WARNING:: You can and most likely will break your game if you abuse your new MKUltra powers the wrong way. It is best if you've already completed the game at least once so that you know what story events require what conditions to work.
For example:
1) Do NOT use anything other than "Interrogation" and "Control Phrase" on Tai-Pan before releasing him - anything else will break your game.
2) Be VERY careful using the 'Saboteur" function before the end of Chapter 3, because if they blow up the Story-linked Beholder cell in Dubrovik it will break your game entirely. There are other story-scripted Beholder cells that show up that can also be accidentally destroyed by Saboteurs if you're not careful.
3) Randomly generated enemy agents can be Converted to your side without issue, but ALWAYS be careful when using your newfound powers on story-scripted NPCs.
4) If you are unsure or uneasy with chapter-premature MKUltra powers then just don't use them. Your new MKUltra powers are "use at own risk."
5) There is a bug in the game itself that this mod can cause when using Converted enemy agents in that it will make them react to Beholder cells as if they weren't Converted (if they were Converted before the story would normally unlock it). Meaning that if your new ex-Beholder agent has a Locator Beacon and they enter a city where there is an active Beholder cell then they will instantly reveal that cell's location just as if you had Released them rather than Converted them. While that's actually pretty handy (if weird) the same thing happens with Saboteur: When your agent arrives, the Beholder cell gets blown up and your agent instantly dies. Again, this is just as if they had been Released. I suspect that this is all due to story-premature Conversion acknowledging which side agents are on in one part of the game code but not another.
6) Due to Heat reduction cheats it is possible for Heat to go into the negative, which (as with most negative values) actually causes Heat to max out and Expose your agents, so keep an eye on that. This should be a minor inconvenience at most, seeing as your Forgers are bringing in $2000 an hour apiece and your air-flight times are basically UFO speed. I've found that having a Cleaner on Support nullifies this from happening.
(Note: UberArmor has been removed as it was making the AI act wonky. By wonky I mean not even firing at all. So instead I made the basic French DAO pistols that you begin the game with naturally silenced, have near infinite range and can one-shot a small tank with ease. So just make sure you're always getting the first shot off and you won't even need armor anymore. If you need more pistols just buy them like any other weapon.)
Any mod that simply add like 5 move points and 2-5 fire points to all agents by default so they can zip across the map? If it affects bad guys too no problem though. Tried modding myself, it's all numbers, so sorry i can't.
Move points? Yes, it's already included... mostly. That AP boosting drug perk is now free to use and is included with Covert Operations. All it costs you is the three seconds it takes to watch the animation process and making sure every agent has Covert Operations. Alternatively, and more fun, is that you can take the Body Mod center and, with the right drugs in the right order, naturally bring any agent up to 4 MP/2 FP... and your main characters up to 5 MP (IIRC).
Fire points? No. It can be done and I tried it but it makes the UI look hideous. Besides, I couldn't find any real need for it. I can already disguise five people at once and send them all in with naturally silenced French DAO pistols that can one-shot anybody. That's potentially ten corpses per turn piling up. If I need more firepower than that I've clearly made an epic screwup somewhere.
Good. BTW i'm in the process of making my own re-balance mods, mostly taking from this because i can see the changed value more clearly (don't worry, you'll be credited if i release it) but i try* to left out potentially game-breaking modifications such as the early MKUltra unlocks and Saboteur function. As well as balancing the weapon stats, generally making them all punchily "realistic" (as in one hit or two hit kills) for players but not "really OP" because no matter what i try to play it's still ridiculous how a French cheap miniature self-defense accessory is more powerful than "The James Bond Gun".
*editing hideoutparams is harder than i think, you might want to help by releasing a version of hideoutparams that has all enhancements you made but keep the MKUltra lock as it is (lock until the point where you actually cleared to use it). So far i only managed to reduce "times to compromise" from 30 to 10 and reduce forging income from 2000 to 500 (timescale not changed).
The Bodymod stuff are ridiculous though, Square Enix ridiculous (named as that because it reminds me of Junction in Final Fantasy VIII and the enhancement in The 3rd Birthday), like "what-the-hell-did-they-thinking" ridiculous of using pseudo-chemical naming instead of "enhance brain" "enhance muscle"
brother, everything is clear. But in general, don’t you think that this topic kills the need for all weapons, their differences and use, and also eliminates from the game a whole layer associated with weapons, their purchase and development of skills. That is, you only need the DAO pistol :) I think it’s better to give 3 movement points and 3 shooting points, but don’t touch the weapon stats, it’s more fun.
Ive just downloaded this mod and im looking forward to it already. If people are struggling to get it working make sure you check your other mods, I had the instatech mod while that one is helpful it conflicts with this mod too.
The UberArmor is useable. Readded its entry to the end of DT_Armors.csv only changing its Damage Threshold to less than Heavy Armor—to 25 Used it for an entire playthrough without issues.
i have tried everything and still doesnt work. could you post your complete installation path. like i unzip the file and just copy it to the mods folder?
If no Mods folder exists, create one If no Majestic 12 folder exists, create one Game will not read from archive Mod file contains multiple .csv files Unpack contents of mod file into Majestic 12 folder
As someone who has made similar mods for Wasteland 2 and Battletech, I just wanted to drop in and say thank you, absolutely amazing mod, and ignore the haters, they're not worth your time.
