mobin13 Posted March 2, 2016 Share Posted March 2, 2016 In response to post #34413945. #34581165, #34649855, #34964745 are all replies on the same post.voxk01 wrote: I downloaded mods via the manager and enabled them but they don't appear within the game?any help?*nevermind. Didnt see the thingy in the launcher.Firestorm333 wrote: Er...I could use some help. How do you make it work?verath7396 wrote: Go to Binaries\Win64\Launcher in your game folder and execute the ModlauncherWPF.exe tick the mods you want to use, close it and launch the game normally.agentplatypus wrote: installed / activated mods via the NMM, and when I open the "ModLauncherWPF.exe" file, there are no mods listed. After checking out some YouTube vids on modding XCOM2, I'm being lead to believe that these check boxes only load if you install your mods via the Steam workshop. @verath7396 Are you sure that there are supposed to be mods showing up in this area if you're only installing via NMM and not via the workshop?***EDIT***Woops! Currently running a cracked copy of the game (the FitGirl Repack) and realized that I had set my XCOM 2 game location to the cracked binary's location "...\XCOM 2\NoDVD\sam2k8\Binaries\Win64" instead of the typical Steam install's game directory "...\XCOM 2\steam\steamapps\common\xcom 2". In other words, if you're running the FitGirl Repack, make sure your NMM shows the "XCOM 2 Mods Directory*:" on the "XCOM 2" tab in Settings as "...\XCOM 2\steam\steamapps\common\xcom 2". Once I had rediscovered / reassigned the game's location, I uninstalled / reinstalled each mod, ran the ModlauncherWPF.exe, checked each box, hit Play, immediately quit, then ran the executable file created on the desktop by the repack installer. Then BOOM. All mods are finally working. Sweet sweet victory.And I'm still having issue activating the mods! I have downloaded and installed them, but they don't work. And just note that I'm using a cracked version because can't but the game because my country is under some sanctions and etc! Link to comment Share on other sites More sharing options...
haloteam4 Posted March 24, 2016 Share Posted March 24, 2016 When ever i open modlauncherwpf it says i need steamworks open. I have a cracked xcom2 btw Link to comment Share on other sites More sharing options...
ArtistSoldier Posted June 4, 2016 Share Posted June 4, 2016 In response to post #35898550. haloteam4 wrote: When ever i open modlauncherwpf it says i need steamworks open. I have a cracked xcom2 btwI also have this problem Link to comment Share on other sites More sharing options...
Mochitan Posted October 15, 2016 Share Posted October 15, 2016 Hi! has anyone found the fix for VIPs and your character pool? nothing i do or search bears fruit Link to comment Share on other sites More sharing options...
stochastic42 Posted August 16, 2017 Share Posted August 16, 2017 In response to post #34270165. #34326030, #34562455 are all replies on the same post.rodiercz wrote: Hiplease can you make mod that will turn off rounds limitations?Thanksdwhite25 wrote: Why? It's an important tactical point in the game. It forces aggressive play. Keep in mind that:1) Soldiers are supposed to get hurt, so you're encouraged to have a pool of soldiers to rotate through2) Not all missions have limitations on the number of rounds3) The missions that do have limited rounds do so not only for strategic purposes, but also thematic ones. There isn't much point in disarming a bomb that will never go off anyway, for instance.That being said, the SDK is available for download to anyone who wants it, so you can always read through the notes and make this mod yourself.lyubohar wrote: Adding time limits to almost every mission in a game, which is supposed to be about trying different tactical approaches to a mission, is ridiculous. It actually limits aggressiveness in terms of trying new tactics; it rather forces you to play each level in exactly the same way - the one that proved to be the most successful in the previous level. It's just too risky trying new things. It was fun in the previous two games where it wasn't overused; this time around it is present in like 50% of the missions, and these are not all bomb missions. The in-game rationale of using time limit in many of these missions is also lame. I mostly agree, although you can't say it limits aggressiveness because it forces it.In nearly every mission you are forced to play the same way. xcom 1 got it right by having the terror missions where you were forced to play aggressively to save people but the rest you can at least _try_ to minimize losses. Yes you are supposed to take injuries and losses but that doesn't justify forcing a single play style (and even a specific optimal team comp and skill selection in many cases). Unfortunately removing the timer alone is a poor solution because it leaves two problems: That difficulty is balanced towards having a timer (becomes too easy) and that cover/overwatch is so strong in the game it will generally still result in only one playstyle namely moving to cover and overwatching the entire team every turn.In order to fix the problem they need 2 changes. 1: remove timers from most missions. 2: better AI so that once aliens detect you they attempt to surround the group and attack all at once limiting the 'camping in overwatch' strategy. This way every strategy has significant advantages and disadvantages and would allow far more variety in effective playstyles. Link to comment Share on other sites More sharing options...
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