XCOM 2
[WOTC] ADVENT Reinforcements (Includes ABA Support)
293 Comments
Wilko  [author] 8 Mar @ 3:28am 
Ah, good to know :steamthumbsup:
RambelZambel 8 Mar @ 3:16am 
counterop is the advent hunter, which was cut from the main game, and got restored by mods
RambelZambel 2 Mar @ 5:45am 
@wilko, yea, i put some ice on xcom2 for a while, will try it for sure when i take it out of the fridge,
thx
Wilko  [author] 2 Mar @ 4:00am 
@RambelZambel are you still trying to add this to the General? I'm playing with the mod tools and noticed that there's also a "AdvCounterOpCommanderM"(1-3) class, which at first glance appears to be a copy of the General - I'm wondering if these are the actual general characters that you see in the assassination missions.
Wilko  [author] 26 Jan @ 5:36am 
Sorry, I don't know - I recall the General being a bit of a pain to find/work with - if you have the source files for XCOM2 you'll want to find the 'X2CharacterTemplate' for the Advent General (AdvGeneralM1) and look at the 'CharTemplate.strBehaviorTree' value set for them.

Another option would be to subscribe to a mod that updates the AI of the General and take peak in the mod's XCOMAI.ini - if the modder hasn't completely overridden the old AI behaviour tree, you might be able to see what the General originally uses.
RambelZambel 23 Jan @ 3:03am 
does anyone know which AI tree the general is using? Captain it isnt, he doesnt use the reinforcement ability(i did give it to them with this mod)
Dragon32 17 Oct, 2024 @ 11:31am 
@nikitinnikolya2007
This is probably the best resource: https://old.reddit.com/r/xcom2mods/wiki/index
Wilko  [author] 17 Oct, 2024 @ 10:58am 
Afraid I've not actually used the mod tools in years, so I doubt I'd be much help. If you're running into issues with the mod tools in general, you'd be better off going through guides/tutorials.
Pr0sTo4leN 16 Oct, 2024 @ 11:45am 
Hi. I couldn't figure out xcom 2 mod tools. Can you help me?
Wilko  [author] 12 Oct, 2024 @ 4:27pm 
As I said, you may need to recompile everything for any of the changes to work. So you might want to create your own copy of the mod in the XCOM2 mod tools, using this one as a base.
Pr0sTo4leN 12 Oct, 2024 @ 4:24pm 
Thank you
Wilko  [author] 12 Oct, 2024 @ 4:23pm 
See latest discussion for info.
Pr0sTo4leN 12 Oct, 2024 @ 3:27pm 
I would really appreciate it if you could give me this guide. I'll try to figure it out.
Wilko  [author] 12 Oct, 2024 @ 3:19pm 
Hi there - I'm afraid I don't think that is possible with just editing the config files. The files you would need to make changes to are in the SRC folder, but I *think* those need to be re-compiled by the mod tools before your changes would take effect.

If I am mistaken about needing to recompile SRC scripts, I could give you a rough guide on what to do.
Pr0sTo4leN 12 Oct, 2024 @ 2:05pm 
hello! I went through the configs a little bit and was able to configure the mod so that reinforcements would come from the Xcom side and someone from the squad would call them. But at the same time, the captain of advent lost the ability to call for reinforcements. I tried to duplicate mods, but to no avail. I would like to ask if you know if there is a way to somehow duplicate the mod so that its two separated parts do not interfere with each other's work. Thank you in advance if you answer

p.s.: sorry for such broken English. I use a translator
Wilko  [author] 10 Oct, 2024 @ 12:04pm 
:steamthumbsup: Great!
Bill Nye the Science Guy 10 Oct, 2024 @ 11:53am 
Wow, thank you so much! That was the issue, I changed the quotes to the correct ones and it's working as intended now. Haha, I feel a little silly for not noticing that. Once again, thank you so much for your help and the fast replies, it's greatly appreciated!
Wilko  [author] 10 Oct, 2024 @ 11:36am 
I've just noticed an oddity in your CharacterTemplates[...] array you've posted - possibly just a quirk of whatever text editor you've used, but the double quotes appear to be different (curved, not straight like the captain ones) Could you check that your " are not ” - if that makes sense!
Bill Nye the Science Guy 10 Oct, 2024 @ 11:28am 
Yep that's the mod I've been using! I'm aware of the integration, there is an option in the config to turn it off as well while still keeping the PvP element activated.

