XCOM 2
[WOTC] UFOpedia & Bestiary
217 commentaires
JM_Vegan 30 oct. à 7h28 
Geat mod! Really enjoying it boys ;). BTW in the pics I can see there's a KIA screening... but for the life of me I can't fint it out in my game. Where is it or how do i enable it? (I use LWOTC btw)
Venator 16 oct. à 9h39 
Thanks, much appreciated
RustyDios  [créateur] 15 oct. à 12h25 
In the xcomgame.ini comment out or remove all the entries for "WeaponsThatCanScan" and "GremlinsThatCanScan"
Venator 15 oct. à 11h44 
Which is the correct way to config out all the "scan" abilities (gremlin, battlescanners, everything) for the bestiary entries, and only have the entry appear for kills?
bamboocarpet 12 oct. à 4h49 
Man, another mod I was certain was part of vanilla.
RustyDios  [créateur] 2 aout à 21h22 
Oh, in that case.. any text we pull from the base game is in the same place.. but otherwise 99% of the stuff here we wrote ourselves.. or more Kexx wrote it, and I edited it.
william09703 2 aout à 21h13 
Oh, I mean if there's any texts from original game. but looks like it's pretty much all custom, sine I'm almost half done here
RustyDios  [créateur] 2 aout à 10h06 
um, in the XcomGame.int file in the localisation folder ... you can open the file with any decent text editor, like Notepad++
william09703 2 aout à 3h20 
where can I find the entry texts in original game localization files? assuming most of them coming from?
Selmo 14 avr. à 7h56 
Yes, I gave them shields via loadout so that is why not shows up.
RustyDios  [créateur] 14 avr. à 4h15 
So, the Ablative stat in the bestiary can be a bit misleading. This is due to how the game does most ablative perks. The stat readout reports any permanent [eStat_ShieldHP] from the character stats and attempts to find any bonuses from equipped items.

The issue with ablative on most units is that it's not normally part of their character stats or from an item (like a vest) but actually a "temporary" buff applied on tactical mission start. Obviously as the bestiary is *not* a tactical mission it can't always report this stat correctly.

Even your example with Ballistic Shields actually uses the tactical-start-buff method for applying the ablative ... it is impossible for the bestiary to get this information as it only has the strategy layer/basic information to utilise.

The bestiary can only display information it is given access too.
I hope this explanation helps to clear up any confusion in the readout.
Selmo 13 avr. à 18h38 
I think you misunderstood, I'm talking about the bestiary. It clearly shows an ablative values but for some reason it's -- everywhere, despite some of the enemies should have some. And I checked my soldires here and still nothing but the picture #17 shows otherwise, so either my end or yours have a problem, thats why I asked where should the mod read the values.
Kexx  [créateur] 11 avr. à 17h37 
This mod doesn't alter gameplay behavior. Enemies and soldiers having or not having ablative armor is not pertinent to our mod. I suggest checking your other mods :)
Selmo 11 avr. à 16h50 
Where should this mod pull the ablative values? I just realized none of the enemies have ablatives despite some of them have some, and I testet my soldiers with ballistic shields and they don't shows any ablatives either.
QueenofSparrows 20 janv. à 21h17 
yeah :yellowwizard:
Ayanami 8 janv. à 18h54 
yeah:shen:
XpanD 8 janv. à 16h12 
yeah
Valor 8 janv. à 14h11 
yeah
RustyDios  [créateur] 8 janv. à 14h10 
additional addon?

you mean the required mod ?
Valor 8 janv. à 14h05 
Strange, because i cannot. meby i should download additional addon? Like a: "X2WOTCCommunityHighlander v1.29.0"? Because no matter what i do, i restarted steam multiple times, turn it off and on again, and nothing chenges.
RustyDios  [créateur] 8 janv. à 13h56 
That's not very descriptive of any issue you are having. I'm 100% certain the mod works as many people including myself use the mod.
Valor 8 janv. à 10h17 
I dont think it works
RustyDios  [créateur] 6 oct. 2024 à 21h01 
Unlikely to be this mod crashing your game to be honest. And it's been tested by myself and the LWotC dev (and others!) to work perfectly fine together. If you can't even finish the first mission then something else is likely to be an issue. Please feel free to join the XCOM2 Modding Discord or the LWotC Discord and share your modlist, logfiles and AML profiles and someone should be able to help you get set up.
Yushiko67 6 oct. 2024 à 16h38 
So, i started a new game with LWOTC and dependencies and i installed this mod too but idk why this thing crash my game, i cant even finish the first mission, i love the concept but i love playing the game too, pls fix it :(
Madzak 30 sept. 2024 à 11h48 
thank you! :steamthumbsup:
RustyDios  [créateur] 30 sept. 2024 à 11h06 
to turn off an MCO you comment out the line in the XComEngine.ini by adding a " ; " to the start of it ... but if you want to turn off the notification, there is an entirely different config toggle for that in the XComUI.ini > "bEnableBestiaryAttention" .. set this to false
Madzak 30 sept. 2024 à 10h09 
"Has an MCO for UIAvengerShortcuts.uc, this is optional and can be turned off with no major drawbacks. This MCO controls what base game buttons are shown on the Avenger HUD menus."

