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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.
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?
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.
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.
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
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.