XCOM 2
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[WOTC] Unit Flag Extended
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13 Nov, 2020 @ 11:07am
17 Jul, 2024 @ 7:37am
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[WOTC] Unit Flag Extended

Description
What is it?
This is a re-upload of a vanilla port. I failed to contact the original authors, but I think my changes are substantial enough to warrant a new mod.
This mod follows in the footsteps of Additional Icons and WOTC Additional Icons

So what does this do?
This mod, like the two it is based upon, expands the 'UI Unit Flag' display to have more information. This includes new icons for display and a loot indicator.
By default it will display Loot, Damage, Aim, Defence, Mobility, Will and Health.

That sounds just like the other versions ... what's new?
Well, first is the inclusion of all stats, Loot, Damage, Aim, Defence, Mobility, Dodge, Hack, Will, Health, Psi Offense, Shields and Armour.
You can toggle by config whatever you want.
You can also set to display on multiple lines if it exceeds the bar length(on by default).
  • I have made a new set of icons for all stats, except loot, which is a re-scale of the original.
  • Each stat text can now be individually coloured
  • Each stat icon can now be coloured
  • Mobility can be displayed as the stat or 'in tiles'. Defaults to stat.
  • Will can be displayed as actual stat or % of max. Defaults to %.
  • Health can be displayed as current/max or just current.
  • Loot can be toggled to only display after scanning protocol, battle scanners or scouting by Reaper target definition. Defaults to shown, no scanning needed.

  • FIXES: the damage stat now includes breakthrough damage bonuses
    Damage looks at Secondary Weapon Damage if Primary Weapon Damage is 'none'
    If still 'none', or no Weapons found, attempts to calculate min-max from Perks ...
    This should help show damage for melee enemies like Faceless and Chryssalids.
  • FIXES: Status effects on the unit are now displayed. Coloured Icons are an option.
  • FIXES: the offset for focus bars, including from mod-added CHL focus bar
    (the CHL bar is the one used by classes like Akimbo, Samurai, Proficiency Heroes)
  • FIXES: the offset for all alien rulers, including modded rulers
  • FIXES: the offset for when a soldier is bound or grabbed from a number of sources
  • FIXES: the offset for environmental objects like Psi Transmitters.
    (these will also only display their health)

  • The WOTC Will bar can now be toggled on/off and recoloured.
  • The Health and Shield bars can be hidden for both enemies and friendlies.
  • The Health and Shield bars can be recoloured to the team colour.
    By default the health bar is coloured and enemy shields.
    Frost Legion Damage Reduction Shields are now 'frosty' blue.
    Rulers have individual colour settings for their Healthbars. Defaults in the screenshots.
  • The Name can be coloured by team colour. Defaults to 'yellow/gold'.

  • Includes the HUD Target Icon next to the name.
  • Config Option to display the bars in set segments
    - with a %fill based on current/max (off by default)
  • Config Option to hide the cover shield icon
  • Config options.. lots of config options...
Known Issues
  1. Basegame has an issue where the UIUnitFlag sometimes fails to initialise and display.
    A save/reload should fix this. Added a console command that might fix this: RustyFix_UFE_RefreshUnitFlagOfActiveUnit > refreshes the unit flag of the currently active/selected unit [/stike]
    ~ Command does not fix, it actually makes it worse ;(
  2. Reload/Mid-Tactical Load, sometimes has an issue where the display scrunches up.
    See the screenshots. A blue move/action should fix this.

  3. Base game has an issue where the Shield Preview bar locks to flashing until an action is committed to, I tried to fix this but couldn't, the issue lies in the flash code not resetting the preview correctly. I have a fix by MCO in this mod, however it conflicts with Gotcha Again so is disabled by default. See the Update notes for 29th January 2021, v1.7.
    This MCO is not required at all with Gotcha Again Redux
  4. If you recolour the enemy shield bar/ablative HP and an ally unit gets mind-controlled the ablative bar gets recoloured to the enemy colour. It does not reset back to friendly colours. (Normal health bar works as expected). While this is undesirable I'm not going to fix it, as I think it's a cool little nod to 'this unit was mind controlled this mission'.
Compatibility
Overwrites UIUnitFlag by MCO and will NOT work with any other mod that does so, such as;
WOTC Additional Icons
Show Health Value WOTC
Numeric Health Display WOTC
Tactical Information Overhaul

Works with YAF1 Autopsy Required , which has settings to control the display of information from this mod.