How do I turn it off? Delete it? Will this disable the notification on new enemy in bestiary?
RustyDios  [créateur] 21 sept. 2024 à 11h11 
Bestiary scan Unit.. is from this mod and is a scan to get that new unit into the Bestiary without the need to kill them. It's in place if someone wanted to turn off "auto register on kills"

It's not a "scan to reveal/target define" an unit
Ray 21 sept. 2024 à 9h58 
This is an amazing mod just wanted to ask what the interaction with your [WOTC] Holographic Scanning mod would be like since I scanned a unit and saw it become fully blue until the scanning was over before reverting back to normal totally not a big deal read through that mod description saying it's a part of vanilla game for it to remain blue if you scanned the unit from the other mod. I actually think I'll try scan a unit and then mind control/dominate it to see if it stays blue/holographic or revert back to normal.
starlancer 23 aout 2024 à 11h31 
Thanks for this gem mod ! Awesome one !
Soul 11 aout 2024 à 7h50 
I did get the chosen twice in a row on normal non-plot missions,like once or twice in the ton of hours I had with this mod.But heh it was the smallest of all the things that could've happen lmao
Sinapus 11 aout 2024 à 5h54 
Oh, that's an unsettling thought: Instead of teleporting to their fortress they end up stuck in the Bestiary unit on the Avenger.
RustyDios  [créateur] 10 aout 2024 à 21h59 
Yeah, super unlikely but technically possible. All of that extra stuff would have been super unlikely but technically possible. But it was possible. The most common manifestation though was the talking. The post-death talking was actually coming from the "alive" chosen in the Bestiary, and the Comms scripts just looking for "any alive in play/active" chosen ...
Sinapus 10 aout 2024 à 21h55 
Yikes. Never saw multiple Chosen, so it might be a rare occurrence.
RustyDios  [créateur] 10 aout 2024 à 13h34 
Yeah, for a while I actually considered gating the 'fix' behind a config toggle so people could decide to have the 'bug' or not ... but then I looked a little deeper into what the 'fix' also affects/fixes and decided that it 100% should not be an option!

-- Lets just say my discoveries were alarming and I'm shocked the bugged version didn't cause any 'more' issues (double/triple chosen spawns, more than one chosen dropped at any time, different chosen version in tactical to strategy, incorrect chosen strengths/weaknesses on the UI compared to the actual unit, more chances of chosen dropping in for missions back to back) ..... and possibly some other stuff .... and all this for the sake of [1] missed variable setting!!
Sinapus 10 aout 2024 à 6h46 
Aww... I figured it was this mod, since it started happening after I loaded it and encountered the Chosen on a mission. I liked it, figured they were sulking and such while being placed in the sarcophagus. Or maybe the Warlock is weeping into a tub of ice cream or something. A nice bit of unintentional hilarity. :-D
Soul 10 aout 2024 à 6h32 
(read patchnote) WAIT THIS WAS THE ONE MAKING THEM YAPPING AFTER DEATH???
I legit never thought it would affect that lmao so I never tried disabling it while looking for the culprit!
You know,in a way I got so used to it I might actually miss it.
Gguy 7 aout 2024 à 2h52 
@RustyDios Well, I already started my own custom campaign, but I'll keep your work in mind for future plays. Thanks for the clear up and good luck on future project.
RustyDios  [créateur] 6 aout 2024 à 17h27 
@Gguy
For OddCom Season8 it was indeed part of the rules that the VIPS/DarkVIPs have no bio's.
It's less work/stress on the character reviewers (Kexx and Neaye) :)
Gguy 6 aout 2024 à 13h05 
@RustyDios I just mentioned it cause I've recently seen the Let's Player ChristopherOdd play the game, and I've noticed the custom vips lacked descriptions. I just figured that was a bug, but by your response I'm guessing the character designers just didn't add the description.
RustyDios  [créateur] 5 aout 2024 à 15h23 
Descriptions on VIPs is on you to do in your own Character Pool? They should get an auto-generated backstory if it is a non-pool-rng sci/eng.

Can't have Bradford without him pretending to hold a gun, sorry :(
Gguy 5 aout 2024 à 15h17 
This is an incredibly amazing undertaking, but one I will wait on for a little while. Do you intend on making descriptions appear on VIPs and making bradford not hold an invisible gun on inspection?
Leokosta 24 juil. 2024 à 7h51 
Thank you, friend :)
RustyDios  [créateur] 23 juil. 2024 à 18h40 
That is on the list of things "to do" :)
Leokosta 23 juil. 2024 à 15h02 
Is it possible to add a button on the soldier screen ( accessed from Armory ) to view the soldier on the Enciclopedia, and then back ? Thank you
Sunbach 11 juin 2024 à 13h26 
@RustyDios: I found a bug, Central Bradford is supposed to be holding a gun but said gun is missing (see screenshot)

https://imgur.com/v7mwxDU
Jestimac 27 mai 2024 à 22h20 
To the creators. This is a cool mod. It does bring a nice flavor to the game. Also, viewing the XCOM soldiers with their actual weapons (mods or Xskin) is a real plus. A good idea really well implemented. Congratulations.
RustyDios  [créateur] 28 mars 2024 à 21h30 
Okay. If we were to add something like this it would read directly what the unit has set for Corpse, Timed and Vulture loot. By default it would respect any mod that alters those.
I've added it to the "todo" list now. I might even make it as a plug-in mod.
Ironmonk 28 mars 2024 à 9h32 
And if you guys really end up implementing it, please add support for " [WOTC]Corpse Replacer " mod, it allows to overwrite a non-exposed loot table with a new one or simply creating a loot table that didn't exist in the first place... so it should take precedence over the original... that mod is awesome.
Ironmonk 27 mars 2024 à 22h23 
It could show like this:

LOOT TABLE:

Corpse (ItemTemplateName)
___Drop Chance = 100%
___Quantity = 1
Supplies (Supplies)
___Drop Chance = 50%
___Quantity = 5-10

So:
Item Name (Template Name)
___Drop Chance = X%
___Quantity = Min-Max

*I liked it a lot that you guys reveal the template name, it helps a ton!