XCOM 2
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[WOTC] Dark Event Manager
   
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20 Jun, 2022 @ 8:53pm
8 May @ 1:28pm
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[WOTC] Dark Event Manager

In 3 collections by FearTheBunnies
OneGrumpyBoi Season 3 Modlist
582 items
OneGrumpyBoi Season 4 Modlist
463 items
OneGrumpyBoi Season 5 Modlist
600 items
Description
About This Mod
Very simple mod that allows for disabling Dark Events via config.

Dark Events can also be disabled when Chosen are defeated, so no more Wild Hunt showing up when all three Chosen are defeated! By default, Spider & Fly, Left Behind, Wild Hunt, The Collectors, and Made Whole are added to this functionality.

Config Options
  • DisabledDarkEvents: Simple array that the Dark Event name can be added to turn it off. By default, NO Dark Events are disabled.
  • DLCGatedDarkEvents: More complex option designed for other Mods to utilize where Dark Events can be toggled based upon what DLC/Mods are installed at runtime. By default, NO Dark Events are gated.
  • DarkEventTiedToChosen: Simple array of Dark Event names that will be disabled once all three Chosen are defeated. By default, Spider & Fly, Left Behind, Wild Hunt, The Collectors, and Made Whole are added to this array.
  • DarkEventTiedToAssassin: Simple array of Dark Event names that will be disabled once the Chosen Assassin is defeated. By default, Loyalty Among Thieves for the Chosen Assassin is added to this array.
  • DarkEventTiedToHunter: Simple array of Dark Event names that will be disabled once the Chosen Hunter is defeated. By default, Loyalty Among Thieves for the Chosen Hunter is added to this array.
  • DarkEventTiedToWarlock: Simple array of Dark Event names that will be disabled once the Chosen Warlock is defeated. By default, Loyalty Among Thieves for the Chosen Warlock is added to this array.

Config Options (Experimental)
These config options should work as advertised, but if they don't please let me know in the comments so I can try and debug/fix issues.
  • ForceActivateDarkEvents: Array of Dark Event names to be turned on at all times in a game. Any Dark Event listed here will be disabled from showing up as a choice in normal gameplay, is hidden from the UI, and the effect will always be active. This makes Dark Events more like "game rules" instead of temporary modifiers. Requires loading a Strategy Save or starting a New Game. DO NOT LOAD MID-TACTICAL WHEN ADDING NEW DARK EVENTS TO THIS LIST.

Compatibility
  • Should be compatible with most everything out there. Let me know if you find anything that doesn't play nice!
  • Fully compatible with No Lost World by Mitzruti which also disables Dark Events. Any Dark Event listed in that mod is functionally equivalent to adding that Dark Event to the DisabledDarkEvents array in this mod.
  • Fully compatible with Chosen Dark Events Fix by RealityMachina which also adds Chosen keep alive checks to certain Dark Events. The Dark Events that mod touches is functionally equivalent to adding the Dark Event to the DarkEventTiedToChosen array in this mod.

F.A.Q.
  • Q: I disabled a Dark Event using Dark Event Manager after it has spawned into my game! Why is it still there?
  • A: Dark Event Manager just modifies the Can Activate criteria of a Dark Event, meaning that when the game goes to add new Dark Events to the list it will ignore the ones that Dark Event Manager disabled. Once it has been added as an active Dark Event, there is nothing that can be done except wait for it to go away on its own.

Thanks
  • Stukov81-T.TV for his Dark Events pack inspiring the need for this kind of configurable control around Dark Events
57 Comments
FearTheBunnies  [author] 3 Jul @ 9:44am 
By default, it works like a bug fix and any other mod that requires it will "just work". If you want to manually tweak things, you will have to edit the config files for this mod.
turtlegentle 2 Jul @ 11:45pm 
how to use?
jahsinha 4 Jun @ 5:30pm 
Didn't work. This is how it looks in my ini

; Example:
; +ForceActivateDarkEvents="USE_A_REAL_DARK_EVENT_NAME_HERE"
; +ForceDeactivateDarkEvents="USE_A_REAL_DARK_EVENT_NAME_HERE"
+ForceDeactivateDarkEvents="AbilityDarkEvent_DE_MechReboot"
FearTheBunnies  [author] 4 Jun @ 6:14am 
@jahsinha The actual name of the dark event that is generated by the Build-A-Dark Event mod would be "AbilityDarkEvent_DE_MechReboot". Give that a try and see if it clears up.
jahsinha 4 Jun @ 12:02am 
Judging by the FAQ, the force deactivate command you have in the ini doesn't work? I have one dark event I want out of the game ( effect is sustain on Robots; it's called eternal sparks. tempate name is "AbilityDarkEvents.DE_MechReboot). It's spawned already and neither console "deactivate" or the mod is working to take it away. Strategy saves.

My Last option is to console spawn the Remove chain right away ( don't know how to do this) so I can eliminate then have the mod work after. Help?
FearTheBunnies  [author] 11 Apr @ 6:25pm 
Yes
Talon 11 Apr @ 5:34pm 
Is this compatible with Grim Horizon Lite?
Deacon Ivory 10 Apr @ 3:48pm 
Permanent Dark Events opens up so many paths to chaos and mayhem. Cheers, this is brilliant Bunnies!
LeyShade 9 Feb @ 2:27pm 
@FearTheBunnies - thank you for your generosity. It's gratefully received on behalf of all ❤️
FearTheBunnies  [author] 9 Feb @ 2:10pm 
All good. I was in the process of working on mods anyways and it intrigued me. Strike while the iron's hot and all that.