XCOM 2
Free Carry Drop Subdue WOTC
69 Comments
Ray 7 Sep, 2024 @ 6:30am 
Nice works in 2024 no problemo
MrMister 16 Nov, 2022 @ 5:20am 
Yes it is.
hottt3 16 Nov, 2022 @ 4:13am 
Is it compatible with LWotC ? Thanks)
Juravis  [author] 21 Mar, 2022 @ 12:29pm 
Your fix is up. You are lucky, it instantly launched ModBuddy and it was configured correctly i forgot that VS is for Chimera Squad. Try this version with your fix now up.
Juravis  [author] 21 Mar, 2022 @ 12:19pm 
My VSCode isn't working I'll try to fix it
MrMister 21 Mar, 2022 @ 11:55am 
So you're saying you can't update the mod anymore? If so I can just released a fixed redux version, but that'd be a shame as the work and credit is still all yours.
MrMister 21 Mar, 2022 @ 11:55am 
I found the cause and the fix!

You forgot a line in the Carry script block

// Carry Unit free
CurrentAbility = AllAbilities.FindAbilityTemplate('CarryUnit');
CurrentAbility.AbilityCosts.Length = 0;
ActionPointCost = new class'X2AbilityCost_ActionPoints'; <<<---- THIS IS WHAT YOU MISSED
ActionPointCost.iNumPoints = default.PICKUP_ACTION_POINTS;
ActionPointCost.bConsumeAllPoints = default.PICKUP_ENDS_TURN;
ActionPointCost.bFreeCost = default.PICKUP_TOTALLY_FREE;
CurrentAbility.AbilityCosts.AddItem(ActionPointCost);
CurrentAbility.ConcealmentRule = eConceal_Always;

Because you forgot to declare ActionPointCost anew for Carry, it was reusing the one for Drop (further up in the code) and overriding its values.


I rebuilt the mod just adding that one line, and it works! I can make Carry cost 1 AP while Drop costs 0 AP.
Juravis  [author] 21 Mar, 2022 @ 8:51am 
I cant and i dont code anymore its possible. The initial goal of the mod was making everything free, exposing the variables came after.
MrMister 21 Mar, 2022 @ 6:37am 
Testing with no other mod at all except this, I have identified the exact issue, albeit not the cause.

It seems like Drop uses the same "_IS_TOTALLY_FREE" behaviour as in PICKUP_TOTALLY_FREE, ignoring or overriding DROP_TOTALLY_FREE.

Why, I do not know - looking at your source code, the variable called is the correct one.

To confirm this: try the same settings as what you had, but with

DROP_TOTALLY_FREE = true
PICKUP_TOTALLY_FREE = false

and you will see that dropping costs 1 AP when it should cost 0, and that similarly

DROP_TOTALLY_FREE = false
PICKUP_TOTALLY_FREE = true

costs 0 AP when it should cost 1.

Again, no idea why this should happen from a look at your code, but it does happen. Can you confirm it?
Juravis  [author] 17 Mar, 2022 @ 3:29pm 
Note: This mod does not support LWOTC. If you are trying to mod Long War, it may not work. It may, but it also may not i have not tested.
Juravis  [author] 17 Mar, 2022 @ 3:28pm 
I confirm its working correctly. I picked up a unit and dropped it back, with no AP cost and i had 1 AP. Parameters used:

; Mod default is 0 AP
DROP_ACTION_POINTS = 1; 0-2. Actions required for ability to be available to use, but not necessarily it's cost if you flag TOTALLY_FREE on. But it is usually its cost.
PICKUP_ACTION_POINTS = 1;
SUBDUE_ACTION_POINTS = 1;

; Mod default does not end the turn (False).
DROP_ENDS_TURN = false; True or false, default in this mod is false. Put to true to end the turn like regular XCOM. We dont want the turn to end.
PICKUP_ENDS_TURN = false;
SUBDUE_ENDS_TURN = false;

; Mod default is the ability does not cost it's required AP. (true)
DROP_TOTALLY_FREE = true; AP will be required if specified, but will not be consumed. 0 AP and TOTALLY FREE behaves like EVAC and is available after a soldier has nothing left to do.
PICKUP_TOTALLY_FREE = true;
SUBDUE_TOTALLY_FREE = true;
MrMister 17 Mar, 2022 @ 3:15pm 
But I DO want Drop totally free, aka usable infinetely (like vanilla Carry). It's just that, despite setting the options to that, it does not work for Drop.

