Welcome to the X2 WOTC Community Highlander Github project. This is where the work happens.
We maintain two versions of the Highlander, published on the Steam Workshop:
When using the Beta version, the Highlander's version in the lower right corner of the game's main menu will tell you which commit the beta version is based on.
Highlander replaces the game's main script package - XComGame. This allows the Highlander to alter portions of the game's code without using any ModClassOverrides to incorporate bugfixes and various ways for other mods to interact with the game's code without needing to use MCOs themselves, which would be bad for compatibility.
In other words, the purpose of the Highlander is to fix bugs and to improve compatibility between other mods.
As implied by the name, there can be only one Highlander. Therefore, it's important for the Highlander to address as many modding use-cases as possible, and incorporate bugfixes that would otherwise require Class Overrides to implement.
The original X2CommunityHighlander is an extension of the Long War 2 Highlander, which was built by the hard-working Pavonis Interactive team.
The X2WOTCCommunityHighlander provides a Highlander for the XCOM 2 War of the Chosen expansion.
As a mod user, you can simply use Highlander as any other mod.
As a modmaker and a potential contributor to the Highlander, learning the following could be beneficial. XComGame replacements can be loaded successfully into XCOM 2 only in one of two ways:
-noseekfreeloading
switch, which is designed for debugging purposes.You can learn more details from Abe Clancy's excellent post on the Nexus Forums.
Building against Highlander is necessary when your mod intends to call a specific function or use a class that exists only in the Highlander, such as CHEventListenerTemplate or XComGameState_Unit::HasAbilityFromAnySource().
If the game attempts to execute code that uses these classes/functions, and the Highlander mod is not active, the game will hard crash, so Highlander will become a hard requirement for your mod.
If you build your mod against the Highlander, but don't use any of its features, your mod will not have Highlander as a hard requirement, so there are no downsides to building your mod against the Highlander in this regard.
Building against Highlander is NOT necessary if your mod:
Highlander will still be required for your mod to work properly, but you don't need to build your mod against it.
You need to replace the source code in the XCOM 2 SDK with the source code of the Highlander. Here's how:
1) Subscribe to Highlander, if you haven't already.
2) Close the Modbuddy, if it's open.
3) Locate the SDK folder that contains the source code:
..\steamapps\common\XCOM 2 War of the Chosen SDK\Development\
4) Delete the Src
folder. Yes, really.
5) Make a backup of the SrcOrig
folder.
6) Locate the Highlander source code folder:
..\steamapps\workshop\content\268500\1134256495\Src\
7) Copy the contents of Highlander's Src
folder into the SrcOrig
in the SDK source code folder, overriding duplicate files.
From here: ..\steamapps\workshop\content\268500\1134256495\Src\
To here: ..\steamapps\common\XCOM 2 War of the Chosen SDK\Development\SrcOrig\
8) The result should look like this.
Done. Now your mods can take full advantage of Highlander's features.
Highlander is a community project and everybody is welcome to contribute. Feel free to file a Pull Request for any of the open Issues and wait for a maintainer to review and merge it. You can also file new Issues.
For the most part, discussion happens in the #highlander Discord channel of the XCOM 2 modmaking Discord server. It is our platform of choice for lengthy discussions that don't fit GitHub issues.
The code style is what is generally in use for the XCOM 2 codebase:
The following code should illustrate all of this:
static function CompleteStrategyFromTacticalTransfer()
{
local XComOnlineEventMgr EventManager;
local array<X2DownloadableContentInfo> DLCInfos;
local int i;
UpdateSkyranger();
CleanupProxyVips();
ProcessMissionResults();
SquadTacticalToStrategyTransfer();
EventManager = `ONLINEEVENTMGR;
DLCInfos = EventManager.GetDLCInfos(false);
for (i = 0; i < DLCInfos.Length; ++i)
{
DLCInfos[i].OnPostMission();
}
}
Generally, Highlander changes will be weaved into vanilla code in ways that require us to keep close track of what code changes what vanilla behaviour, and for what purpose. To do this, we comment code precisely to match with issues created on Github at:
https://github.com/X2CommunityCore/X2WOTCCommunityHighlander/issues
Every change has a tracking issue, where the problem is described along with a use case for the Highlander change. This applies to bugs, enhancements, and new features.
Any code you write should be documented to include the issue it addresses, either as a single line comment, or as a start and end block. Don't forget to mark any variables added for that issue, as well.
We should be able to find every line of code related to an issue by searching for "Issue #928" (or whatever) in the codebase. In addition, any commits related to that issue should also have the issue number marked in the same way.
Additionally, every feature should be documented with inline documentation that will be published via GitHub Pages (at https://x2communitycore.github.io/X2WOTCCommunityHighlander/). That online documentation also has instructions for how to write your documentation and run the documentation tool.
full_content
branch in Properties->Betas->full_content
). This requires about 90 GB of disk space.Once you have satisfied these requirements, you should be able to build the Highlander like any other mod.
Build the mod using Default
/Final release
(ModBuddy) or cooked
/final release
(VSCode) profiles
The following instructions are functionally the same as those of a vanilla Highlander mod. All the below references to the root Steam directory are made as %STEAMLIBRARY%. You should replace them with your actual Steam directory folder, such as: "D:/SteamLibrary", or whatever.
