XCOM 2
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Random Enemy Movement [wotc]
   
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5 Sep, 2017 @ 7:30pm
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Random Enemy Movement [wotc]

Description
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Note: It seems to work on most missions, but the blacksite and, perhaps, neutralize advent general are still problematic with groups homing in on you. I am currently attempting to get the debug sdk to work in order to look at it.
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Enemy pods will no longer:

-Chase you around the map (even though you are concealed)
-Attempt to intercept you (even though you are concealed)
-Suddenly stop moving when they see you (even though you are concealed)
-Position themselves between you and the objective (even though you are concealed)

These can be changed within: XComRandomEnemyMovement.ini

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Modifies the following:
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ShouldMoveToIntercept in XComGameState_AIGroup
UpdateFightMgrStats in XComGameState_AIPlayerData
ShouldUnitPatrol in XGAIPlayer

If you want to make enemies move in a larger area add on Charmed's mod: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1131193060&searchtext=random
52 Comments
TerminallyGrill 28 Jun @ 4:18pm 
Mod was working for me, now it doesn't at all. Does it not interact well with Better AI/Larger Patrol Area mods?
robertcox 12 May @ 5:56pm 
Does this not work if installed mid mission, cause I installed it mid mission and they are still tracking me
Lûte the Goblin 21 Apr, 2024 @ 7:45am 
"I am currently attempting to get the debug sdk to work in order to look at it."
Any progress on this?
Lûte the Goblin 4 Aug, 2020 @ 7:29am 
"I am currently attempting to get the debug sdk to work in order to look at it."
Any progress on this?
kotamine 17 Jul, 2019 @ 7:17am 
doesn't seem to work, the AI still perfectly tracks me when im in concealment
i added the mod mid-game so that might be it?
Dragon32 20 Feb, 2019 @ 11:45am 
@Meijiro:
Yes he did, back in November. With kdm2k6's blessing
Meijiro 20 Feb, 2019 @ 10:26am 
@RedDobe - Did you end up adding this functionality to your yellow alert mods?
RedDobe 16 Nov, 2018 @ 11:51am 
@Kdm - not sure if you are still active in this community. There is a fix that can be applied to The Function ShouldMoveToIntercept to prevent errors in movement destinations that are out of bounds, especially for mods that expand the encounter area. It’s one line of code taken from Long War. It’s most likely the problem people are reporting with pods not patrolling. If I provide that for you can you update your mod? Otherwise I am going to have to incorporate your mod into my mod so that I can override the class AIGroup. 🍻
Spiner909 25 Oct, 2018 @ 3:07pm 
This mod does not seem to have any effect. At the least not in the TLP missions.
search__ 7 Jul, 2018 @ 10:39am 
pods stay in one place pretty often