XCOM 2
Mod Jam for Long War of the Chosen
 This topic has been pinned, so it's probably important
Kiruka  [developer] 16 Dec, 2021 @ 10:55am
Full list of mods that Mod Jam supports
Remember that you need to be subscribed to whichever of these mods you want in order for Mod Jam to do anything with them. None of them are integrated. I highly recommend subscribing to all of them for the most complete Mod Jam experience.

These next mods can be subscribed to for extra little bonus features and/or generally go great with Mod Jam and LWOTC. Mod Jam makes no (or minimal) changes to them.
  • Grab my Inventory Slot Weight Toggler mod if you want your SPARKs and MEC Troopers to ignore weight in the Spark Grenade and Auxiliary slots granted by the Spark Arsenal mod. Otherwise, you can skip it. Note that the correct mobility will not show in the armory, but it WILL properly work in tactical.

  • For the full Advent Psi Ops and Celatid Alien experience, grab my Buildable Units mod for its Phase Drone and Celatid Turret changes on the XCOM side.

  • ObelixDk's No More Psi Amps is fully supported with the new Psionics Overhaul tree and generally looks awesome, in addition to helping reduce gear clutter on your Psions.

  • Grab my Cut Content Psionics For LWOTC for Psi PCSs that you can actually use on whatever soldier you want, rather than just Psi Operatives. It also changes LWOTC's Neurowhip into the Amp Booster, and gives you a new, more powerful Neurowhip that you acquire from the Gatekeeper Shell and Autopsy.

  • Grab my Faction Soldier Class Overhaul if you intend to run Psionics Overhaul. It tones down the Templar's innate Psi stat so they don't grow out of control.

  • Udaya's Powered Armor Rebalance is an excellent mod that buffs two really underpowered abilities relative to when they're acquired in the campaign. Note that the Wall Phasing changes are already present in Advent Psi Ops, but the two mods will not conflict with each other.

  • shiremct's Cost-Based Ability Icon Colors mod is great to go along with LWOTC and Mod Jam when XComLW_Overhaul.ini's USE_ACTION_ICON_COLORS option is set to FALSE, like Mod Jam does as of the Purge Priests update.

  • TeslaRage's [WOTC] Show Tech Rewards mod will go a long way in terms of helping you navigate Mod Jam's tech forest.

  • If you want to benefit from the shield animation fix when using LWOTC's shields on non-Templar soldiers, you'll need Musashi's Ballistic Shields mod for the animations. Mod Jam will remove the item templates themselves by default.

  • Musashi's Tactical X4 mod works with LWOTC out of the gate and adds some very nice new explosive options, especially following the removal of the Reaper's Claymore from LWOTC itself.

  • MrShadowCX's Berserker Revamped is great right out of the box in terms of both the Berserker changes and the Overdrive Serum changes. If you decide to run it, Mod Jam will change the cost of building Overdrive Serums, as Berserker Revamped makes these reusable instead of one-time use. If you don't run it, Mod Jam will not mess with Overdrive Serums at all.

  • RealityMachina's Phantom Evac mod allows you to evac an unconscious or otherwise impaired soldier or other unconscious person (such as a dark VIP) to the Skyranger without needing to send a carrying soldier with them. Honestly should have been a base game feature.

  • First Aid by Iridar will let you spend a turn-ending action with another soldier to extend an adjacent bleeding out soldier's bleedout timer. Excellent option to have while waiting for evac.

  • Dotvhs' Stabilize Me lets you use a soldier to stabilize a bleeding out soldier with the bleeding out soldier's own Medikit (look for the Stabilize ability that does NOT show a number of charges). Another mod that should have been a base game feature.

  • ∑3245's UI - Colored Weapon Tiers color-codes the different tiers of weapons. If you run all of my mods and the dependencies and companion mods, you will have a LOT of weapons in your Engineering, and this will help you quickly figure out which things are upgrades to your current stuff.

  • My Meld For LWOTC mod will add Meld into the game as an additional resource. It replaces Supply costs for Gene Mods with Meld altogether, and if you're also running my MEC Troopers For LWOTC mod, it will be added as an additional cost for them.

