XCOM 2
WOTC Nice Mission Debriefing
282 Comments
Daddy Takeda 13 Jul @ 7:11am 
I think you could team up with this guy that just made the Medal Award mod and combine your mods. Yours appears to use event listener to give award to soldier, and the guy from the Medal mod said not long ago that he would be fine with adding event listener but he is not enough familiar with this kind of programming. Combining your work would make one hell of a good mod!
atamize  [author] 16 May @ 5:09am 
Please share your log if you get a crash
Daddy Kaneki 16 May @ 3:20am 
To add to what others have been discussing here; I've noticed that the crash seems to *only* happen when I click Continue *while in the expanded debriefing from this mod.* If I click the back button first to go back to the normal mission end screen, and THEN click Continue, there is no crash.
atamize  [author] 13 May @ 4:29pm 
I have not considered opening the screen automatically on mission end; I feel like that would likely cause conflicts with some mods.

Total team stats is not a bad idea, but not something I'm super interested in for this mod. Thanks for the feedback!
«Wyvern» 10 May @ 9:38am 
Hi. The Mod is working well on my side. Glad to see finally how much kills and damages every units has done during the fight. But i have 2 questions:

-Is there a possibility to have the debriefing screen automatically openned when the mission end ? Its beena good while im playing the game now and im sadly not used to open this screen, which is not very ergonomic

-Is there a posibility to have a total stat data in addition of individual datas ? Like Total damage - Overkill damage - Missed/total shots (Normal + Overwatch) - Crit Kills/Total kills or stuff like that ? Just suggesting. This mod is very nice and i plan to keep it fowever :3
donny.beiskom 18 Feb @ 5:39am 
This mod is working fine even with the Xcom2 Collection mobile version, but after 3 missions, and end of the mission when show the debriefing its crash when I didn't click next button..

Maybe like @Tedster and @CaptainRichard said it's cause garbage collection error, I don't know, but I Love This Mods
atamize  [author] 8 Feb @ 1:15pm 
Thanks for the report CaptainRichard and Tedster! The issue should be fixed now.

Latest update also ignores damage dealt from Skulljack. But hey, if you like the fact that Skulljacks do 200 damage, go ahead and remove those abilities from XComWOTCNiceMissionDebriefing.ini.

As for the remote start/claymore stats, in the code I can ascertain that something blew up and caused damage but I don't know how to credit the Reaper for it. Consider it accurate role-playing; if people knew who was behind these attacks the Reaper wouldn't be doing their job correctly!
Tedster 1 Feb @ 10:21am 
yeah, bad state data in save files can cause garbage collection errors, so that likely causes some random intermittent crashes.
CaptainRichard 1 Feb @ 6:06am 
Hi there. I'm the author of X2 Data Explorer and I think I've found a bug in this mod. The full explanation is at https://github.com/rcd47/xcom-2-data/issues/2 but the short version is: in XComGameState_NMD_Root at line 211 (and also line 440), ModifyStateObject is being called on GameState instead of NewGameState like it should be. This seems to confuse the game and causes it to write bad state objects into the save file.
A BUTTNUGGET 18 Jan @ 6:53am 
Hi ! Somehow the debriefs don't include my reaper's "Remote Start" kills or claymore kills, is that normal ?
Dragon32 29 Nov, 2024 @ 11:19am 
@Homosexual Intent
OK. I'd create a test save right before ending a mission then do a binary search. If you've 1000 mods you'll rule out 875 of them after three game loads.
https://old.reddit.com/r/xcom2mods/wiki/mod_troubleshooting/#wiki_binary_search
Homosexual Intent 29 Nov, 2024 @ 7:49am 
- UI Coloured Ammo Bar
- Multiple Sitreps 2.0: Guaranteed & Categories
- Iridar's Spark Arsenal
- Consequences of Capture
- Mimic Beacon Overhaul
- Show Tech Rewards
- Modular Sparks
- Recover Fallen Hero
- Combined Workshop and Laboratory
- Detailed Soldiers List Redux
- No Missable Character Pool Soldiers
- Second Wave Reborn
- SPARK Ammo Slot
- Musashi's Mod Fixes
- Sacrifice Target Fixing
- Larger Enemy Pods
- Allow for Larger Squads
- Robo-Squad Size Enhance
- Squad Manager WOTC
- Squad Stats WOTC
Homosexual Intent 29 Nov, 2024 @ 7:49am 
I wish, would be an easy fix. I haven't got that mod installed. The most recent mods installed that may be causing a problem are the following;
-WOTC Advent Sniper
-MOCX Initiative
-Multiple Covert Actions
-Sectopod Stances Bonus
-Expose Chosen Weakness
-WOTC More Photobooth Options
-Normalise SPARKS
-Turrets Are Cover
-Better Second Wave Support
-ADVENT Medic
-Disable Random Posters
-Propaganda Poster Pack
-More Mission Sitreps
-Hero Ballistic Shields
-Ericpar's Heal Bomb
-WOTC Better Grappling
-WOTC Weapon Fixes
-Rocket Launchers 2.0
-Commander Avatar Restoration
-Spark Pose Pack
Dragon32 29 Nov, 2024 @ 7:39am 
@Homosexual Intent
Looks like a garbage collection crash. Are you using Sensor Fences?
Homosexual Intent 29 Nov, 2024 @ 7:13am 
Ah yeah, I should have thought of that. https://pastebin.com/QkbJM2bN This is the most I could fit in without it exceeding the file size.
atamize  [author] 29 Nov, 2024 @ 5:50am 
You could try posting your log to pastebin [pastebin.com]. Also can you try with only this mod enabled just to rule out any mod conflicts?
Homosexual Intent 29 Nov, 2024 @ 5:20am 
Sorry to spam, I realise you may be a working guy and wanted to make sure you got all the necessary info in one go. I get a lot of these 'not cleaned up by garbage collection' notices that go for a while before the script I posted earlier appears. Hope this clarifies things better.