I'd liek you to test:
DROP_ACTION_POINTS = 1
DROP_TOTALLY_FREE = true
DROP_ENDS_TURN = false

and see if it really costs no AP to use (while still being avaliable only when the soldier has AP left; NOT like Evac, but like the throwing axe).
Juravis  [author] 17 Mar, 2022 @ 3:11pm 
This is the line you want
; AP 1 / Ends turn No / Not totally free makes it usable once per action the soldier has until he has none left.
Juravis  [author] 17 Mar, 2022 @ 3:05pm 
Totally free makes it usable infinitely, just like i wrote. You will be able to pick up and drop units over and over, as long as you have the number of AP specified in code, by default 1.

If you want it to be vanilla, you need to make totally free false. It will then expend that AP point. If it is your last point, it will end your turn unless you have an ability that costs 0 (like Evac). If you put ends turn true, it will ALWAYS end your turn regardless of cost.

I will test if you want. What Carry Drop Subdue do you want exactly?
MrMister 17 Mar, 2022 @ 2:50pm 
Uhm, not according to your code comments.

I want it to act like, in your own words:

"AP 1 / Ends turn No / Totally Free makes it usable infinitely until your soldier has no Actions left from something else like move/fire."

So I want Drop to act like vanilla Carry. That should be done by:

DROP_ACTION_POINTS = 1
DROP_TOTALLY_FREE = true
DROP_ENDS_TURN = false

and yet, it keeps on costing 1 AP. Doing the previous settings but for Carry works though, so I don't know what's going on.

Can you confirm if at least you can get Drop to work like this in your own installation?
Juravis  [author] 17 Mar, 2022 @ 11:45am 
Basically the totally free flag allows the ability to be usable at 0 AP at all times even end of turn like Evac. Dont use it in your case.
Juravis  [author] 17 Mar, 2022 @ 11:41am 
Set totally free to false then. Totally free makes it require 1 AP to be available but wont expend it.
MrMister 17 Mar, 2022 @ 10:20am 
Setting DROP_TOTALLY_FREE = true has no effect; dropping still costs one action.

My desired behaviour is AP 1 / Ends turn No / Totally Free , but still it costs 1 AP in-game.

I've tested this using only this mod and no other, and that one setting still doesn't work, even though I've looked at the code myself and it definitely should.


Does it work for you, or anyone else?
Juravis  [author] 15 Feb, 2021 @ 8:56pm 
Anytime Colonel
=[NK]= Col. Jack O'Neil 15 Feb, 2021 @ 8:11pm 
Thanks AA
Juravis  [author] 14 Feb, 2021 @ 11:13pm 
Fully customizable version is up. The default version is still totally free across the board.
Juravis  [author] 14 Feb, 2021 @ 5:43pm 
No i understood i will change it to be more user friendly and better customizable. Its really old code.
PreConceptor 14 Feb, 2021 @ 1:40pm 
@ADVENT Avenger
I don't think I explained it very well, but basically no permutation of the TOTALLY_FREE (=true/false) and ACTION_POINTS (=1/0) settings allows a change to just one ability, it seems to only result in both Carry and Drop being either 0AP and always available, or 1AP non-turn ending, never 0AP but requiring spare AP or the abilities having different parameters. I didn't check Subdue, it might be in a similar state but I can't say for sure. Thanks for coming back to this one, I can see it's been a while.
Juravis  [author] 14 Feb, 2021 @ 1:21pm 
I don't recall making all 3 independent there arent 4 settings for each. I will recode it its an old mod shouldnt take long tonight.
PreConceptor 14 Feb, 2021 @ 12:09pm 
The config options just don't work, and MrMister's method doesn't work either. Changing Pickup's cost while all 3 are set to false changes BOTH Pickup and Drop to be either entirely free and usable without actions, or cost an action point. They can't be changed independently and if they are free they are always available.
Juravis  [author] 1 Jan, 2021 @ 6:20pm 
Pleasure
Potato 1 Jan, 2021 @ 6:05pm 
YO THANK YOU! I never understood the point of hacking rescue doors and turning off alarms when picking the prisoner itself lets all of advent know where you are! thanks again!
MrMister 19 May, 2020 @ 8:58am 
Figured some stuff out - if you want an action to cost 0 action points but require you to have at least 1 action point remaining to perform it, its bFreeCost (which takes your _TOTALLY_FREE values) needs to be True, but its Action Point cost needs to be 1. Setting the action point cost to zero gives an ability the Evac behaviour, where you can use it even if the soldier has no action points remaining (and it annoyingly prevents turn autoend). The commentary on your .ini is a bit misleading.
Juravis  [author] 6 May, 2020 @ 7:21pm 
No
_superGP_ 6 May, 2020 @ 5:18pm 
Does this mod allow me to carry enemys' body?
ssomchay85 18 Apr, 2020 @ 8:14pm 
Maybe there should be a BORAT chracter.Healway tell people about the times he picked up and carry women against their will.
MrMister 16 Mar, 2020 @ 2:23pm 
That's what I'm saying - I've configured the .ini like this:

[FreeCarryDropSubdueWOTC.X2DownloadableContentInfo_FreeCarryDropSubdueWOTC]
DROP_TOTALLY_FREE = true ; Put these to true to enable even if you have no actions left, just like EVAC. Requires the cost to be 0.
PICKUP_TOTALLY_FREE = false ; Put these to true to enable even if you have no actions left, just like EVAC. Requires the cost to be 0.
SUBDUE_TOTALLY_FREE = false ; Put these to true to enable even if you have no actions left, just like EVAC. Requires the cost to be 0.

DROP_ACTION_POINTS = 0; 0 or 1 only.
PICKUP_ACTION_POINTS = 0; 0 or 1 only.
SUBDUE_ACTION_POINTS = 1; 0 or 1 only.

SUBDUE_BREAKS_CONCEALMENT = false; This is personal preference. False makes it possible to have perfect concealment missions from A to Z, true makes it the aliens activate once you get to the VIP.


And yet, the game behaves as if PICKUP_TOTALLY_FREE = true.
Juravis  [author] 16 Mar, 2020 @ 11:48am 
If you install this mod with the defaults they are all free already so no need to tweak it. You usually want to tweak it to make one cost 1 ap or end the turn. Making it usable by having no Ap is controlled by totally free
MrMister 16 Mar, 2020 @ 9:31am 
1. Make all three actions all cost 0 AP.
2. Make Drop also be doable when the soldier has 0 AP remaining (like Evaccing).

I can make both Drop and Carry be doable even if the soldier has 0 AP remaining, but I can't manage to make only one of them like that.
Juravis  [author] 16 Mar, 2020 @ 9:06am 
Totally free is a flag that makes the action not cost AP even if you set AP to 1. It will require 1 Ap but not cost anything. What are you trying to achieve
MrMister 16 Mar, 2020 @ 2:23am 
What I'm saying is that setting PICKUP_TOTALLY_FREE = false in XComFreeUnitCarryAndDrop.ini doesn't work.
Juravis  [author] 15 Mar, 2020 @ 5:08pm 
Correct you could do it infinitely and even when both actions are done its hilarious
MrMister 15 Mar, 2020 @ 3:39pm 
Setting both Carry and Drop to cost 0 AP but only drop to be doable with 0 AP left makes it so that carry can also be done with 0 AP left. Can you confirm?
Juravis  [author] 18 Sep, 2019 @ 8:08pm 
Pleasure sir!
Iridar 18 Sep, 2019 @ 7:42pm 
Thank you for the mod. I never understood weird Firaxis logic that made these abilities free action *sometimes*.
Iridar 18 Sep, 2019 @ 7:41pm 
I'm using this mod to make these abilities always cost 1 Action Point, and I'm happy to report that Musashi's RPGO perk "Band of Brothers" correctly makes these abilities do not cost an action, when used alongside this mod.
Seti 11 Sep, 2019 @ 6:58am 
@ yes_commander
Did it work out for you? I am having the exact problem.
Wraith 27 Jan, 2019 @ 6:33pm 
at least to find it since i had no idea that existed
Wraith 27 Jan, 2019 @ 6:33pm 
not sure i can trust anything from ADVENT but i'll try
Juravis  [author] 27 Jan, 2019 @ 3:47pm 
Press End turn.
Wraith 27 Jan, 2019 @ 3:36pm 
problem it won't end my turn even though i've used my yellow move because i can put him down and pick him up
yes_commander 29 Oct, 2018 @ 2:12am 
I guess I should also mention why I came searching for a mod like this -- doing the rebel machine gun vehicle rescue that I've done many times before, but something about how my game is set up now has caused my carrying soldier to be selectable/cycled to, but can't move even though he should still have his yellow action to get back up a drain pipe. Weirdly, he has a blue move outline around the single tile he's in. I've never seen this behavior before (I've played a few hundred hours of vanilla WotC), which leads me to believe one of the more recent mods I installed changed things without my knowledge. Either that, or I've got a bit of a conflict going on. That said, I'm hoping this fixes the situation!
yes_commander 29 Oct, 2018 @ 2:02am 
Action hero body hauling, coming to a rebel group near me. Thanks, ADVENT Avenger. :D
Juravis  [author] 28 Oct, 2018 @ 5:23pm 
Updated for Carry, Drop and Subdue concealment rules.
Dusky 7 Aug, 2018 @ 12:27am 
Ah, shame. Cheers for the reply, though