I just tested what would happen if I removed the officers from the XComWOTCAdventReinforcements.ini and it removed the ability as intended. So for clarity's sake, the officers lose their ability to call reinforcements when they are removed from the .ini file. I'm not sure what that'd mean in regards to other Advent enemies not getting the ability by being added to the .ini file, as it seems like the custom integration is not the issue? I have no clue myself, I'm very green when it comes to all this.

I'll try turning off the integration and adding the officer back into the .ini file, and see if that does anything.
Wilko  [author] 10 Oct, 2024 @ 10:56am 
Okay, thanks - just to confirm, are you using [WOTC] Direct Control: PvP Campaign Battles ?
I believe the dev for that has implemented some custom integration settings for this mod, which may be overriding your .ini file, or possibly changing the logic to add the ability.

You could check by to removing the AdvCaptainM1, AdvCaptainM2, AdvCaptainM3 from the .ini file (or maybe renaming them to a 'fake' unit to save you re-ordering 60ish indexes) - if that file is being referenced we'd expect the officers to no longer be able to call in reinforcements.

As for the 3rd party mod loader, I'm not familiar with it, but it might be caching .ini files?
Bill Nye the Science Guy 10 Oct, 2024 @ 10:27am 
Just tested, officer still has the ability and the vanilla trooper does not. Weird. I use the XCOM Alternative Mod Launcher if that'd help with anything regarding load order. In terms of mod conflicts, I can't think of much that the Launcher wouldn't be throwing out warning signs over. I'm not seeing anything on that front.
Wilko  [author] 10 Oct, 2024 @ 10:12am 
Reason I ask is that it's interesting that the officer still has the ability - if something was breaking the .ini file I'd expect the officers to not have the ability either.
Wilko  [author] 10 Oct, 2024 @ 10:10am 
Could you confirm if the regular advent troopers have the ability for you in your tests? If they have it, then its some custom units that need debugging, and possibly load-order/conflicts - otherwise we're probably looking at a higher level issue.
Bill Nye the Science Guy 10 Oct, 2024 @ 7:07am 
My issue is that the enemies don't get the ability in the first place. I use the Direct Control mod and confirmed that only the officers have the ability. I don't need the enemies to have the AI to call the reinforcements, I only need them to have the ability for me to use in a PVP Direct Control match
Dragon32 10 Oct, 2024 @ 6:30am 
@Bill Nye the Science Guy
Edit their AI so they know how to use the ability
Bill Nye the Science Guy 9 Oct, 2024 @ 11:15pm 
Hey, hoping this gets a response. I'm trying to give every Advent enemy the ability to call reinforcements, including modded Advent enemies. To this end, I added in every Advent enemy I could find into the XComWOTCAdventReinforcements.ini file, but its still only the officers that get the ability. Here's what the end of my edited .ini file looks like:

[WOTCAdventReinforcements.X2DownloadableContentInfo_WOTCAdventReinforcements]
CharacterTemplates[0]="AdvCaptainM1"
CharacterTemplates[1]="AdvCaptainM2"
CharacterTemplates[2]="AdvCaptainM3"
CharacterTemplates[3]=”AdvTrooperM1”
CharacterTemplates[4]=”AdvTrooperM2”
CharacterTemplates[5]=”AdvTrooperM3”
CharacterTemplates[6]=”AdventPathfinderT2”
CharacterTemplates[7]=”AdventPathfinderT3”
CharacterTemplates[8]=”AdventPathfinderT4”