[0146.10] Log: World pcp_AbandonedP_Boulevard_ElTrain_01.TheWorld not cleaned up by garbage collection! clearing CharacterPool and trying again
Homosexual Intent 28 Nov, 2024 @ 7:27pm 
This was taken from my most recent attempt. This time I didn't even create new squad member photos, just a new mission poster. Usually it'll crash and then, when I reload, it'll retain the photos and I can continue on. Now it's repeatedly crashing even if I don't open the awards or mission poster menus. Worried this might softlock me on my main campaign save.

Had to split these messages because of character limit. I'm willing to shoot a friend request and discuss in DMs and then have you remove me from your friends list after. Just worried this will softlock me out of my main save after beating a mission.
Homosexual Intent 28 Nov, 2024 @ 7:26pm 
[0126.70] Log: Crash Detected: Dumping C:\Users\INSERT USER HERE\Documents\My Games\XCOM2 War of the Chosen\Binaries\Win64\..\..\XComGame\Logs\XCom-SMUGLORD_GAMING-CL469133-2024.11.29-03.19.08-Crash\XCom-SMUGLORD_GAMING-CL469133-2024.11.29-03.19.08_Minidump.dmp
[0126.70] Log: Crash: GettingNameData
[0126.70] Log: Suspending Threads
[0126.72] Log: Writing Minidmp
[0126.87] Log: Crash: Saving Names Array
[0126.87] Log: Crash: Saving Names Array Data
[0126.87] Log: Dumping name table: (5757064)
[0126.87] Log: Dumping name table: 0x05820000 (5757064)
[0126.87] Log: Crash: Saving Names Array Blocks
[0126.87] Log: Crash: Saving Objects Array
[0126.87] Log: Crash: Saving Objects Array Data
[0126.87] Log: Crash: Saving Objects
[0130.41] Log: Waking Threads
[0132.08] Log: Crash: appSendCrashTelemetry
[0133.95] Log: CRASH: Copying Log
[0134.15] Exit: Exiting.
[0134.17] Log: Log file closed, 11/29/24 03:19:16
atamize  [author] 28 Nov, 2024 @ 3:04pm 
@Homosexual Intent: can you post a link or message me your log file after you crash? Should be in C:\Users\[USERNAME]\OneDrive\Documents\My Games\XCOM2 War of the Chosen\XComGame\Logs\Launch.log
Homosexual Intent 27 Nov, 2024 @ 4:42pm 
Hey Atamize! Great mod, makes it a lot sleeker and adds a lot of fun with the awards. I really enjoy making individual photos for the soldiers but, for some weird reason, every time I create a photo using the mission debriefing options it'll crash. The photos will save, oddly enough, and I'll just have to complete the last turn of the mission to progress. No conflicts are being flagged by the AML. Appreciate any help!
Povuh 23 Nov, 2024 @ 3:18am 
@BlackDog I'm playing with an Xbox controller on my PC.
BlackDog 18 Nov, 2024 @ 3:13pm 
@Povuh - this might be on my end in the pose fix mod. Just out of curiosity, are you playing on console, or just using a controller on PC?
Povuh 16 Nov, 2024 @ 12:52pm 
Hi, I think I'm having an issue when using this mod together with Photobooth Poses UI List Fix, when playing with a controller.

