RW Realistic Non Instantaneous Objective Interaction

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Author: krumiro

Last revision: 4 Aug, 2017 at 20:08 UTC

File size: 117.76 KB

On Steam Workshop

Description:

;My Soldiers don’t magically freeze time when planting bombs or taking artefacts from Advent Facilities but realistically take 1 Action of time, yours?

;I couldn’t stand it… I simply couldn’t continue my Campaign until I Modded this absurdity out of existence… šŸ˜‰

;YOU CAN CHANGE TO YOUR DESIRED VALUE IN THE .INI FILE
InteractingWithObjectiveDevicesTakesOneActionPoint = true
OpeningAndClosingDoorsTakesOneActionPoint = true

;I have very conflicted feelings about the second option… Sometimes I find it realistic sometimes I don’t… Haven’t decided yet… that’s why I didn’t mention it in the title…

Hacking anything (Advent Workstations, UFO Consoles, Prison-Cell Doors, Prison-Vehicle Doors) already consumes 1 Action Point in Default-XCOM2 (God how much I hate that "Vanilla" adjective) and this Mini-Mod affects exclusively all the other Mission Objective Interactions (which don’t involve hacking) which are Free Actions in Default-XCOM2)…. šŸ˜‰

;CLASS OVERRIDES:
;Not a single one.

;INCOMPATIBYLITY LIST
;Please help me to update this list

DONATIONS
Are you so full of gratitude for this Mini-Mod that you will just explode if you don’t offer me a beer?
Need me to add an option you like?
Want to help to keep this mod ā€œsurvivingā€ XCom updates?
You’d like me to make it compatible with your favourite Mod?
Seen a bug and want to help me find the time to squash it?
XCom Modding is fun but doesn’t pay the rent and free time is limited… Donations are NOT mandatory but if you want to "motivate" me to escalate this mod maintenance (or your suggested idea) higher on my free-time priority list… here is the Paypal link and I’ll have a beer (or maybe lunch) in your honour. šŸ˜‰
https://www.paypal.me/krumiro

DETECT CLASS OVERRIDES CONFLICTS BETWEEN MODS
Simply make a quick Harddrive Search for ā€œ+ModClassOverrides=(BaseGameClass=ā€œ
The results will show all the XComEngine.ini files of Mods that make Overrides. Check if any of those files have the same Class name after the ā€œ=ā€œ and kindly ask the Modders to try to avoid that override or cooperate with each other. When 2 mods override the same class the game gets HORRIBLY VERY SLOW and only 1 of the 2 Mods works (randomly).

BIRTH OF ā€œREALISTIC WARā€ COLLECTION
(ALSO KNOWN AS THE ā€œMINE YOURSā€ COLLECTION šŸ˜‰ )
Long story short: One Megamod that rules them all… ā€œMutilatedā€ into tiny little self-functioning Mini-mods šŸ˜‰
Short story long: I always wanted to publish my millionaire Smartphone App super-idea but totally forgot how to program from my first University years. I tried to relearn with Youtube channels and online Tutorials but got bored to death after a week. One day, playing my favorite game ever (and the only one I have the luxury to have time to play) I asked the author of my favourite Mod to please apply a tiny little idea on his Mod for me. No answer… I got struck by the brilliant idea: relearn programming by making your only stress-release game more fun and the way I wished it to be!!! Modding was love at first sight. Not only I didn’t get bored relearning to program from zero, but I actually have became so enthusiast and obsessed by the constant intellectual challenge that it now keeps me literally hypnotised for hours, days, weeks, months… I now have 10 times more fun by reprogramming my only game than playing it! How crazy! Solving programming puzzles turned out to be for me much more fun than solving this strategy-game puzzles themselves! My first XCOM Modification starting from 0 took ages… literally weeks: to interpret the code of other Mods achieving a similar result and to understand what I needed to change (no need of reinventing the wheel, right?), to understand that it wasn’t enough to naively just ā€œpaste/editā€ text inside someone else’s Mod files but that I also had to ā€œrebuild the solutionā€ with a ā€œsolution builderā€, to discover Modbuddy, to find a way to run XCOM Development Kit on a Mac, to find a way to shrink it from 60GB to 2GB ā€˜cause I had only 8GB available (deleting the graphic/sound content), etc… But the gratification and earned experience was way worth it once finished. Then each next Modification, like a university exercise, once solved made me realise that I learned 1 or 2 new important tricks that allowed me to program the next one. An so on, modification after the next I completely changed XCom exactly the way I always wanted it with a SINGLE HUGE MEGAMOD that puts its hands everywhere in the game. Now, I can’t give you the Megamod because it has way too many modifications at once for another single person to have the chance to like them all (and God knows which other Mods it isn’t compatible with). Now I’m simply multitasking between making additional modifications (the hardest ones, now that I have the skill) and simultaneously ā€œmutilatingā€ the Megamod into tiny little self-functioning mods (dozens and dozens of them!!) to share with you guys… but mainly because the mutilation process is an additional superfun and challenging programming exercise (even making these stupid Mod Preview Images. Until yesterday I didn’t know how give a transparent background to pasted images) that pushes my skills every day one step closer to my future millionaire supersuccessful Smartphone App. Wish me luck! šŸ˜‰