you reccomended and I've just commented out the health on the difficulty variant which seems to be the most important as without health it pretty much spawns dead as a scarecrow.
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Bear in mind I did 95% of my testing by Forcing the Gatecrasher mission to spawn a commander in the first patrol on Commander Difficulty
[AdvCommanderM2_Diff_2 X2CharacterTemplate]
+CharacterBaseStats[eStat_ArmorMitigation]=3This was where I started for 2 days of spawning scarecrows, I then swapped to +CharacterBaseStats[eStat_HP]=20 that spawned the unit with no armour.
I then proceeded to add the HP and armour to each difficulty (with different value) which then spawned a unit that had HP and Armour but did nothing. After checking the AI configs extensively using 3 different re-writes I then tested the unit with +50 defense in the core base stats and tried again. It wasn't there on the mission. I then copied the entire stat file over all difficulty and BLAMMO I now had a Commander with 8 Troopers that was Shielding and Marking Targets.
Edit: Yup that is exactly what I've called the file, I had been using it to add extra armour to all advent previously before trying to create a new unit, and then after experiencing difficulties removed all the code to a safe place as I proceeded to test the config file, over and over and over and over and over....
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OK scratch that,
APPARENTLY the problem has come from the fact that EVERY stat has to be declared in each difficulty variation for some reason with new characters, and the reason originally why my new Advent Commander was standing around like a scarecrow was that his health wasn't declared. I'm assuming I've either done something wrong to require declaring each difficulty or the other mods that have done that have only tested it on the basic difficulties (or not at all).
My money is on that i've done something wrong because there's like 8 mods out there with new enemies (and Amineri is like a programmer god)
And I'm halfway through a full overhaul mod so, there's that too.
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Finally got it working, it was all due to the Difficulty modifiers having the exact same stat as the default unit. :S
Once those removed it all started working.
2 DAYS i've spent trying to figure which advanced piece of code I was missing or what i've mispelt :S *cries in mixture of anguish and happiness*
"What am I working on" Showcase
in XCOM 2
Posted
I haven't got anything flashy to show yet, just working to include a total of 56 weapons for XCOM 2, both as a standalone mod and part of my overhaul mod, Spectrum.
Check the Document Here