If I'm switching between the different soldiers and then want to take a photo of one, pressing the create photo button (X on my controller) seems to always make the very first soldier show up in the photobooth. Not the soldier whose stats I was viewing at the time.
atamize  [author] 25 Aug, 2024 @ 10:11am 
Fixed the issue with the photo not refreshing after creating it using the [WOTC] Photobooth Poses UI List Fix mod. If you are experiencing any problems with the photos, let me know whether you are you using this mod.
Capt 25 Aug, 2024 @ 12:03am 
Hey is this compatible with long war?
BlackDog 21 Aug, 2024 @ 1:28am 
One other thing you could do, if you were feeling very determined, would be to remove the warning from the 'exit from team poster' screen, if my UI mod is loaded. I adjusted the behaviour of that screen in so that it doesn't exit the mission like it does in vanilla so the warning isn't needed. You could gate that behind an 'isModLoaded' check or something. Again, no preesure, just a thought.
BlackDog 17 Aug, 2024 @ 6:43am 
My proposed (quick & easy) solution would be something like this:
Create a new config var in NMD_UIDebriefPhotobooth (bRefreshPhoto or something). Remove the code inside the CreatePosterCallback function which fires the SetLatestPhoto() method, and replace this with bRefreshPhoto = true.

Then, in the OnReceiveFocus method of NMD_UIMissionSummary, call the SetLatestPhoto() method if that config bool is set, and then set it to 0 afterwards. I don't really have a means of testing this at the moment but if you'd like to discuss further, come find me on the main modding discord and we can sort something out together maybe? Basically, because I'm currently replacing your solo-photobooth-screen with my own, I obviously can't fire your SetLatestPhoto() function which is the key to making the poster update :)
atamize  [author] 16 Aug, 2024 @ 7:58pm 
@BlackDog: do you have a fix in mind? I might be willing to throw in a prepared fix, but may not have the bandwidth to fully debug the issue myself.
BlackDog 15 Aug, 2024 @ 12:17pm 
Hi there, I was wondering whether you'd be prepared to test/make some very minor changes to this mod to help make it fully compatibilie with my pose fixes mod (https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3307455200) . At the moment I've got them working well together with a bit of scripting magic without the mods depending on one another, but what I can't do is get the final photo of the soldier to refresh in the poster (it updates properly when you click next/previous though, so I think the fix should be pretty simple it's just I'm at the limit of what I can do on my side).
Sodium Chloride 13 Aug, 2024 @ 1:11am 
i just thought that the mod kept track of this and added to the total damage after each hit
RustyDios 10 Aug, 2024 @ 2:12pm 
Correct.
The mod gets "this unit done ### damage this mission"

NOT "this unit did yyy damage from this perk, xxx damage from this perk, zzz damage from gunfire/primary weapon, aaa damage from grenades, bbb damage from exploding cars, ccc damage from the secondary weapon " etc etc .... the information the mod has that it can 'use', just isn't detailed enough to do what you want to do (exclude certain damage based on conditional parameters)

I feel we achieved an understanding :)
Sodium Chloride 10 Aug, 2024 @ 1:48pm 
oh so the game counts total damage...
RustyDios 10 Aug, 2024 @ 1:25pm 
I'm trying to tell you, there is no way this mods code can ever single out "this was 200 damage from the skulljack" and ignore it ... it's just a quirk of how damage numbers are passed around between game and mods.

