XCOM 2
A Better Barracks
1 496 kommenttia
F15Imach 4.8.2020 klo 14.56 
Thanks for the reference and the quick replay. I am using the TLE version which explains the issue.
Thanks again for the great work :)
DerBK  [tekijä] 4.8.2020 klo 14.36 
First things first: Are you actually using this mod or the more current version for TLE?

I'm asking because the new version cut out the Psionics changes. So everything should work just like in vanilla there.

If you are in fact using this version here, you can find a thread about the psi changes pinned in the discussion tab: https://steamproxy.net/workshop/filedetails/discussion/1156798529/1489992080508935882/

Tbh, it's been long enough (2 years! Jesus.) that i am no longer sure if what's described in that thread is the current status in the mod, but it should be close enough.
F15Imach 4.8.2020 klo 14.21 
Hi DerBK, i recently discovered your mods and they revitalized the game for me, thank you so much, i am having a blast!
One problem though, i am in the mid point of my campaign, and i realized that despite researching sectoid autopsy, priest autopsy and psionics i cant build psi amps, and there is no documentation for the psi overhaul in the archive.
were those elements removed?
thanks in advance :)
JRyds 22.7.2020 klo 6.42 
Aha, I think it was indeed a Mindbender. OK cool, I'll say hello with a cannon from now on!
DerBK  [tekijä] 21.7.2020 klo 10.35 
If it was a Sectoid Mindbender from ABA, then yes. Those are immune to all mind effects, including stuns from flashies.
JRyds 21.7.2020 klo 9.02 
Hey DerBK, I just used a flashbang on a sectoid but it didn't stop it mind controlling my guy. Is that intended?
DerBK  [tekijä] 25.6.2020 klo 22.04 
Armors in ABB are seperated more clearly into light, medium and heavy. Light armor has shields, Heavy armor has actual armor pips and medium armor has a mix of them.

The ingame documentation in the XCOM Archives (which you can reach from the Commander's Quarters) has more details.
pstrangerx 25.6.2020 klo 15.20 
Thanks for all your hard work DerBK!

How does shields work in the updated version?

I just started a new campaign - the only mods I added was this and the 2 required mods - MissingModPack and ChangePromotionScreen. I noticced that at the beggining of the mission, all my troops start out with 2 extra orangish health bars on top of their normal heal bar. when they get hit, it says "2 shields" and the shields can't be healed up. Is that how y our design works in the new version and just curious about the thought process behind it.
DerBK  [tekijä] 25.6.2020 klo 13.40 
It doesn't. The current version of ABB adds shields, but i am actually not sure if this old one also does already.
pstrangerx 25.6.2020 klo 13.38 
Does anyone know if ABB added 2 armor to the start of soldiers missions? Wasnt sure if this was the mod that did that - couldnt find any documentation.
Playbook 9.5.2020 klo 19.42 
Tyty, will do in future, thanks!
DerBK  [tekijä] 9.5.2020 klo 11.56 
As a general rule, the best way to look up the template names of any mod is checking the localization file.

The names you are looking for are SidearmFragments, TechFragments, LightWeaponFragments, HeavyWeaponFragments, Tier2UpgradeComponents, Tier3UpgradeComponents
Playbook 9.5.2020 klo 11.51 
What's the Resource ID for fragments and components? Is there a list somewhere?
DerBK  [tekijä] 16.2.2020 klo 2.21 
That's not changed by my mod.

It should be available in the Proving Grounds after doing the Muton Autopsy, i think.
badluckmojo 15.2.2020 klo 18.40 
Hey derbk I was wondering how does one get the advanced explosives research now? It hasn't become available yet, so maybe I'm missing something. I'd like to upgrade to bombs haha I'm getting out gunned. Pretty far into the game
VS-lockon 7.11.2019 klo 4.27 
okay that new version work with wotc as well bc i have all the dlc and if so link plase and i hope there ini in that one bc i like have my gun have 20 ammo size bc have limited reloads
DerBK  [tekijä] 6.11.2019 klo 20.36 
Oh, note that there is a more current version of this mod on my workshop if you own the Tactical Legacy Pack. I strongly recommend using that new version instead if you can.
DerBK  [tekijä] 6.11.2019 klo 20.33 
I re-use only the models, in terms of stats i built my weapon techs up from scratch. There are ini files for the stats, sure.
VS-lockon 6.11.2019 klo 15.21 
DerBK are the laser and rail gun the same as long war and if so is there ini for damage and ammo for them ?
DerBK  [tekijä] 2.10.2019 klo 16.20 
They need to be used from melee range, there is no dash component to them.
Nick Dipples 2.10.2019 klo 15.32 
With my Agent class, none of the other knife attacks can be clicked on. Run and Slice works fine, but I have Disarming Strike and Shadowslash(?) and neither of them can ever be used. Am I doing something wrong?
DerBK  [tekijä] 16.8.2019 klo 10.03 
Not very well at all. ABB is a bit of a dirty mod that doesn't play well with others. Especially item mods.

This is a thing that exists, though: Custom Weapons Support by zamster. I do not know how current it is or what the limitations are.