  • Iridar's Dynamic Deployment mod works great with Mod Jam out of the gate with no edits on Mod Jam's part.
Last edited by Kiruka; 22 Mar, 2023 @ 3:45pm
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Showing 1-6 of 6 comments
Latis 24 Dec, 2021 @ 7:25pm 
SMmania123 29 May, 2022 @ 6:09pm 
@Latis no, because I think this WOTC already works with it.
https://steamproxy.net/sharedfiles/filedetails/?id=1509832184&searchtext=Combat+Shotgun
ok, i downloaded all, every single one of them

pray. :antimatter::antimatter:
10,- 13 Mar, 2023 @ 6:44am 
@Kiruka
I just want to say a big big thank you for all the hard work that has been done on this project to ensure longevity of this awesome game. I just wish it had a better engine.

Now, just some constructive critizism - the scope of the project to balance hundres of mods on top of LWOTC is crazy, but somehow you guys managed to make the stats of all the things feel balanced.
However when it comes to item aquisition (corpses) and research times (lab+proving ground) , and composition of enemy pods - the mod needs a bit of tuning.
What would help here if you guys decide which mod is woth taking core and which isn't. Do we really need every type of Enemy eg Viper (frost, fire, psi, poison ) from T1-T3 ? From a fan fiction it makes sense and its super cool, but what about gamewise? Do people approach the flame viper any different than a normal viper or frost viper? It's just a viper with dumb AI. Same for Berserker, Captains, Necromancers, etc. In other words the SpawnPool get overflowed with enemies that are too much alike in my opinion.

My personal favorite mods that really bring something new to the table in terms of enemies are the "pathfinder", "assault trooper", "Psi advent mod"(with mobile sniper and psi melee), including lategame "custoidians", "purgebishop", "muton omega" . ;
Mods that do not feel worthy of modjam:
Muton harrier mod is cute but can be completely countered by a vest, and the standard LW mutons are much scarier anyways. What's scary tho are the T4 Muton Devastators.
Frost Mod: I feel in oder for this mod to devastate the player it has to be played as a standalone, no other enemy mods, like how it was designed, so that basically every enemy is most likely a frost dude and you're gonna have a hell of a game. But with modjam these guys are way to infrequent to cause enough devasation like it was planned by the author.
Bio mod: again. Cute but except the Shieldbearer, which is completely overpowererd, i don't think it's necessary to have each type of element tied to an enemy, unless the player has to adjust his strategy.


So what i would do is take a good look of what is really worthy of modjam and make it core.

To adress issues of corpses and overall pod composition i suggest lokking into XComEnounters.ini ; "FIRETEAM", "RPG TEAM", "ADVENT 8 GRP", "PATROLL GRP", "SMALL SUPPLY GRP, "BIG SUPPLY GRP" completely rework the predetermined encounters with heavy focus on the new enemies. This has two reasons, first you still only encounter only about half of the new enemies. These base LWOTC enemies pods already make up a majority of the Table that can spawn in missions. Second, most missions that give us corpses have these predetermined groups of possible spawns in them, which just feels awful for Modjam . a complete disaster.

The next hing I'd do is work on the "XComEncounterLists.ini" to get rid of enemies that make no sense in spawning at high 18+ forcelevels , such as T1 Sectoid, T1 Trooper, T1 Mec , which are for somereason exceptionally hiigh in LWOTC. It also does not comply with the new modjam difficulty curve. Second, is to have a maximum spawn of 1mob in a group to ensure the groups "XAdv", "YAlien", etc are more likely to fill with new modded enemies, without having to completely overbuff their spawnrates. (except drones, facelss, turrets , etc to prevent bugs)

Last but not least i completely buffed lategame, specifially gatekeeper, sectopod, custodian, spawnrates and even forcelevel adjustments.
Plus i also removed the "advent general" from the HQ missions(+goldenpath), which is causing all the crashes in the game.
And made HQ and Story mission significantyy harder. Which are now a complete joke without the chosen and was much harder on the beta versions of the LWOTC game.

TLDR:
I adressed some issues bugging me, namely corpse scarcity, and the feeling of "hey i installed this new cool warlock mod but only have seen him once in my entire campaign and it wasn't on a corpse mission, what a letdown"
Just my two cents. Thanks again for your work
Last edited by 10,-; 13 Mar, 2023 @ 10:06am
RAAMPEAK 30 Nov, 2023 @ 10:03am 
what mod for the genes had the assault charge
BoatyMcFace15 22 Dec, 2023 @ 9:13am 
Hey, I thought I would ask this question here, but I had installed all the correct mods for mod jam yet the rocket launchers 2.0 mod still will not let me equip to any soldiers. Would this be a problem on my end or another one of my mods by chance?
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