If you can't accept that as an answer there isn't any more point in discussing things as there is no way to change the result of that answer.
Sodium Chloride 10 Aug, 2024 @ 2:07am 
also i'm talking about triple digit damage in a single hit
Sodium Chloride 10 Aug, 2024 @ 2:06am 
skullmining is intel, i do it whenever i can
RustyDios 10 Aug, 2024 @ 1:20am 
Of course there is, you're just not playing modded enough!
Chosen Avenger Defence, some Claus, CX and Requiem enemy units.. rapid shot reaper with dragon rounds Vs a Reaper weak, bewildered, close range, fire weak banished chosen ...

I can think of many different setups that would allow one to accrue well into a triple digit damage range, in any given mission, without the skulljack :)

The point is, there is no way to single out the "bonus damage" as being from the skulljack, so you're just kinda stuck with it. Not that it really matters, it's like twice in a whole campaign you NEED to skulljack, the rest of the time is just taking the easy route for an insta-kill with the skullmining......
Sodium Chloride 10 Aug, 2024 @ 12:31am 
i don't think there is any legit way to deal triple digit damage that isn't the skulljack
RustyDios 9 Aug, 2024 @ 7:40pm 
Which would exclude any other legitimate perk that does 200 damage.
Unfortunately this mod just doesn't get given enough information from the game tracking to be able to make good assumptions on where the damage originated :(

It's just something you need to live with. And laugh at. ... I re-localised SkullJacking in my own to be called "Give me the MVP" ... :) :)
Sodium Chloride 9 Aug, 2024 @ 5:08pm 
then maybe ignore hits for exactly 200?
RustyDios 9 Aug, 2024 @ 5:04pm 
yeah it can't differentiate.. it's all just "damage"
Sodium Chloride 9 Aug, 2024 @ 4:59pm 
idk much about how this works, but maybe if the mod is doing the counting it would be possible to simply not count skulljacks?
RustyDios 9 Aug, 2024 @ 4:55pm 
sounds about right ... it's not so much a "bug" in this mod as this only counts the "total damage done".. not "total damage done from this source weapon"

and if the mod started to exclude damage above 200, then that person that got off a banish and two chain shots on the reaper-weak-bewildered chosen.... would be skipped

and it also can't exactly do "all damage, - 200 if wearing a skulljuck", because it doesn't know a) if the person had a skulljack or b) if they used it to kill

... it's certainly a funny little outlier stat/circumstance though :)
Sodium Chloride 9 Aug, 2024 @ 4:49pm 
my specialist had 209 damage dealt :lul:
RustyDios 9 Aug, 2024 @ 4:45pm 
Skulljack itself does indeed add a ton of damage, some 250points iirc.. this is a failsafe for the skulljack if the 'insta hit kill' effect negates to fire
Sodium Chloride 9 Aug, 2024 @ 3:56pm 
for some reason skulljack counts as a fuckton of damage, maybe ignore it in some way?
azairvine 6 Jan, 2024 @ 11:15pm 
@Dragon32 I think you're right. I hit up RustyDios about the ability to parse the EAS into a per mission stat but he said it would be too complicated and require a full rebuild of this mod. Back to the drawing board!
Dragon32 6 Jan, 2024 @ 8:25am 
@azairvine
I think that's a stat created within Lifetime Stats (or Redux), as that mod is logging all a trooper's shots taken and their hits and kills. It's not a stat provided to mods by the vanilla game.
azairvine 6 Jan, 2024 @ 3:27am 
I had assumed from the fact he has that stat in his mod that somewhere it records the hit % chance of every shot that is taken. If that data is accessible the formula would be simply:

HITS - (sum of hit % of all shots taken)

For example: 3 hits from 5 shots (74%, 82%, 58%, 49%, 77%)
= 3 - (0.74+0.82+0.58+0.49+0.77)
= 3 (actual hits) - 3.4 (expected hits)
= 0.4 EAS

Sorry to bring math into your mod discussion 8-)
azairvine 6 Jan, 2024 @ 3:17am 
Thanks for the quick reply. EAS - Expected Accuracy Score. RustyDios uses it in the Lifetime Stats Redux mod. Effectively the variance between actual hits and expected hits based on an accumulation of "hit %" of all shots taken during a mission