Portico 16.8.2019 klo 9.51 
How nice does this mod play with weapon mods? I like the Mechanics, but still want to skin my weapons how I want.
36OZone 16.4.2019 klo 18.17 
JJust found config file, here it is. Ty.
36OZone 15.4.2019 klo 12.53 
Maybe, at least, there is some way to find items names for console?
DerBK  [tekijä] 14.4.2019 klo 15.04 
Not sure, i never did much with console cheats. Should be easy enough to google.

Also, there might be mods around for that kind of thing? Again, not sure because it's just never been of interest to me.
36OZone 14.4.2019 klo 14.37 
Hi! Are there any console commands for adding skill points for leveling?
DabHand 22.2.2019 klo 7.32 
Yeah l'm using TLE. I expect it's another mod in that case.
Thank you for your mods, l look forward to the rest of my campaign.
DerBK  [tekijä] 22.2.2019 klo 7.17 
That should not be the case and might be some other mod acting up.
On that note, i assume you have the correct version of the mod installed? I'm asking because this page is for the old, pre-TLE version. Not that it should matter for that loadout bug you are experiencing, but just making sure ;)
DabHand 22.2.2019 klo 6.23 
Thanks!
I expect no further updates, but your weapon loadout allows any weapon to be selected (and fails where not valid leaving empty hands) rather than having the class restricted fade on it as per vanilla/LW2
DerBK  [tekijä] 22.2.2019 klo 5.28 
Thanks.

Yes, the distribution of upgrade slots is intentional. Snipers and cannons get a lot of innate bonuses which is why i reduced their upgrades by one. On the other hand, assault rifles get an extra one to make them more customizable.
Once you upgrade to tier 2 weapons, cannons and snipers will also be able to be modded.
DabHand 22.2.2019 klo 2.09 
Using ABA/ABB TLE. Finding that conventional sniper and cannon show greyed out upgrade option in barracks. i.e. unable to attach mods. Also shotgun had 1 slot only, rifle shows 2 and works as expected.
Is this by design, or have l broken it somehow?

By the way, l understand you are departing the xcom mod scene, and am working my way through your twitch campaign atm. I wish you all the best for the future!
DerBK  [tekijä] 24.12.2018 klo 0.58 
You suppose correctly.
Aaewen 23.12.2018 klo 20.10 
I suppose this is not compatible with RP Overhaul?
DerBK  [tekijä] 18.11.2018 klo 23.15 
Yes, this one.
gravdestroyer 18.11.2018 klo 22.21 
Do any of the a better mods remove bladestorm from the templar?
DerBK  [tekijä] 9.11.2018 klo 4.58 
If you do not use ABB, you can use other item/class mods, of course.
gravdestroyer 8.11.2018 klo 23.52 
What about the other "A Better" mods?
DerBK  [tekijä] 6.11.2018 klo 14.46 
No, ABB is not compatible with other item or class mods.
gravdestroyer 6.11.2018 klo 14.40 
Is the compatible with WOTC:LW2 Classes and Perks.
https://steamproxy.net/sharedfiles/filedetails/?id=1335226018 .
Ethan 5.11.2018 klo 4.59 
Yes, eventually the fletcher and high explosive grenades will be replaced by the plasma version.
gravdestroyer 4.11.2018 klo 22.58 
Do all your soldiers have the ability to use plasma grenades eventually?
Astral Descend 3.11.2018 klo 23.46 
Same way, but melee range
gravdestroyer 3.11.2018 klo 18.53 
How does hacking without a specialist work? I haven'bt has much time to use them.
DerBK  [tekijä] 3.11.2018 klo 18.01 
Squadsizes are unchanged by ABB.
If you want to edit the perk lists, you can find them in the ClassData.ini of the class.
DerBK  [tekijä] 3.11.2018 klo 17.59 
Infiltrator is one of those perks that you don't need on a lot of soldiers in your roster, but where you can get a lot of value out of having some.
There are a lot of things that can be hacked in the game for non-Specialists, like mission objectives, van doors, cell doors. And with Infiltrator you are pretty much guaranteed to get one of the bonuses from it. Getting an extra month of double fast scanning or a chunk of intel here and there quickly adds up.
And then there's the Skulljack :)
Agents, who have Infiltrator as a class perk, are especially worthwhile Infiltrators. Their GTS perk gives them extra skulljack charges. Doing those brainhacks with 150 hack score means more intel and less feedback damage. Pretty great, actually.
Mildly Nuclear 3.11.2018 klo 17.54 
Come on man, I love my Agent with Infiltrator. Sometimes you just can't get a Specialist to the objective. Especially if it's a mission to rescue a captured soldier. I'd rather have an Agent than a Specialist on that one.
gravdestroyer 3.11.2018 klo 17.32 
Is there a way to remove infiltrator from the perk list? Seems like other more useful skills could be put in its place since specialists can't get it.
gravdestroyer 3.11.2018 klo 17.07 
What's the ideal squad size?
gravdestroyer 3.11.2018 klo 17.02 
Now that you mention it, that would be OP. Could probsbly control Sectopods guaranteed.