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How to mod auto overwatch after turn?


fox23vang

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In Xcom EU/EW in defaultgamecore.ini there was this line Reaction=0 and i simply changed it to Reaction=100.

 

Characters=(iType=eChar_Soldier,HP=5,Offense=65,Defense=0,Mobility=12,SightRadius=27,Will=40,Psionics=30,CritHitChance=0,CritWoundChance=0,FlightFuel=0,Reaction=0

 

It automatically has my soldiers enter overwatch at the end of their turn without having to manually set it each time. Kinda like in the old Xcom games where overwatch/reaction was an RNG based action, except im making mine 100% chance. I know its a bit of a cheat, basically giving soldiers 3 moves instead of 2 in a sense. But id really like to have it back in Xcom 2 because i dont like micromanaging overwatch. Plus, im also going to mod the difficulty up a bit to make it fair.

 

I was looking inside this Xcom 2 ini (DefaultGameData_CharacterStats.ini) and i cant find "reaction" anywhere. So i do i simply add a new line under the soldier section like this?

 

CharacterBaseStats[eStat_Reaction]=100 (because im secretly praying they didnt remove the reaction code and just didnt bother placing it inside the ini)

 

and also if above tweak is false then, would CharacterBaseStats[eStat_AlertLevel]=2 or CharacterBaseStats[eStat_DetectionRadius]=9 happen to have be the "reaction" value simply hiding as another name?

 

 

Edit: This is all theory currently as i cant play Xcom 2 until Sunday because my ISP runs on a potato. But steam did unlock all the config files for me, so i am able to view them, just unable to test them. Thats why im asking, thanks.

Edited by fox23vang
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I couldnt figure it out so i ghetto rigged an alternative way. I gave every class except for Specialists these two abilities below, because Specialist already comes with those two abilities in its tree. I simply replaced the crappy abilities in each class with those two.

 

 

DefaultClassData.ini <<<File

 

AbilityName="EverVigilant", ApplyToWeaponSlot=eInvSlot_Unknown <<<Enters overwatch after turn

 

 

AbilityName="Sentinel", ApplyToWeaponSlot=eInvSlot_Unknown <<<Chance to fire again on overwatch shot hit

 

 

 

ORIGINAL VALUES>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

 

;************************************************************************************************************
;*** Ranger Class Data ***
;************************************************************************************************************

[Ranger X2SoldierClassTemplate]
bMultiplayerOnly=0
ClassPoints=4
IconImage="img:///UILibrary_Common.class_ranger"
NumInForcedDeck=1
NumInDeck=4
KillAssistsPerKill=4
SquaddieLoadout="SquaddieRanger"
AllowedWeapons=(SlotType=eInvSlot_PrimaryWeapon, WeaponType="shotgun")
AllowedWeapons=(SlotType=eInvSlot_PrimaryWeapon, WeaponType="rifle")
AllowedWeapons=(SlotType=eInvSlot_SecondaryWeapon, WeaponType="sword")

; squaddie
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)),\\
)
; corporal
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)),\\
)
; sergeant
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)),\\
)

 

 

Modded Values>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

 

;************************************************************************************************************
;*** Ranger Class Data ***
;************************************************************************************************************

[Ranger X2SoldierClassTemplate]
bMultiplayerOnly=0
ClassPoints=4
IconImage="img:///UILibrary_Common.class_ranger"
NumInForcedDeck=1
NumInDeck=4
KillAssistsPerKill=4
SquaddieLoadout="SquaddieRanger"
AllowedWeapons=(SlotType=eInvSlot_PrimaryWeapon, WeaponType="shotgun")
AllowedWeapons=(SlotType=eInvSlot_PrimaryWeapon, WeaponType="rifle")
AllowedWeapons=(SlotType=eInvSlot_SecondaryWeapon, WeaponType="sword")

; squaddie
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)),\\
)
; corporal
SoldierRanks=( aAbilityTree=( (AbilityName="EverVigilant", ApplyToWeaponSlot=eInvSlot_Unknown), \\
(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)),\\
)
; sergeant
SoldierRanks=( aAbilityTree=( (AbilityName="Sentinel", 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)),\\
)

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