XCOM 2
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[WOTC] Multiple Sitreps 2.0: Guaranteed & Categories
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20 Apr, 2020 @ 2:40pm
28 Sep, 2020 @ 9:37am
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[WOTC] Multiple Sitreps 2.0: Guaranteed & Categories

In 1 collection by NightNinja54
Sitreps
10 items
Description
Commander, we have reports that activity in the field appears to have increased. Tell our soldiers to come prepared.
-Bradford

Multiple Sitreps: Guaranteed
This mod offers the guaranteed appearance of multiple Sitreps for all mission types throughout a campaign.

Many great mods offer unique sitrep experiences that may never be seen due to luck of the draw from the Sitrep pool. This mod aims to remedy this.

Enhancements
Each mission will have multiple Sitreps. By default, 3 Sitreps will attempt to be pulled for every mission type. All base XCOM2 sitreps and all subscribed sitrep mods will be included for use.

2.0 Features
The mod is fully customizable for the following features. I recommend using the Config-Companion to store your setup.
  • Categories
    Sitreps can be categorized that are similiar, or different, in nature. The game will pull from these categories as customized to your preference. This will lead to greatly diversified encounters.

  • Category Chances
    Individual categories can be customized with likelihood of appearance; desired percentage fully customizable.

  • Category Amounts
    Individual categories can be customized to pull single or multiple sitreps; desired number fully customizable.

  • Categories Available
    The total number of categories available has been increased to 10.

  • Uncategorized Sitreps
    Sitreps that are not included in a specific category can still be included for play. You may fully customize if uncategorized sitreps will be included, as well as how many total and the chance of occurring.

  • Groups
    Similiar to a sub-category. For example, two of your categories may be 'Enemy Type' and 'Raider Faction'. If you use mods like 'Cerberus: Forces and 'Cerberus: Raider Faction', there is potential for Cerberus enemies to show up and fight themselves. If you don't want that, you can include them in their own 'Cerberus Group'. The mod will check if a Cerberus sitrep is already in play, and only take one of these sitreps for improved immersion.

  • Groups Available
    The total number of groups available is 10.

  • Improved Logging
    If you're ever curious how the game decided which sitreps are in play with this mod, your xcom log file will fully detail the decision process based on your configuration.

Additional Details
This will seamlessly integrate into a current or new campaign.

The number of sitreps, chance of sitreps occuring, and applicable mission types are all fully customizable in the config file XComGame.ini.

Additionally, included sitreps can be adjusted via the config file XComGameData.ini.

Notes and FAQ
Some sitreps will not manifest together; this is expected. For example, a shared sitrep like a raider faction, allied faction, or enemy encounter type changer will only bring one of these sitreps types into play if multiple are rolled. I recommend using the 2.0 categories feature to address this.

Full Credits
  • RealityMachina: Development of Original Sitrep Mods and Code
  • NightNinja54: Additional development for multiple sitreps and categories
  • RedDobe: Code recommendations for more appropriate sitrep rolls

Please let me know if you encounter any bugs or discrepancies. I hope you enjoy!

Collections


Popular Discussions View All (5)
58
5 Jul, 2023 @ 9:30am
Questions pertaining to the categories feature
ZiggyTouyeul
10
6 Feb @ 12:17pm
Config file share
Drakten
23
11 Mar @ 6:46pm
PINNED: Sitrep Names - Please add on!
NightNinja54
444 Comments
JeffbotClassic.TTV 17 Jul @ 8:18pm 
I'm sure there is no way to fix this problem but is it possible to make it so if I had 4 different raider faction sitreps on one mission, that none of them spawn on the same team? I know the problem with eteam_1 and 2 but I'm just wondering if anyone has a solution.
Max 23 May @ 9:10pm 
Heya, small thing, don't know if you give a shit but i figured i'd point it out - you seem to have accidentally built the mod with the preview thumbnail for your Cerberus Trooper enemy mod, you can see this when selecting the mod in the AML.
Gentleman-Velociraptors 28 Apr @ 6:08am 
@JeffbotClassic.TTV Well, yes. However, if those Sitreps are also in another group, that means that the Sitrep can still spawn.

For example, Lets say in Group 1, you have Sitrep A and B.

But in Group 2 you have Sitrep B and C.

This would theoretically allow Sitrep B to spawn with Sitreps A or C, depending on how the selection process rolled.

@EdFenris That's odd. Which Sitreps are you using? The Faction Mods have 2 associated with them.
JeffbotClassic.TTV 27 Apr @ 9:24pm 
So I thought I knew how the "grouping" in the second section worked but maybe not? I thought If you listed sitreps in a group (in the group section) that they would not appear together, once one was picked in the group it wouldnt pick any other from said group but I just had it happen in a game, was I wrong? Again this is the group section not the sitrep section.
EdFenris 11 Apr @ 5:25pm 
I have almost all of the 3rd party faction mods, but when they appear on a mission, they ally with the advent, how can i make be hostile to advent too ?
Kevin the Skull 5 Apr @ 9:18am 
You may have already answered this question for someone else, but the mod name on the launcher is just "MultipleSitreps" correct?
Gentleman-Velociraptors 27 Mar @ 5:36am 
AFAIK, this is not compatible with Long War of the Chosen. That mod also modifies the SitRep system as well, making it incompatible.
MizKai 27 Mar @ 4:19am 
works with lwotv?
Gentleman-Velociraptors 4 Dec, 2023 @ 4:36pm 
It's honestly just pure RNG at that point. The issue is that if you have 3 set to 100%, they will always roll those categories, so you'll never get anything from the lower percentage categories.

Each time a Sitrep is rolled, each category is rolled once, and skipped if a sitrep was already chosen from a category.

So, for example. lets say you have a category at 100%, that one will always roll. It will skip Category 1 and jump to roll category 2.

but category 2 only has a 25% chance. It has a 1/4 chance of rolling an active sitrep in the first place, and then it will roll the sitrep it will select. If Category 2 isn't selected, it then moves onto category 3 and so on.

My recommendation is to just up the average sitrep chance across the board.

One at 100%, the others no higher than 95%
JeffbotClassic.TTV 3 Dec, 2023 @ 6:21pm 
So lets say I had 1 category set to be able to pull up to 3 from, and the chance was set to 95. For what reason would I only have 1 thing pulled from the category when I have the max set to 3 as well. (everything else is set below 80 percent.) is it just RNG where I'm getting really shit rolls or am I missing the reason it's only pulling 1 from the category of 11 sitreps?