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[LWOTC] Multiple SitReps and Categories (Reimagined)
   
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Tags: Lwotc
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2 May @ 10:22am
12 Jun @ 8:53am
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[LWOTC] Multiple SitReps and Categories (Reimagined)

Description
This is my version of the Multiple Sitreps 2.0: Guaranteed & Categories mod, made in such a way that it can work with LWOTC. That mod was merely an inspiration, as the full implementation of the similar, but not identical features is entirely of my own design. Enjoy. :)

Multiple SitReps
This mod allows for the generation of multiple SitReps for any mission, alongside configuration for you to regulate how likely they are to be generated and how many will be attempted to be generated at once.

By default this mod allows for up to 3 SitReps to be generated for any given mission.

Customizable Through Config
Through config, you can make certain SitReps more likely, or make a portion of them mutually exclusive, and much more! Due to the possibility of future updates I recommend you follow this guide to save your changes locally so they don't get overwritten.

Features
  • Categories:
    You can group any number of SitReps into categories. Categories can be given their own weight (to make them more or less likely to rolled); they can be marked as mutually exclusive; or you can set the maximum number of SitReps to be pulled from that category. SitReps from the same category are picked at random. Additionally, Categories can have their own MissionType blacklists--to ensure no raider factions ambush your rebels on a Rendezvous, for example.
  • Uncategorized SitReps
    If the thought of categorizing every single SitRep from your modlist sounds too daunting, uncategorized SitReps can still be rolled by the system--if you so wish. Uncategorized SitReps can be given their own weight to make them more or less likely when compared to your carefully-crafted categories.
  • Groupings:
    Sometimes you don't wanna make two SitReps equally likely but they simply Don't play nice together. Groupings are a way to make certain SitReps mutually exclusive with others, even if they aren't in the same category.
  • Global Exclusion:
    Make it so certain missions won't get SitReps at all. For example, ensure your sanity by keeping Gatecrasher clean.
  • Endless Customization:
    Unlike the original, the number of categories and groupings you can create and assign is not limited at all. I take no responsibilities if the game takes too long to sift through dozens of categories and groupings for every and each mission

Special Handling for SitReps Tied to Dark Events
Comming Soon!

FAQ and Final Thoughts
This mod can be added to a current campaign with no issues. Naturally, it will have no effect on already-generated missions.

Other than increasing the maximum number of SitReps to 3, this mod, by default, does not include any categorization or grouping built-in. That is for you to set up as you please.

This mod does not touch any of LWOTC special SitReps, such as "Large Map" or the Rulers'.

Some SitReps will never appear together due to their own built-in logic. Raider factions, allied factions, or encounter list modifiers, they all generally have their own exclusion logic that stops them from being generated alongside other SitReps of the same type--this mod does not alter that behavior.

Acknowledgments
  • NightNinja54 for making the original mod (incompatible with LWOTC) that inspired me to make this port.
  • LW Team/Tedster as a lot of this system builds off of LWOTC's own, custom SitRep logic.
Popular Discussions View All (1)
12
26 May @ 7:13pm
PINNED: Config Copy-Paste Setup Sharing
Styrium
43 Comments
Styrium  [author] 17 May @ 5:46pm 
@Canthyse if you have any other feature ideas, feel free to say them! if they aren't that hard to implement they might become reality
Canthyse 17 May @ 6:38am 
thanks, bro
Styrium  [author] 17 May @ 5:22am 
@Canthyse hope you enjoy the new blacklist features then :)
Also sorry that you have to update your massive config lol
Canthyse 16 May @ 8:18pm 
Honestly the lost below FL 5 not that big of a deal, its kinda lore acurrate, an advent woke and feel lost and started blasting anyone.
But the SCP raiders really can start at FL 1, just saw the ini. I aint got time to edit that, it is what it is.
That mission blacklist its probably gonna be a big QOL for most people. Raiders on reinforcements missions are already a mess.
spooky ghost 16 May @ 7:11pm 
to quote a streamer " it's probably reshis fault"
Styrium  [author] 16 May @ 6:55pm 
Yup, it is the "fallback" but I couldn't replicate this bug in any way. The LWOTC X2DownloadableContentInfo should run after this one and yeet any The Lost SitReps that spawned before the required FL. Sometimes, apparently, this does not happen? again, I couldn't replicate this.
spooky ghost 16 May @ 4:27pm 
just had the lost spawn sitrep on a lower level than they should be and it spawned an advent captain, i tested it with the other sitreps mod for lwotc and it does the exact same thing so its not a mod specific thing, only solution i could find was removing the lost sitreps as an option on both mods. and letting lwotc handle them
Styrium  [author] 15 May @ 4:10pm 
@Canthyse maybe I should add a mission blacklist but, at the same time, that's just poor design on the mod's part. If the SitRep can be generated at FL 1 it should have reasonable enemies for that level of play
Canthyse 15 May @ 9:45am 
A word on caution about raiders faction: they MIGHT appear in GATECRASHER, so if you dont mind dealing with MTF MECS with 3 armor at the start of campaign, at low FL, go for it. I personally banned them in timed missions, but on full salvage, they are enabled (requires a bit of editing on the raiders mod).
Styrium  [author] 15 May @ 8:59am 
@Latis yeah, that should do it