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Total team stats is not a bad idea, but not something I'm super interested in for this mod. Thanks for the feedback!
-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
Maybe like @Tedster and @CaptainRichard said it's cause garbage collection error, I don't know, but I Love This Mods
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!
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
- 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
-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
Looks like a garbage collection crash. Are you using Sensor Fences?
[0146.10] Log: World pcp_AbandonedP_Boulevard_ElTrain_01.TheWorld not cleaned up by garbage collection! clearing CharacterPool and trying again
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.
[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
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.
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 :)
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 :)
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.
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......
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" ... :) :)
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 :)
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.
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-)