XCOM 2
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[WOTC] Standard Melee
   
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17 Nov, 2018 @ 6:00am
2 Sep, 2019 @ 8:20am
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[WOTC] Standard Melee

Description
This mod allows units to use melee attacks while burning or disoriented.

As you may already know, abilities like Slash and Rend can be used while burning, but not while disoriented. Other skills, such as Stun Lance, can't be used while burning or disoriented. And some, like Chryssalid Slash and Devastating Blow, can be used while burning or disoriented.

That's quite an odd range of shooter conditions to place on these relatively similar melee abilities.

Hence, this mod equalizes nearly all melee abilities to use the same system of status effect exclusions as defined in XComStandardMelee.ini.

By default, it's set to make melee usable under both conditions, but you can change that to make melee attacks unusable while burning, unusable while disoriented, or both.

This mod works both mid-campaign and mid-tactical.
37 Comments
Zelfana 30 Jun, 2023 @ 12:52am 
This mod actually completely removes all shooter conditions on all melee attacks unless they are excluded. This is not good as most abilities have more complicated conditions than this mod is adding back.

You would have to add every single melee ability in the game that you don't want this to apply to the exclusions as there is no config to turn off the functionality of the mod touching all melee attacks entirely. Doable but very tedious.

Easier to just avoid using the mod.
Anakameron 9 Nov, 2022 @ 10:26am 
I saw someone on the Bayonets page post this as a fix between the two mods:

Add into the XComStandardMelee.ini file -

+STANDARD_MELEE_EXCLUSIONS=Bayonet_Stab_Conv
+STANDARD_MELEE_EXCLUSIONS=Bayonet_Stab_Mag
+STANDARD_MELEE_EXCLUSIONS=Bayonet_Stab_Beam
+STANDARD_MELEE_EXCLUSIONS=Bayonet_Ripper_Stab_Conv
+STANDARD_MELEE_EXCLUSIONS=Bayonet_Ripper_Stab_Mag
+STANDARD_MELEE_EXCLUSIONS=Bayonet_Ripper_Stab_Beam
+STANDARD_MELEE_EXCLUSIONS=Bayonet_Stab_Psi

Would that be accurate, to ignore them in this mod? Or would adding them to "+STANDARD_MELEE_ABILITIES=" cause them to work correctly and follow this mod's rules?
CyberGamer15 13 Oct, 2020 @ 8:30am 
Ah ok, thanks for getting back to me.

I've found the file and made my changes. I think things should be fine, but if any issues pop up, I will check through the Launch.log file you mentioned.
Udaya  [author] 13 Oct, 2020 @ 8:27am 
@CyberGamer15 Just go to Steam\steamapps\workshop\content\268500\1567085568\Config and edit XComStandardMelee.ini. From there, it should be pretty simple to make changes to the conditions. As for other mods, I'm not entirely sure what abilities will or will not conflict with what this mod does. However, this mod does make a note of each ability modified in the Launch.log file. In case you run into any issues, there are ways to exhaustively resolve them.
CyberGamer15 13 Oct, 2020 @ 8:17am 
Where would I need to go to change the conditions of the melee attacks, and what would I need to change exactly?

Also, I am using RPGO along with a mod called Psionic Implants, which a near copy of the mod No More Psi Amps, and I am wondering if this mod will work ok with those ones.

This mod is pretty cool though, and it's nice to make things simpler in terms of knowing which status effects make melee unusable.
ElmGrove 11 Mar, 2020 @ 10:28am 
RambelZambel, thank you for your comments. I was wondering what was crashing my game so often. After I saw your comments, I removed either this or iridar's bayonets, and the game worked much more smoothly afterwards. Seriously, thank you. I had gone part way through 2 or 3 campaigns before I could find out what the problem was. I haven't completed all the testing though, so I am not sure if necromancer or anything else psi related had any effects. I never had "no more psi-amps" mod ever, so I don't think it was that.
MaCC165 5 Sep, 2019 @ 6:41am 
its not a psibladestorm mod, thats the (funny) thing
its just "no more psiamps", thats the name of the mod, and i dont know if its this mod whats incompatible with urs,
it just give some melee units like necromancer(modclass) a melee attack with a custom animation, and this animation is used by these weird psi bladestrom
Udaya  [author] 5 Sep, 2019 @ 5:43am 
@RambelZambel I haven't done anything specific with Bladestorm, but I'm not sure about the Psi Bladestorm mod you're talking about. If they're incompatible, I can try fixing it with a Launch.log (comment the link w/pastebin.com)
MaCC165 5 Sep, 2019 @ 4:40am 
did u do something with bladestorm? I use "no more psiamps", and in combi with this mod mostpsiunits(including enemies) have bladstorm, and game crashes if two units with (psi)bladestorm attack each other, i disabled this mod and its gone
Udaya  [author] 3 Sep, 2019 @ 6:19pm 
@Flamingcheesepie I guess he's not wrong. Those random slash abilities probably have issues with this mod because they rely on a specific "condition" class from Iridar's mod to work correctly. However, this mod "resets" the conditions of melee abilities and gives them new ones to make them usable while burning or disoriented. This usually isn't a problem for most modded melee abilities, and for all vanilla ones.

But when it does mess with them, any issues like that have to be dealt with on a case by case basis (not a great idea if you're programming anything). If I knew a better way around the problem, I'd do it immediately. But for now, there's the config.