Also, if you could put warning #2 on the description page, that would probably be smart, or else some red text that says something like "read the pinned post you damn n00bs!" People often don't read the posts tab until after they have trouble (even people like me who should absolutely know better) so you can cut out half the complaints with a reminder to check here on your description page.
Still, 10/10 mod, was more than willing to restart after Beholder Agent Orange (yes, literally "Agent Orange" lol) sabotaged the Dubrovnik cell and bricked my game.
43 comments
For example:
1) Do NOT use anything other than "Interrogation" and "Control Phrase" on Tai-Pan before releasing him - anything else will break your game.
2) Be VERY careful using the 'Saboteur" function before the end of Chapter 3, because if they blow up the Story-linked Beholder cell in Dubrovik it will break your game entirely. There are other story-scripted Beholder cells that show up that can also be accidentally destroyed by Saboteurs if you're not careful.
3) Randomly generated enemy agents can be Converted to your side without issue, but ALWAYS be careful when using your newfound powers on story-scripted NPCs.
4) If you are unsure or uneasy with chapter-premature MKUltra powers then just don't use them. Your new MKUltra powers are "use at own risk."
5) There is a bug in the game itself that this mod can cause when using Converted enemy agents in that it will make them react to Beholder cells as if they weren't Converted (if they were Converted before the story would normally unlock it). Meaning that if your new ex-Beholder agent has a Locator Beacon and they enter a city where there is an active Beholder cell then they will instantly reveal that cell's location just as if you had Released them rather than Converted them. While that's actually pretty handy (if weird) the same thing happens with Saboteur: When your agent arrives, the Beholder cell gets blown up and your agent instantly dies. Again, this is just as if they had been Released. I suspect that this is all due to story-premature Conversion acknowledging which side agents are on in one part of the game code but not another.
6) Due to Heat reduction cheats it is possible for Heat to go into the negative, which (as with most negative values) actually causes Heat to max out and Expose your agents, so keep an eye on that. This should be a minor inconvenience at most, seeing as your Forgers are bringing in $2000 an hour apiece and your air-flight times are basically UFO speed. I've found that having a Cleaner on Support nullifies this from happening.
(Note: UberArmor has been removed as it was making the AI act wonky. By wonky I mean not even firing at all. So instead I made the basic French DAO pistols that you begin the game with naturally silenced, have near infinite range and can one-shot a small tank with ease. So just make sure you're always getting the first shot off and you won't even need armor anymore. If you need more pistols just buy them like any other weapon.)
Tried modding myself, it's all numbers, so sorry i can't.
Fire points? No. It can be done and I tried it but it makes the UI look hideous. Besides, I couldn't find any real need for it. I can already disguise five people at once and send them all in with naturally silenced French DAO pistols that can one-shot anybody. That's potentially ten corpses per turn piling up. If I need more firepower than that I've clearly made an epic screwup somewhere.
*editing hideoutparams is harder than i think, you might want to help by releasing a version of hideoutparams that has all enhancements you made but keep the MKUltra lock as it is (lock until the point where you actually cleared to use it). So far i only managed to reduce "times to compromise" from 30 to 10 and reduce forging income from 2000 to 500 (timescale not changed).
The Bodymod stuff are ridiculous though, Square Enix ridiculous (named as that because it reminds me of Junction in Final Fantasy VIII and the enhancement in The 3rd Birthday), like "what-the-hell-did-they-thinking" ridiculous of using pseudo-chemical naming instead of "enhance brain" "enhance muscle"
your body mods are slightly less optimal
yours gives main char
249 circ
207 res
202 sen
172 mot
15 dt
146 max awarness
32 awarness regen
DXAMPEA Danazol Mannitol THG TST Anadrol Bolasterone Bolandiol Cyclofenil Calusterone AMPEA BMA DHEA EPO
gives MC
249 circ
219 res
230 sen
189 mot
16 dt
160 max awareness
33 awareness regen
DT_IntuitionPerks
DT_TacticalAbilities
DT_Weapons
Can you please explain to me what these files do? It's not in the description.
Readded its entry to the end of DT_Armors.csv only changing its Damage Threshold to less than Heavy Armor—to 25
Used it for an entire playthrough without issues.
If no Mods folder exists, create one
If no Majestic 12 folder exists, create one
Game will not read from archive
Mod file contains multiple .csv files
Unpack contents of mod file into Majestic 12 folder
Also, if you could put warning #2 on the description page, that would probably be smart, or else some red text that says something like "read the pinned post you damn n00bs!" People often don't read the posts tab until after they have trouble (even people like me who should absolutely know better) so you can cut out half the complaints with a reminder to check here on your description page.
Still, 10/10 mod, was more than willing to restart after Beholder Agent Orange (yes, literally "Agent Orange" lol) sabotaged the Dubrovnik cell and bricked my game.
Attracts trolls complaining that a cheat mod contains cheats.
Either adds more fun or sucks all the fun out of the game, depending on your perspective."
Thank you for you work. You totally know how it is too.