XCOM 2
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[WOTC] Silent Throwing
   
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11 Aug, 2021 @ 8:09am
31 Mar @ 7:10am
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[WOTC] Silent Throwing

Description
What is this?
This mod uses a hook in the CHL to allow changes to the Lost Spawn Noise Increase for any grenades used.

Why the mod?
So the Lost Spawn increase value is the background number that decides when a new lost wave will appear on missions that contain the lost.
Everything you do contributes to this pool, every ability has a value set, even if the value is 'increase by 0'.
This poses an issue with grenades and grenade launched items, as they take their value from the throw ability, without respect to the type of grenade.

This included for things like throwing a Proximity Mine ! Which in my opinion should cause little, to no, noise. The explosion, yes have that call Lost ... but the throw of a mine having the same Lost calling power of a plasma grenade? This was not correct balance for me.

It feels good to finally come around to a working solution.

Funnily enough this was something I wanted to do back for my very first mod over 2years ago: Non-Concealment Breaking Mines , but at that time it was impossible.

Works for both thrown grenades and grenades launched from a Grenade Launcher.

Config
Everything this mod does can be controlled from the XComSilentGrenades.ini config.
I have set up default values for a lot of stuff. If an item is not in the config then it will default to the standard value (30 for grenades).

As well as making throwing mines and pipe bombs silent, I lessen the sound from most Smoke Grenades and Concussive Grenades.
I'm also lowering EMP Grenades slightly, and doing the reverse in giving the Lost Lure a huge boost.
Its all config editable.

Credits and Thanks
Many thanks to the XCom2 Modders Discord for continued support.

~ Enjoy !! and please buy me a Cuppa Tea [www.buymeacoffee.com]
21 Comments
Duk of Deth 20 May, 2023 @ 8:11pm 
After all, using a Battlefield Scanner won't break concealment and those are thrown.
Duk of Deth 20 May, 2023 @ 8:10pm 
Is it possible to mod the Lost Lure so using it doesn't break concealment?
RustyDios  [author] 3 Apr, 2023 @ 4:24am 
Should be, to my knowledge.
zin 3 Apr, 2023 @ 3:30am 
Is this compatible with LWotC?
Stukov81-T.TV 7 Jul, 2022 @ 11:40am 
would it be possible to adjust the sound volume of an ability that has nothing to do with grenades and is not coming from an item too ?
Lythar 15 Feb, 2022 @ 7:51pm 
... I feel very dumb because I forgot the lost lure existed.
RustyDios  [author] 15 Feb, 2022 @ 12:16pm 
That is what the Lost Lure is for ...
You could technically add a Lost Lure effect to all thrown items, but that will only tag enemies in that area .. you can't make the lost swarm to "a point in space of contact" ...

Doing that to all thrown items is outside the scope of this mod imo.
Lythar 15 Feb, 2022 @ 7:05am 
So out of idle curiosity, since this mod is an absolute delight, is it possible to make the Lost actually move towards where things are thrown rather than towards whoever threw them? Because if I can throw mimic beacons and proxy mines and get them to just trigger a stampede of the Lost on ADVENT soldiers, that'd be pretty great.
miku567 28 Nov, 2021 @ 3:26pm 
understood, thanks for the mod though
RustyDios  [author] 28 Nov, 2021 @ 3:10pm 
No. You need to adjust the config .ini directly.
Sorry the MCM is a complex piece of code that I still haven't fully grasped how to work it.