XCOM 2
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[WOTC] Stukov's War Dark Events
   
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2.460 MB
2022. jan. 23., 13:09
máj. 9., 11:23
41 változásjegyzék ( megnézés )
Ennek az elemnek a használatához DLC szükséges.

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[WOTC] Stukov's War Dark Events

2 FearTheBunnies készítette gyűjteményben
OneGrumpyBoi Season 3 Modlist
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OneGrumpyBoi Season 5 Modlist
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Leírás
About Stukov81-T.TV
Stukov81 is a streamer who has created a lot of custom goodies for XCOM 2 using the tools other modders have created.

These are those goodies.

Be sure to catch his stream on Twitch! Stukov-81 Twitch Channel[www.twitch.tv]

About This Mod
This mod adds a signinficant number of dark events designed to integrate multiple enemy mods into the greater ethoshphere of XCOM 2 Dark Events.

Some quick numbers about the Dark Events in this mod. Note: This utilizes the DLC gating mechanism in Dark Event Manager so that required DLC is present before a Dark Event shows up, to keep irrelevant Dark Events from flooding your pool.
  • Total number of Dark Events added: 210
  • Dark Events affecting all sorts of things: 122
  • Dark Events affecting only Lost: 8+2
  • Dark Events affecting only Rulers: 5
  • Dark Events affecting only Chosen: 13
  • Dark Events affecting only Factions: 20
  • Dark Events affecting XCOM: 39
  • ADVENT Ultimate Dark Events: 1 (100% chance to appear at Force Level 20, lasts for a full year, and will make your game near impossible to beat if you let it through)
  • Total number of added Dark Events that also affect basic Troopers: A lot. Troopers get mean, yo.

Version 2 Changes
Now uses the Dark Event Manager to handle dependencies, so you will need to make sure and subscribe to that to properly filter DE's that otherwise would not work right.

Also has the added benefit of not requiring all the perk packs it used to!

Stukov's Design Philosophy
Stukov designed this set of Dark Events to give significant variety when playing with Grim Horizons (permanent Dark Events) and increasing the number of Dark Events per month.

Core Required Mods

Perk Providers
These community mods provide the perks that these Dark Events use, so you will need to get one, some or all of them to maximize the number of Dark Events added.

These MUST be added to get the Dark Events requiring them. Any perk pack NOT added will disable any Dark Event using a perk from that pack.

F.A.Q.
  • Q: Do the Dark Events require any and/or all of the enemy mods?
  • A: No, they don't. All Dark Events can be used with just base XCOM2 units if you wanted to. Each of the enemy mods listed in the discussion are 100% supported by these Dark Events as well.
  • Q: Do I have to have all the Perk Providers?
  • A: Nope! There are some perk providers that will enable a bunch of DE's and there are some that are required for 1 or 2. If you want to know what provider triggers which Dark Event, look in the configs!

Enemy Mods Affected
To find the complete list of ALL enemy mods this affects (120+ enemy mods), they are listed in this discussion: All Enemy Mods Affected

Compatibility
Should be compatible with pretty much everything.

Thanks
  • Stukov81-T.TV for his great creativity!
  • h4ilst0rm and TePª for their great work in the Build-A-Dark-Event that makes this all possible!
  • Favid, Mitzruti, xylthixlm, DerBK, Kiruka, Deadput, RealityMachina, HoneyTheYellowBear, NotSoLoneWolf, and BStar for their great perk packs.
  • Kiruka for some great ideas for Dark Events
  • All of the many great mod authors for their enemy packs which this creates dark events for.
Népszerű témák Összes megnézése (1)
0
2022. jan. 23., 13:15
All Enemy Mods Affected
FearTheBunnies
65 megjegyzés
Scroller szept. 17., 11:31 
@FearTheBunnies - That sounds like a good compromise. I'll give it a go once I get back to the game (probably the weekend). Hopefully it'll only take that to stop it crashing. Thanks.
FearTheBunnies  [készítő] szept. 17., 10:29 
@Scroller In this situation I would recommend making a small config tweak to cap the number of Lost reinforcement waves that can spawn.

In "XComGameData.ini" change the following:

[XComGame.XComGameState_BattleData]
-LostMaxWaves=-1
+LostMaxWaves=5

This will create a hard cap for the amount of lost that can spawn.
Scroller szept. 17., 10:02 
@FearTheBunnies - Thanks for getting back to me. The issues are that it causes noticeable delays during some missions that may actually be cumulative. Also, there have been situations where a swarm appears, several get killed and detonate, which brings another swarm immediately after the first. The same thing then happens again (some soldiers have Trigger Happy) and can actually keep happening unti the game crashes. This has happened a number of times because Lost World is active (and not temporary). I've been able to mitigate these issues by trimming the number of Lost with the console but I don't always have the chance due to the occasional swarm cascade.

All that said, I really like the idea (and the amount of damage it causes to Advent buildings is quite satisfying) but it makes the game unplayable at times.
FearTheBunnies  [készítő] szept. 17., 8:55 
@Scroller Yes, this is the mod. What issues are you having?
Scroller szept. 16., 9:58 
Is this the mod that introduced the 'explosive Lost' dark event? I've had a bit of an issue with it and wonder if anyone else has had the same issue.
Tacoaloto máj. 14., 14:13 
@FearTheBunnies thank you! I just tested and this fixed the DEs not showing. It was a lot of manual work but eh, the pain one goes through to mod this game.
FearTheBunnies  [készítő] máj. 14., 12:26 
@Tacoaloto I think this is a weird interaction with how existing games handle the creation and management of Dark Events. My hunch is that your existing game had state objects created for ALL S:DEs and then when the DE Template was no longer being created it suddenly caused everything to "show up" when it shouldn't. I apologize that this update borked your game like that.

This issue sucks, and I'm sorry it affected you. From all research that I've done, it looks like creating a new campaign will not have this issue. This will only occur in an existing campaign. To fix this you will have to manually edit your local copy of this mod to remove the DLC="" lines from each DE definition, which will put them all back into your game and it should behave like it did before this update.
Tacoaloto máj. 14., 11:50 
I just started a new month, I have 6 dark events.
Project: Tesla Rage 1 shows up fine
Project: Lore Discipline shows up fine
Rest are
ERROR: No loc for AbilityDarkEvent_DE_Headhunter
ERROR: No loc for AbilityDarkEvent_DE_BattleTrainingSup
ERROR: No loc for AbilityDarkEvent_NoCrit_Rulers
ERROR: No loc for AbilityDarkEvent_Savages_Shield_II

The strange thing is, I can see all of these within the .loc file, so I'm not sure why my save is not picking them up.

Also 2 of them completed immediately upon hitting "Continue," so that's even weirder.
FearTheBunnies  [készítő] máj. 10., 11:01 
Could you please give me a few examples of the ones that have bad localization so I can dig into it? Please and thank you.
Tacoaloto máj. 9., 21:29 
With the New mod update, I have a lot of Dark Events that are showing Localization Errors. Is this because the attempted dark event does not have a target to apply to (aka not downloaded mod?)