Works with Extended Information and Gotcha Again Redux.
Not for Vanilla. Works with LWotC and CI.
Can be enabled mid save, mid campaign.

Credits and Thanks
As always many thanks to the good people of the XCOM2 Modders Discord.
Particular thanks to Iridar, Robojumper and Xymanek for help with the flash/UI aspects
And thanks to Grimy, SFlo and Alketi for the original mods.

Other Links
Mod is now built using X2 Mod Build Common [github.com]
Project is hosted on GitHub GitHub Link [github.com]

~ Enjoy !! and please buy me a Cuppa Tea[www.buymeacoffee.com]
468 Comments
Gerishnakov 17 Dec, 2024 @ 8:00am 
@Big Brain Tedjam intentionally disables the loot indicators.
Big Brain Time Thanos 17 Dec, 2024 @ 6:33am 
I'm using this along with ted jam and I can't see loot indicators but everything else seems to be fine. Any ideas how to fix this issue?
Loginnathan 26 Nov, 2024 @ 6:26am 
Yeah, I managed to figure out what was the issue. I had the regular version of this mod installed at the same time.
RustyDios  [author] 26 Nov, 2024 @ 5:52am 
This mods internal name is "WOTCLootIndicator_Extended"
I don't know of any mods that are incompatible that are not already listed in the description.
Loginnathan 26 Nov, 2024 @ 12:46am 
There is a mod that mentions a incompatibility with a "WOTC Loot Indicator" mod, but it doesn't tell me what mod it is specifically
RustyDios  [author] 7 Nov, 2024 @ 4:41pm 
Ranting is okay as long as it is constructive and not not abusive :)

There's a lot of things that control the visibility and alpha channel, it's almost too much to want to tinker with it as it takes into the current teams, the perk in use, the camera position, the target camera, if the unit is peaking around cover or not, distance between the unit selected and everything else, possible targets, friendly or enemy ...

... and then it splits all that across the Unit Flag itself, the overall Unit Flag Manager, the visibilty manager, and the various xcomgamestate_unit's affected.

Then we hit issues with things like Gotcha Again (Redux) which most people use, that overrides and changes the Flag Manager to do all of it's things.

So it's not an easy thing to adjust is what I'm getting at :) but it is a valid point to note for future investigation.
Moofrog 7 Nov, 2024 @ 4:28pm 
Yeah its a base game issue. Is it possible to change rules for visibility and the alpha-channel fade somehow? Gonna have to dig further into that config file :trolol:
Moofrog 7 Nov, 2024 @ 4:18pm 
@RustyDios Sorry about my rant. I just noticed myself its the same but slightly different maybe its just text size. You are not to blame. Its just weird experience with "superseding". You definately have more customisation options available and doing great work.

PS: I will see if units on the ground have the same issue with their hp bar being shown on other levels as well. Thats what I mean. You have units standing on the bridge and units standing below/beneath that bridge on the ground. And their HP bars have the same colour and same priority. I should have made a screenshot.
RustyDios  [author] 7 Nov, 2024 @ 3:57pm 
I'm very sorry you had a bad experience with this mod.
I'm unsure of what you mean by "clipping through the bridge", the Unit Flags use the same rules for visibility and alpha-channel fade as Additional Icons. Nothing is changed in that area.

I know that MCM would be a much-loved feature but it simply can't do what this mod allows you to do by config. I'm sorry that editing a text file is too much of a pain for you, or that the comments and instructions were unclear.
Alakhai 9 Oct, 2024 @ 11:09am 
Thanks so much! It is all there, now I have to lern, how to use it. Many thanks :)