And so on, up to 64. I can post a pastebin of the entire .ini file if it would help. Any help is appreciated. Thanks!
Wilko  [author] 8 Sep, 2024 @ 9:06am 
Good to hear! Happy to help :steamthumbsup:
[OG]CombatMedic02 8 Sep, 2024 @ 8:53am 
Seems to be working now after clearing my config folder and verifying the game files. Perhaps it was a mod I had forever ago that wrote something to a config and it was never removed? Very odd. It's working now anyway, with all the mods I was using before. Thanks for all of your help Wilko. :)
Wilko  [author] 8 Sep, 2024 @ 8:26am 
Another option is to enable the verbose logging for the Pod mod in the MCM - wait for a captain to try and call reinforcements and then find the output of the log - I had this enabled to hopefully dig through when it failed, but since it worked for me, I didn't have anything to look for.
Wilko  [author] 8 Sep, 2024 @ 8:24am 
Bit of a long-shot, but one thing you could try is to swap the custom encounter list with a built in one. XComWOTCAdventReinforcements.ini has:

ReinforcementsID="CRx4_AdventTroops"

You could try swapping that for a default one, such as:

ReinforcementsID="ADVx3_Standard"
[OG]CombatMedic02 8 Sep, 2024 @ 8:02am 
I tried reinstalling the mods which didn't help. I wanted to avoid resetting the configs and verifying the game files but I guess that's all I have left to try.
[OG]CombatMedic02 8 Sep, 2024 @ 8:01am 
Yeah, it works for him, was just using my PC because it's faster. But yeah, it's weird. Like, even if it was a disabled mod why would it work when configurable pod sizes is turned off? >_>

Surely the disable mod should still be affecting it? This is why I hate programming lol
Wilko  [author] 8 Sep, 2024 @ 7:59am 
Wilko  [author] 8 Sep, 2024 @ 7:57am 
Yeah, I just tested and it's all good. So my best guess would be a disabled mod in your list somewhere is breaking it. I spent weeks debugging something for the Medic mod only to find out it was a ghost of a disabled mod somehow still changing values.

Alternatively, what happens if your friend 'hosts' the campaign? Do you get a mod-desync issue? does it work?
[OG]CombatMedic02 8 Sep, 2024 @ 7:46am 
My friend just tested it with the same 5 mods and the same settings as me and it works for him too. I.. I don't know where to go from here. It's so weird.
[OG]CombatMedic02 8 Sep, 2024 @ 7:09am 
@Wilko Really?! That is weird! Perhaps it is the settings? Try with...

Global Pod Size Multiplier: 1.19
Adjust Spawn Lists: Unchecked
Ignore Single-Unit Pods: Checked
Ignore Fixed Pods: Checked
Affect Alien Pods: Checked
Affect Lost Pods: Checked
Affect Neutral Pods: Unchecked
Affect Resistance Pods: Chcekced
Affect XCOM pods: Unchecked
Verbose Logging: Unchecked.

That is how mine is set up and when I use the reinforcements ability the flare doesn't spawn but it does when I disable the Configurable Pod Sizes mod. Thanks again for looking into this for me, can't believe it's been so hard to narrow down lol
Wilko  [author] 8 Sep, 2024 @ 6:59am 
@[OG]CombatMedic02 - Probably not what you want to hear, but I'm afraid it's working on my end™

I've got the MCM, Highlander, Configurable Pod Sizes and ADVENT Reinforcements enabled, in that order - had some cosmetic mods disabled, which I know disabled mods can cause problems in debugging, but I can't fathom how they would cause any issues here.

With 2x pod sizes, I went into the first mission, killed everyone except the captain, who called for reinforcements, which dropped 4 guys. I fought about 10 advent soldiers, so I know the pods were being increased. It's possible a we have different settings in the Configurable Pod Sizes MCM?
[OG]CombatMedic02 4 Sep, 2024 @ 11:26am 
Thanks for the replies guys, I appreciate the help.

@Wilko That you are looking into it at all is mighty kind of you. I'm truly grateful. No rush my friend, it would just be awesome if there was a way to fix it.

