XCOM 2
Evac Now
45 Comments
Dragon32 30 Nov, 2023 @ 10:24am 
@CozMedic
No worries, although I didn't do much. Kudos for finding and reporting the problem mod.
CozMedic 29 Nov, 2023 @ 6:03pm 
As to my confusion earlier, apparently... Both missions are called Gatecrashers? [xcom.fandom.com]
Aside from that- After almost 6 hours of disabling mods, clearing config, and playing that tutorial mission to the point that I could probably do it with my eyes closed, my issue seemed to be [WOTC] Tactical HUD Lag Fixes, which is a shame. Apparently, the error regarding cover had nothing to do with it, but it's still an issue nonetheless. Hopefully it doesn't lead to a memory leak or similar.

Anyways, Thanks again @Dragon32, I wouldn't have been able to figure it out without that resource you shared!
Dragon32 29 Nov, 2023 @ 1:53pm 
@CozMedic
Ah, rubbish. I'd be tempted to narrow down the mods you're using to just those you'd need for a whole campaign (so class mods and the like) and drop UI and cosmetic ones until you've gone through the tutorial missions. Hopefully the problematic one is one of the disabled ones.

Oh. If you're playing WotC then using some base game mods can be problematic. Maybe what's causing the problem. If you're using Alternate Mod Launcher, you should, then have a good look at the mods it identifies as being non-WotC. Voice packs are OK in my experience, most others can cause problems.
CozMedic 29 Nov, 2023 @ 1:46pm 
Thank you for the resource, I'll see if I can troubleshoot that way, especially since I don't really think this mod has caused the issue anymore.

Unfortunately the mission in question does not allow saving/reloading (at least not a way that I have found). If anyone else maybe encountered this issue, what I'm seeing is as soon as I move the character (carrying the unconscious commander) behind the pillar before calling evac, the log shows:

Tried to set invalid cover state for unit: XGUnit_4. Requested cover state 0 but this unit cannot take cover!

repeating so many times, that after ~10 minutes of trying to fiddle with console commands, settings, etc. it printed 166,480 times before I quit lol. Unfortunately I have to play through like 20 minutes each time to test, so if you know of any mods that might help me skip parts or speed up the mission let me know lol.
Dragon32 29 Nov, 2023 @ 12:03pm 
@CozMedic
Oh, comprende.

I can't remember if there are auto-saves or manual saves in that but you could try a binary search . It can be a bit futzy disabling mods in tactical but it could help identify the problem.

I do play through the tutorial once in a while, to get the full story experience, but I don't think I've done so with this mod.
CozMedic 29 Nov, 2023 @ 11:48am 
@Dragon32, sorry. I had believed that the new(?) tutorial mission was called Gatecrashers. I meant the tutorial mission for WOTC which has you “break the commander” out or something then evac.
Dragon32 29 Nov, 2023 @ 11:38am 
@CozMedic
In the vanilla game you plant the C4 on the monument and Gatecrasher is done, there's no evac.

It sounds like you're using a mod that changes Gatecrasher, maybe LWotC? That changes so much of the game it's safe to assume it's incompatible with all other mods not explicitly stated as being compatible.
CozMedic 28 Nov, 2023 @ 8:54pm 
Hi there, It seems unlikely because I don't believe this mod is actually changing evac besides a color, but I can't track it down to any other mod... Playing the starting mission "gatecrashers" and when I get to where it prompts you to evac, the button is just gone & pressing P does seemingly nothing. The button is there before you reach this point, but obv the scripted mission prevents you from using it earlier than it wants you to.
Old Man Jenkins 21 Aug, 2023 @ 9:59am 
This mod should be included in CI. I had it in base game and actually turned it off, but in Covert Infiltration it's absolutely essential. There are so many times I overstay my welcome and need to get all my homies out asap, thanks for a great mod.
Deacon Ivory 3 Sep, 2022 @ 5:06am 
The recent mod @oceansoul mentioned is Phantom Evac: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1748331160
Dragon32 22 Jun, 2022 @ 3:03pm 
@oceansoul
Are you thinking of "Carry Unit Fix"? That was deprecated by the WotC Highlander, 17th October 2019

