XCOM 2
[WOTC] Unit Flag Extended
509 Comments
huntersorce20 8 Sep @ 3:23pm 
thanks @Dragon32, that worked.
Dragon32 8 Sep @ 8:11am 
@huntersorce20
I'd imagine this
bUseColouredStatusIcons = false
huntersorce20 8 Sep @ 1:03am 
i'm a bit lost in the configs, what do i have to change in order to get the different colored status icons i see in the last image on the mod page?
Spanks 6 Sep @ 7:07pm 
I'm genuinely just curious how it actually works, but also curious if I can tweak how it works as well. *shrug* I'll see if I can make heads or tails of it. Thanks again!
RustyDios  [author] 6 Sep @ 7:01pm 
Um, get the SDK, open the UE Editor and load any map. It's a bit convoluted as to how environmental damage actually impacts the world parcels. I am not sure what script actually controls it, but I also don't that displaying the health of the map is going to work very well -- if that is where you're heading with it.
Spanks 6 Sep @ 6:55pm 
Gotcha, thanks! I'm still a little confused on the actual programmatic difference between HP and damage thresholds though, can you recommend a good resource on how to pursue this line of research? I don't want to clog up your mod comments
RustyDios  [author] 6 Sep @ 5:20pm 
That's not possible because most destructible objects do not have a HP system like like that, they have a damage-thresholds system, too much damage from one source is enough to weaken the destructible or destroy it.

These values are stored in the map/pcp's on the actual object.
Spanks 6 Sep @ 5:16pm 
Is it possible to see the HP values of environmental objects using this mod? I don't mean targetable objects, I mean objects like trees, walls, etc. Failing that, do you know where such values are stored?
EvilBob22 26 Aug @ 9:30am 
Have you tried setting numSegments_Health to 1?
Dragon32 26 Aug @ 6:47am 
@Gh1zm0
By default it'll show current Health as a number in the stat block. You can configure it so maximum Health is shown as well as current, so 10 / 14 etc. The pips are still there though
Gh1zm0 26 Aug @ 4:11am 
Im not sure where to look. But would there be a way to get the health bars to show up as numerical instead of pips with this mod as well? Since it is incompatible with the other mods that provide this change.
gz331903 23 Aug @ 7:21am 
when i use this mod,i can not see the boss Health.other is normal
Dragon32 27 Jun @ 7:24am 
@Saiya
Cool, glad you got it working
Saiya 26 Jun @ 8:41pm 
@Dragon32
Thanks a lot, i indeed had 2 of those problems (remove -regenerateinis, and delete XComEngine.ini)
Finally my UI momds work! (fixed Cost Based Ability Colors too)
Dragon32 26 Jun @ 7:22am 
@Saiya
Have a look at this, whole page is worth a read
https://old.reddit.com/r/xcom2mods/wiki/mod_troubleshooting#wiki_the_game_is_not_loading_mods.21

I'd clear your user config. files for one.
Saiya 26 Jun @ 6:19am 
just absolutely can't get this to work
even when i unsub from all mods except this one + community highlander + Alien Hunters comm highlander
no matter how many times i reload or restart

Is there a log file somewhere so i can try to see why ?
RustyDios  [author] 20 Jun @ 3:30am 
Shields/Ablative are normally orange by default. That is the base game colour for them. The pip bar sits as the top row of pips as shown in the image showing the breakdown. This also is the same as vanilla.

This mod does change *enemy* shield colour to match their health colour by default (or blue for frosty shields), but by default it leaves XCOM shields orange. The position of the shield pip bar remains the same.
littlek0i 20 Jun @ 2:56am 
Ah, I've figured it out. So shields are "orange" for some reason. Changed the color in local config to prevent confusion.

Sorry, my bad!
Dragon32 19 Jun @ 9:51am 
@littlek0i
Image 11 of 16, above, shows how shields have always been displayed for me with this mod, is that not how it looks for you?

Check around in the .ini, there's a lot of configuration possibilities in there.
littlek0i 19 Jun @ 8:19am 
Everything works great, except one thing. I cannot find how to enable shield pips for player characters. Is it possible? Numeric shield works fine.

Shields come from "Delta Strike Redux" mod.

I also have "Gotcha Again Redux" installed.

Thanks!
ZeZo 18 Jun @ 10:00am 
Thank you.
RustyDios  [author] 18 Jun @ 3:10am 
1. No, I looked into it before but the class icon bugs out and resizes itself, I couldn't figure out why and gave up trying to make it work

2.There is no way to easily change the colour of xcom, advent, lost or resistance/civilians... but through the highlander you can change the colours of the faction teams.
ZeZo 18 Jun @ 3:05am 
Got a couple of questions:

1- Is there a way to show the soldier's class icon instead of the default Xcom icon?
e.g. show the Ranger class icon (skull) instead of the current icon.