@Scroller It's definitely that mod. I only had ADVENT Reinforcements, Community Highlander, Mod Config Menu, Direct Control and Configurable Pod Sizes installed. With Configurable Pod Sizes on it breaks and when it's off it works. I'm not sure how it could be working for you but it's definitely conflicting.

@Dragon32 Thank you for the suggestion. At least I have something else that I could maybe use if Wilko is unable to find a way to fix it for the Configurable Pod Sizes mod. I just like being able to edit the pod sizes from the Mod Config Menu is all, it's handy for mid game tweaks.
Wilko  [author] 4 Sep, 2024 @ 10:18am 
@[OG]CombatMedic02 - Hey! Good to hear you've managed to narrow it down. I've had a quick scan of the mod you've linked to - it's using custom scripts to modify the the quantity of 'units' that get spawned by the game and, most likely, breaking the custom script this mod uses for the Reinforcements. I'm afraid I don't have XCOM2 or the mod tools installed currently, so I'd be unable to look at it without at least downloading the base game - as a result I probably won't be able to investigate before the weekend.

As the guys suggested, if you're using the pod mod to just add a flat increase in enemies, you might find other versions that update the encounter list counts in a more traditional way.
Scroller 4 Sep, 2024 @ 9:52am 
@ Dragon32 & [OG]CombatMedic02 - That's the one I use as well and I don't recall any problens with this mod in all that time.
Dragon32 3 Sep, 2024 @ 5:38pm 
@[OG]CombatMedic02
I've been using this with "Diverse Aliens By Force Level", maybe try that instead?
[OG]CombatMedic02 3 Sep, 2024 @ 1:57pm 
@Wilko Greetings! You provided support for this mod to me a little while back and I finally got round to testing for a conflicting mod. The conflicting mod is called Configurable Pod Sizes by Kvalyr. (https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1133952445) It stops the reinforcements flare from spawning.

I've been playing a PVP campaign with a friend and we've been using the pod sizes mod to make enemy pods bigger as we're also playing with a starting XCOM squad of 8 for really intense battles.

I feel rather cheeky in this request but could you maybe take a look at what is causing the problem? A fix would be incredibly appreciated as my friend and I would like to keep our massive battles but also be able to use your mod alongside the others we are using.

I'm glad I was at least able to find the conflict and notify you of it just in case anyone else has this issue. Thanks again for your awesome modding work and for the support you provided before.
mayrenise123 24 Jun, 2024 @ 9:58pm 
I hope the lwotc version of this mod released very soon.
Wilko  [author] 3 May, 2024 @ 3:08pm 
Sorry, I don't know, but I'd assume not compatible - I believe someone in the comments was saying they were having a look at making a compatible version.
mayrenise123 3 May, 2024 @ 2:40pm 
compatible with LWOTC?
Wilko  [author] 3 Apr, 2024 @ 1:19pm 
...although it's included in other .UC files as an exclusion, which the officer reinforcements ability doesn't have.

SkipExclusions.AddItem(class'X2AbilityTemplateManager'.default.DisorientedName);

So I'm even more confused. It should currently be preventing the ability when the Officer is disorientated. I'll try to boot up a campaign later, see what happens on my set-up.
Wilko  [author] 3 Apr, 2024 @ 1:07pm 
I'm possibly going insane, but I couldn't find the effect in the usual places. It looks like the disoriented status effect isn't like most other statuses, it can't be referenced via AI routines (probably why the check was commented out in the game files), but it has to be included in the ability .uc file itself.
Dragon32 3 Apr, 2024 @ 12:36pm 
@Mashed99 YT
You could try AIBTExplorer, it does some syntax checking of AI behaviours
https://github.com/RossM/AIBTExplorer
Mashed99 YT 3 Apr, 2024 @ 11:10am 
oh nice thank you! if you want, I could share the save file that I've been testing with and the mod list I'm using (just under 50 mods) though i don't think they conflict at all
Wilko  [author] 3 Apr, 2024 @ 1:37am 
Hmm, looks like that should do it - I'm a bit rusty with XCOM modding myself! I'll try to have a look later.