Your "there's a recent mod" makes me think you don't mean that one though.
oceansoul 22 Jun, 2022 @ 2:37pm 
@silverleaf1 that would likely be because the carried soldier remains in the location they were picked up until the person carrying puts them down again. I think there's a recent mod that changes this but can't recall the name offhand.
silverleaf1 28 Mar, 2022 @ 4:07am 
@michlakig I noticed that if a soldier is unconscious the area will show yellow even if the soldier is being carried by a soldier that can make it to the evac. I do not know how hard this might be but if the zone could show that evacuation is possible for all if all can make it out on their own or are being carried by a soldier that can make it out. I do not want to forget a soldier that has been disabled which can happen sometimes. This mod is essential; thanks again for making it.
silverleaf1 6 Jun, 2019 @ 7:25am 
This mod is very convenient. I have noticed that if a path is blocked by a fellow soldier the display will show yellow even though all soldiers can make it to the evac.
michiakig  [author] 25 May, 2018 @ 4:28pm 
yes, I believe it should work with LW2. I've only tested it briefly though, so if you find any issues please let me know
trapbuilder2 24 May, 2018 @ 12:09am 
Quick question, I can't see any reason why it wouldn't be, but is this compatable with long war?
Dragon32 11 Apr, 2018 @ 2:55pm 
@Doc:
Yep, I did.
moth 11 Apr, 2018 @ 2:28pm 
is this safe to add mid-campaign?
Dragon32 19 Mar, 2018 @ 3:12pm 
Great mod. Thanks, spacemanaki
nintendoeats 18 Mar, 2018 @ 7:12pm 
This is the kind of quality of life thing that you don't realize should really have been in the game until you have it. Thanks!
Hovah 18 Mar, 2018 @ 9:23am 
Wow, this is so fucking usefull and i would never have thought of getting it if i didnt see it in the top list, genius!
Dragon32 26 Feb, 2018 @ 9:57am 
That could be related to the basegame bug which "Update Carried Units" fixed for the vanilla game, unfortunately not ported over to WotC
dotvhs 25 Feb, 2018 @ 7:59pm 
Yes, 4 units: 2 of them were awake since beginning my round. One was unconscious and being carried, one woke up from daze at the same turn I placed the Evac (he was already conscious when I was placing the evac).

Sure man, I'd be happy to help with anything you've got there.
michiakig  [author] 25 Feb, 2018 @ 6:37pm 
hey thanks for the detailed bug report! just to be clear, you have 4 units, 1 unconscious but being carried? that's probably the issue, I will look into a fix. and I'll keep your offer for 2d stuff in mind :)
dotvhs 25 Feb, 2018 @ 6:20pm 
Forgot to mention: one of my unit were being carried in that situation and second one just woke up from Daze.
dotvhs 25 Feb, 2018 @ 5:58pm 
Hey spacemanaki, thanks for this awesome mod. However, I did not found it working properly, here is an imgur album that shows all my starting positions, proof that I was able to reach that point without any problems as well the proof that I did actually: https://imgur.com/a/im9w3

Anyway, thank you for your mod and if you need anything for your future mods in terms of 2D, hit me up on Steam. I did few things here and there, so far I worked on: class icons, perk icons, item icons (including renders), research images, corpse/autopsy images, some small texturing as well, promotional stuff too (logos, workshop icons).

Good luck on future mods tho!
Torrent 25 Feb, 2018 @ 9:01am 
I can't believe this isn't baseline part of the game!
michiakig  [author] 24 Feb, 2018 @ 11:52am 
hey @stonetomcat thanks for the suggestion. I'm probably not going to incorporate that as personally I find that 99% of the time I use evac in one of two situations: evac everyone on the same turn if possible (otherwise wait/overwatch/hunker until everyone can get out) or evac a single person who is badly hurt (or one person carrying someone bleeding out)

also, the base game uses a red evac zone target to indicate the placement would not be permitted (if there's an xcom unit inside or too many tiles blocked by terrain) so it would have to be a fourth color and that starts to get a bit visually messy. I do appreciate the comment though
stonetomcat 23 Feb, 2018 @ 4:23pm 
What about making the zone red if nobody can get there within a turn? It's a small idea, but it could add some versatility.
michiakig  [author] 21 Feb, 2018 @ 6:28pm 
yes, it's compatible with Evac All
Monika 21 Feb, 2018 @ 4:18pm 
What a useful mod. Thank you!
NakeshaAhKleva 21 Feb, 2018 @ 10:27am 
Should be... That just adds an ability to all soldiers, this is a code change.
Hopalongtom 21 Feb, 2018 @ 7:44am 
Is this compatible with the Evac All mod?
michiakig  [author] 20 Feb, 2018 @ 5:17pm 
thanks for testing and reporting back @Kepler68
awkwardmoment 20 Feb, 2018 @ 4:48pm 
Awesome! perfect example of Quality of Life mod
Kepler68 20 Feb, 2018 @ 1:59pm 
Yup! works perfectly fine with LW2 for anyone whos wondering
Kepler68 20 Feb, 2018 @ 1:40pm 
oooo this looks useful!
ill test it with LW2 and let you know if it works :)
Lux Manifestus 19 Feb, 2018 @ 6:50pm 
Nice idea
花兔 19 Feb, 2018 @ 5:30pm 
A good idea
cool
genius
d_valroth 19 Feb, 2018 @ 3:30pm 
Really cool QOL.
Dragon32 19 Feb, 2018 @ 10:18am 
What a great idea, thanks spacemanaki.
Deadput 19 Feb, 2018 @ 9:37am 
austinn345

You could read the mod description.
p6kocka 19 Feb, 2018 @ 9:37am 
Read the description
xShadowAxelx 19 Feb, 2018 @ 8:59am 
Why is it yellow and not blue?
CommanderNature 19 Feb, 2018 @ 8:27am 
nice mod