2- I know I can toggle the color of the names to match the team color, but is there a way to change the team color itself?
e.g. Advent's team color is red, can I change that?
Wrath 5 Jun @ 10:35pm 
@EvilBob22 I just subbed, thanks champ !
EvilBob22 4 Jun @ 10:14pm 
That's from the raider mod setting the team color to blue (or not setting it at all and getting the blue default color). I ran into the same thing with the Global Occult Coalition raiders, it was one of the reasons I made a mod to force the team colors for raiders ( Consistent Team Colors ).
Wrath 4 Jun @ 8:02pm 
Hello
Some raiders factions appear with a 'friendly blue" health bar
Still targetable, killable, and definitely hostile but... friendly UI lol

Just for you know
Thanks for the great mod
RustyDios  [author] 8 May @ 12:52pm 
otherwise it may be because of this setting;
ESTI_ICON_SIZE = 42 ; ICON SIZE FOR STATUS ICONS
RustyDios  [author] 8 May @ 12:51pm 
Did you adjust anything in the configs? particularly this setting "bDISABLE_NEW_STATUS_ROW" .. because status icons should no longer show-up in the area you mentioned, but in an entire new row
Hasnina 8 May @ 11:18am 
Hi thanks for the amazing mod.
im having a problem with status icon https://imgur.com/a/bug-NOID8RB
they are way bigger than the other icon and dont know how to fix it.
RustyDios  [author] 27 Apr @ 9:00am 
:( it's a long-standing bug I can't figure out or fix. I don't know what causes it, or how it happens. IT is supposed to be auto-fixed on a new round starting but even that isn't 100% effective.

the unit flag just gets somehow quite literally burned into the visual system, it doesn't even register as a flag anymore. mostly seems to happen with chosen.

the only known true fix so far is fresh load.
Kei 27 Apr @ 7:06am 
I’ve been using this mod extensively and have found it extremely helpful. Thank you so much for all your hard work.
I do have one question, though: in tactical mode, I sometimes encounter an issue where a unit’s health bar gets stuck on the screen and stays visible even when I move the camera — almost like a burn-in effect.
Reloading the save clears it (so it’s only a minor inconvenience rather than a serious issue), but I was wondering if there’s any way to fix it.
Phoenix 20 Apr @ 5:54pm 
Oh ok gotcha I thought I was going crazy haha. Thanks for letting me know :)
RustyDios  [author] 20 Apr @ 5:50pm 
Weirdly enough that is an optical illusion. All the icons+buffer are the same size and spaced exactly the same way. It's the same code loop that spaces everything.
It looks weird for the dodge icon because the arrow itself has more deadspace around it, but it's still a 32x32pixel square.. with a 5pixel buffer to the text ...
Phoenix 20 Apr @ 5:40pm 
Hey Rusty I just noticed something that bothers me a little bit. It seems that all the icons are evenly spaced except for the dodge number and health icon which are close together relatively. I believe it's because the dodge number is farther from its icon compared to the other icons. https://imgur.com/a/EzjZtcB (It's easier to see if you download the image and then zoom in on it).
RustyDios  [author] 21 Feb @ 12:44am 
no, not really. The configs are too extensive for MCM and better adjusted directly in the files.
I kind of hate implementing MCM options... yes it's great as a player feature.. but it sucks as modding experience. Just time consuming and unfun to do.... maybe one day, but it's not going to be any time soon, don't want to get your hopes up.
Medicman 20 Feb @ 11:20pm 
Chance this could get an update for Mod settings to add just a toggle for on/off for certain features?
RustyDios  [author] 14 Feb @ 12:39am 
Hmm, fair comments.
There's options in the configs of this to turn off the armour pip and display it as numbers.

Funnily enough the bars length does have a maximum size, where it will keep dividing instead of growing.. but there's also options in the config to display "one solid bar as a percentile" (just like another similar mod).

The default setup of this mod is great for a 'general' play, I feel the configs are extensive enough that you should be able to tweak it to however you want things to display honestly.
ArtanisKAI 13 Feb @ 9:39pm 
Just an opinion, especially to Rusty, i never used this not because of any issue, but because it kinda clashes with the setting i want for my own heavy mod play, which also includes higher number values, so the bars seems harder to use than the numbers only which another mod can do. My gripe is that, the armor value, at higher number which is needed for my modded configs, makes the hud looks very cluttered with nothing but yellow shield icons. Also at very high soldier HP, the bar becomes so big it becomes nothing but lines. This is a great mod on normal configs, but at my custom calculated high numbers it's not.
radgeRayden 13 Feb @ 6:11am 
Yeah I read about that as well, I'm not too convinced it's to do with this mod but thought it was worth a try. Well also a surprised it's not a common thing, now I have to figure it out :p
RustyDios  [author] 12 Feb @ 10:30pm 
I can't say I've ever had that issue with this mod.
There was a much older vanilla UI bug that got fixed in WotC that did something similar. Pretty sure there's a mod by Robojumper that fixed it, vanilla only though.
radgeRayden 12 Feb @ 1:56pm 
Is there a way to fix action points not being shown after mind controlled soldiers are returned?
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.