XCOM 2
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Multiple Sitreps + LWoTC + Removal
   
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3 Dec, 2024 @ 11:06pm
12 Dec, 2024 @ 10:04pm
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Multiple Sitreps + LWoTC + Removal

Description
The multiple sitreps mod allows to add additional sitreps to missions and to remove sitreps from missions.
The mod is compatible with Long War of The Chosen. I played/tested with the mod only LWoTC, but it should work for WoTC.

More details can be found in config file XComMultipleSitrepsChaos.ini

; Available console commands:
; Sitreps_PrintAvailableSitreps; - to see all available sitreps and their names
; Sitreps_Add SitrepName ; - adds given sitrep to next opened mission
; Sitreps_Remove SitrepName ; - removes given sitrep from next opened mission
; Sitreps_EnableConsoleLog true/false

; Can be also enabled/disabled via console command Sitreps_EnableConsoleLog true/false
logToConsole = true; You can open console with ` to see rolling chances and logs when you first time open mission preview.


; The mod doesn't change default sitreps rolling. So the game will use its logic to add sitreps.
; And mod will use its additional logic to roll additional sitreps.
; if true then rolling will start from additionalSitrepsChances[0] even when mission already have sitreps.
; if false then original missin sitreps will be counted and rolling will start after them
; thus if false and mission already have 2 sitreps then rolling will skip defined first 2 chances and will start from additionalSitrepsChances[2] if present.
; this it is possible to control maximum number of sitreps or additional sitrep chances to appear.
ignoreExistingSitreps = false;


; If rollNextOnlyOnSuccess = true then
; It will start to roll from first sitrepRollingChances[0] with provided chance
; and if succeed then will roll next sitrepRollingChances[1] with provided chance and if succeed then next sitrepRollingChances[2]
; until it fail. if it fail to roll then all further chances will not roll.
;
; If rollNextOnlyOnSuccess = false then each defined chance 'sitrepRollingChances'
; will roll 1 by 1, if roll was successful then sitrep added and next chance selected (if available) to roll, will repeat until fail or all list processed.
rollNextOnlyOnSuccess = false;

; additional sitrep chances from 0..100. You can define as many as you want.
; The entries are also represent how many sitreps possible.
; this doesn't include sitreps that already present in mission, this chances involve possibility to add additional sitreps.
;
sitrepRollingChances[0] = 50;
sitrepRollingChances[1] = 40;
sitrepRollingChances[2] = 30;
sitrepRollingChances[3] = 30;
sitrepRollingChances[4] = 20;
sitrepRollingChances[5] = 20;
sitrepRollingChances[6] = 5;
sitrepRollingChances[7] = 5;
sitrepRollingChances[8] = 5;

; The mod will try to use all sitreps, which pass default requirements for mission.
; Here you can specify sitreps to exclude from additional rolling by this mod.
; you can write to console 'Sitreps_PrintAvailableSitreps' to see all available sitreps and their names.
+sitrepsToExclude = "MOCX"; Let it be handled by MOCX mod itself
+sitrepsToExclude = "MOCXRookies";
+sitrepsToExclude = "MOCXAssault";
+sitrepsToExclude = "TheLost";

; comma spearated list of sitreps to not roll together
; for example: conflictSitrepGroups[0]= "CollectorsIncursion,CollectorsForces" if CollectorsForces sitrep already rolled then CollectorsIncursion will not be rolled.
+conflictSitrepGroups = "CollectorsIncursion,CollectorsForces"; collectors fighting against collectors looks strange
+conflictSitrepGroups = "CerberusIncursion,CerberusForces";

; List of sitreps to disable/remove from mission. As result those sitreps should never happen
; if mission already has sitrep then this sitrep will be removed from mission.
;+sitrepsToRemove = "SitrepName";
9 Comments
Wrath 28 May @ 7:47pm 
Works fine in a 550 modlist (lwotc rpgo..)
Dęąth Viper 20 Dec, 2024 @ 11:08pm 
Following with interest.
Plaine 20 Dec, 2024 @ 8:34pm 
I noticed this is adding LWOTC dark event sitreps without the corresponding dark event being active. Any idea if that's fixable?
Nitsah 11 Dec, 2024 @ 1:24pm 
No worries then was curious
Chaos  [author] 11 Dec, 2024 @ 9:45am 
@Nitsah
It refresh mission screen after adding sitreps to show added sitreps. Perhaps it plays sound for you here, but currently I don't know how to fix this
Nitsah 10 Dec, 2024 @ 5:32pm 
Did you change the view mission sound? Could there be an option to turn it back on because it changed when I enabled this mod today.
Chaos  [author] 7 Dec, 2024 @ 8:11pm 
@Tedster
Here I added UIScreenListener and when user first time open mission it adds additional sitreps to the mission by using defined chances from config. This can be seen by opening console after clicking on mission
Mr.Nuke 7 Dec, 2024 @ 11:22am 
Was just praying to RNGsus for something like this.You are a saint!
Tedster 7 Dec, 2024 @ 8:52am 
Interesting. Not sure how you implemented it, but both base game and LW both fire the PostSitrepCreation event so if that's what you're doing, it will work fine with base game too. I also did add some config to LWOTC to allow its systems to roll multiple sitreps or dark events, not sure if you've seen those too.