XCOM 2
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Long War of The Chosen MOD Collection
   
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File Size
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14.585 MB
17 May, 2024 @ 8:22am
26 Oct @ 3:35pm
331 Change Notes ( view )
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Long War of The Chosen MOD Collection

In 2 collections by Tiaz
Long War of the Chosen 2025
400 items
Long War of the Chosen MOD Collection
26 items
Description
ABOUT MOD:
After playing Mod Jam for LWOTC, I decided that I liked some of its elements, but not all of them. So, I started making this mod that contains pieces of Mod Jam that can be used independently of the full collection.

COMPATIBILITY:
Don't use this mod with Mod Jam for Long War of the Chosen. MOD JAM has its own configs that will conflict with these.
Don't use this mod with Ted Jam for Long War of the Chosen. TED JAM has its own configs that will conflict with these.

MODS INTEGRATED:
- [WOTC/LWOTC] Heavy Barrel Gun Attachments Fixed Icons
- Shield Rework
- Extensive Information Overhaul for TedJam-LWOTC
- Hunter Rifles LWOTC Bridge
- Immolator + Chemthrower LWOTC Bridge
- Iridar's LW2 Laser and Coil Weapons LWOTC Bridge
- Spark Arsenal LWOTC Bridge
- Rocket Launcher LWOTC Bridge
- [WOTC/LWOTC] Cryolite on Blackmarket
- Negative Mobility Fix

LIST OF MODS COMPATIBLE WITH LWOTC:
- Rocket Launcher
- Hunter Rifles
- Spark Arsenal
- Immolator Overhaul
- Immolator + Chemthrower Abilities
- Psionics Ex Machina MELD Standalone
- Gene Mods - now cost MELD
- Ballistic Shields
- Ability To Slot Reassignment
- Additional Ammo Types
- Additional Vest Types
- Bayonets
- Corrosive Rounds
- Scouting Protocol
- System Infiltration 2.2
- Underbarrel Attachments
- Wrecking Ball
- SPARK Launchers Redux
- Iridar's LW2 Laser and Coil Weapons - Assets
- Dual Wield Melee
- Dual Wielded Pistols 2.0
- Jet Packs
- Bitterfrost Protocol
- True Primary Secondaries
- Combined Workshop and Laboratory
- EU Psi Armor
- Spart's Standalone Sawed-Off Shotgun
- Iridar's ADVENT Arsenal - Ghost Templates
- Iridar's Autopistol Overhaul
- Playable Titan Armor
- Tactical X4
- AP Grenades Redux
- Psionics Overhaul V3
- Gun Raise Animation
- Battle Rifles and Strike Rifles
- Explosives Destroy Corpses
- Disposable Rocket Launchers v4
- Spark Minigun
- Heavy Elemental Alchemical Throwers
- Chemthrower Addon Redux
- TeslaRage's Loot Mod

You may or not subscribe to all or any mod you wish to play with LWOTC.

SUPPORTED MODS:
Only when you subscribe to all mods supported by My MOD Collection (don't need MOD/TED JAM)

- Spark Classes for LWOTC/Tedjam
- MEC Troopers for LWOTC Redux
- Mod Jam Refinements For Requiem Legion
- Tedster's Requiem Tweaks mod
- Playable Aliens
- Expanded Playable Aliens
- Playable Advent

SUPPORTED ALIEN MODS:
If you want to have full experience and a harder campaign, subscribe to my collection of alien bridge mods.
- Long War of the Chosen MOD Collection

CREDITS:
To all modders for making mods that I made compatible with LWOTC.
Big thanks to Kiruka for making MOD JAM.
Thanks to Mrvecz for allowing me to use his MOD's.

UPDATE:
Some balance changes based on Ted Jam by Tedster.
162 Comments
Tiaz  [author] 26 Oct @ 3:35pm 
Fixed EP'a problems.
Dalo Lorn 26 Oct @ 12:30pm 
On another note, and I would've fit it in the previous comment if not for the character limit: Grand Titan Armor is kind of... broken. You appear to have inherited some visual config changes from Kiruka's MJ which transfer all the cosmetics to regular Titan Armor, but not the changes that make it impossible to manufacture Grand Titan Armor.
Dalo Lorn 26 Oct @ 12:30pm 
Got an odd one this time: Unless my memory is playing tricks on me, EPA's Alien Defectors tech (DefectorRadio_TechTemplate) disappeared sometime during my run, preventing me from unlocking alien armor upgrades until Alien Titan Armor, and blocking all access to synergy weapons.

The scale and details of the issue make it unlikely to be intentional, so I'll default to the assumption it's a bug. At any rate, the diagnosis is simple: In your EPA override folder, XComTemplateEditor.ini specifies that the tech is to be its own prerequisite, to the effect of preventing you from unlocking it at all without cheats: https://steamproxy.net/sharedfiles/filedetails/?id=3594197172

... I bugged Mrvecz about it far too long before realizing his denials were because I tracked the file to the wrong mod. :o
Dalo Lorn 20 Oct @ 8:19am 
... Actually, no, the timestamp on my earlier comment and the 2-3-hour nap would both indicate I should have had the latest stuff.

Anyway! Took a while because my latest save was mid-mission, but test results confirm: Advanced Mag Weapons is the final missing prerequisite for Vibroknives, Arc Blades, Ionic Ripjacks, and both of the Edged Swords.
Dalo Lorn 20 Oct @ 7:54am 
Interesting. Well, I've had the Spectre autopsies researched for a while, but I'm not projected to regain access to the edged swords until I research Advanced Mag (which seems a little early for a Coil-tier weapon!).

Vibroknives and Mag Ripjacks also seem to be gated behind Advanced Mag Weapons, likewise contradicting your description.

On the other hand, I think I ran XCOM more-or-less constantly yesterday, so I might not have picked up the absolute latest changes. I'll report when the game loads up again.
Tiaz  [author] 20 Oct @ 6:07am 
UPDATE based on TJ.
Standard Swords and Combat Knives are now tied to normal weapon tech and do not require corpses to build. Advanced laser/mag/coilguns/plasma rifle are the associated techs.
Laser/Plasma edge swords are moved to Spectre Autopsy/Corpse, and stats are balanced to be coil tier. Master-crafted laser edge is now on Archon autopsy and needs Archon corpses to build.
Dalo Lorn 19 Oct @ 12:51pm 
... Am I going crazy, or did you change the tech requirements for some mag-tier equipment this week? I suddenly lost the ability to fabricate plasma-edged swords, vibroknives, and mag ripjacks, and spent like an hour digging through my mod list for anything that could possibly have hidden them before finally noticing the research screen listing them as unlocks for Advanced Mag Weapons.

(The new requirements make sense in context, I guess, but caught me off guard.)
Tiaz  [author] 6 Oct @ 4:51am 
Delete mod folders you dont need that's all
Garr Incorporated 5 Oct @ 3:21am 
Technically yes, but you need to go into configs and make them not apply anywhere.
Village Idiot 4 Oct @ 9:57pm 
is there a way to use just the enemy bridges, without any other changes that this collection does?