A few files need to be copied into the SDK for you to successfully cook the
Highlander. Check the folder
%STEAMLIBRARY%\steamapps\common\XCOM 2\XCom2-WarOfTheChosen\XComGame\CookedPCConsole
and copy the following files to
%STEAMLIBRARY%\steamapps\common\XCOM 2 War of the Chosen SDK\XComGame\Published\CookedPCConsole
:
GuidCache.upk
GlobalPersistentCookerData.upk
PersistentCookerShaderData.bin
*.tfc
Additionally, you need to install the complete SDK (full_content
branch in Properties->Betas->full_content
). This requires about 90 GB of disk space.
Start by building the mod through ModBuddy, as you normally would. Then, enter the command line and run the following commands:
"%STEAMLIBRARY%\steamapps\common\XCOM 2 War of the Chosen SDK\Binaries\Win64\XComGame.exe" make -final_release -full
"%STEAMLIBRARY%\steamapps\common\XCOM 2 War of the Chosen SDK\Binaries\Win64\XComGame.exe" CookPackages -platform=pcconsole -final_release -quickanddirty -modcook -sha -multilanguagecook=INT+FRA+ITA+DEU+RUS+POL+KOR+ESN -singlethread
If a message like "Scripts are outdated. Would you like to rebuild now?" pops up, click "No".
The commands above create cooked files for your XComGame
, Engine
, and Core
package replacements in
%STEAMLIBRARY%\steamapps\common\XCOM 2 War of the Chosen SDK\XComGame\Published\CookedPCConsole
:
XComGame.upk
XComGame.upk.uncompressed_size
Engine.upk
Engine.upk.uncompressed_size
Core.upk
Core.upk.uncompressed_size
Copy those files into a folder called CookedPCConsole
inside the mod's output
folder. You will need to delete Script\XComGame.u
, Script\Engine.u
and Script\Core.u
,
now that we've put the cooked script file in it's place.
Once you've done all that, the mod should now run in vanilla XCOM. Note that all logging statements will be stripped from the Cooked version, so don't expect to see any of your script logs.
Using the -NoSeekFreeLoading launch argument is required if you intend to use Unreal Debugger to interact with classes in the XComGame script package.
In order to be able to actually run the game with NoSeekFreeLoading without crashing, you must use it alongside an uncooked Highlander, and you must also provide the game with the uncooked Content files, which you can get from the full content SDK.
Install full_content version of the SDK.
Ensure symlinks from the main WOTC folder point to the same folders within the SDK. Delete the following folders/links if they exist:
%STEAMLIBRARY%\steamapps\common\XCOM 2\XCom2-WarOfTheChosen\XComGame\Content
%STEAMLIBRARY%\steamapps\common\XCOM 2\XCom2-WarOfTheChosen\XComGame\Script
%STEAMLIBRARY%\steamapps\common\XCOM 2\XCom2-WarOfTheChosen\XComGame\__Trashcan
%STEAMLIBRARY%\steamapps\common\XCOM 2\XCom2-WarOfTheChosen\Engine\Content
%STEAMLIBRARY%\steamapps\common\XCOM 2\XCom2-WarOfTheChosen\Engine\EditorResources
...and then open a command prompt as an administrator and run the following commands:
mklink /J "%STEAMLIBRARY%\steamapps\common\XCOM 2\XCom2-WarOfTheChosen\XComGame\Content" "%STEAMLIBRARY%\steamapps\common\XCOM 2 War of the Chosen SDK\XComGame\Content"
mklink /J "%STEAMLIBRARY%\steamapps\common\XCOM 2\XCom2-WarOfTheChosen\XComGame\Script" "%STEAMLIBRARY%\steamapps\common\XCOM 2 War of the Chosen SDK\XComGame\Script"
mklink /J "%STEAMLIBRARY%\steamapps\common\XCOM 2\XCom2-WarOfTheChosen\XComGame\__Trashcan" "%STEAMLIBRARY%\steamapps\common\XCOM 2 War of the Chosen SDK\XComGame\__Trashcan"
mklink /J "%STEAMLIBRARY%\steamapps\common\XCOM 2\XCom2-WarOfTheChosen\Engine\Content" "%STEAMLIBRARY%\steamapps\common\XCOM 2 War of the Chosen SDK\Engine\Content"
mklink /J "%STEAMLIBRARY%\steamapps\common\XCOM 2\XCom2-WarOfTheChosen\Engine\EditorResources" "%STEAMLIBRARY%\steamapps\common\XCOM 2 War of the Chosen SDK\Engine\EditorResources"
Build the Highlander using the "Debug" profile.
You can now use the -NoSeekFreeLoading launch argument to start the game with the uncooked Highlander. This can be done by running XCOM with the following command (in the command prompt):
"%STEAMLIBRARY%\steamapps\common\XCOM 2\Binaries\Win64\Launcher\ModLauncherWPF.exe" -allowconsole -log -autodebug -noseekfreeloading -noStartUpMovies
If all goes well, the XCOM Launcher will run. Enable X2WOTCCommunityHighlander and start the game.
You can also use the same launch arguments in the Alternative Mod Launcher.
We are currently recruiting maintainers.
The Community Highlander mod is the backbone of the XCOM 2 modding community, providing essential functionality that powers many of the most popular mods, but it cannot evolve without active maintainers, which means new mods are unable to get the functionality they need into the Highlander.
So we are looking to recruit as many maintainers as possible.