XCOM 2
[WOTC] Sniper Defense Fix
61 Comments
RedDobe  [author] 24 Jul, 2024 @ 5:26pm 
What a coincidence! Glad that you worked it out.
BlackDog 20 Jul, 2024 @ 11:38pm 
I looked into this some more this morning - basically the alien pack sniper defense is just hooked into the scamper-root for the naja, while the 'sniper defense' mod adds the behaviour into the alert handler for all units, so me just renaming the AI nodes in the pack is the safer option. I've therefore pushed an update this morning which should resolve the conflict. I can't say for sure which behaviour will take precedence when you alert a naja unit because I don't know whether the alert handler or unit scamper takes precedance but in any case, the behaviours are virtually identical anyway so there shouldn't be any obvious difference in gameplay terms.
Dragon32 25 Jun, 2024 @ 12:33pm 
@RedDobe
OK, thanks mate. I'll mess around with that now I'm back from holiday. Apparently it's a behaviour just used by the Naja enemy from that mod. FYI, the scoring behaviour in this mod has
AddToAlertDataScore_-100
and that
AddToAlertDataScore_100

So not sure which version of the behaviour would actually take effect but if it's that one it looks to an amateur like it'd break this mod.
RedDobe  [author] 25 Jun, 2024 @ 10:47am 
It sounds like the same ai behavior name was used. You would just have to negate the behavior and rename it.
Dragon32 19 Jun, 2024 @ 10:15am 
I'm getting a Redscreen error about a duplicate behaviour with this mod and BlackDog's Standalone LWOTC Alien Pack mod .

BehaviorTable index 4693 has a duplicate name (ScoreSniperFire) - INVALID

Looking at the two XcomAI.ini files makes me wonder if that mod incorporates this mod's functionality. I'm not the best at parsing AI behaviours but they sure seem to be using similar names and values.
Dragon32 10 May, 2024 @ 8:38am 
no worries
Phoenix 9 May, 2024 @ 5:27pm 
@Dragon32 Ok, thanks again man.
Dragon32 9 May, 2024 @ 7:02am 
@Phoenix
I use both. AFAIK this will alert if units in a pod are damaged, the other mod when objectives are
Phoenix 8 May, 2024 @ 5:48pm 
With this mod I wouldn't need the Anti Relay Cheese [WOTC] mod anymore right? This mod would do the same thing but better right?
RedDobe  [author] 10 Jun, 2023 @ 5:24pm 
Oh I see. Yes it would bring them towards avenger.
Yhoko 10 Jun, 2023 @ 8:50am 
well I just mean the enemy units getting shot by squadsight turrets in theory they'd start coming towards the avenger yea?
RedDobe  [author] 10 Jun, 2023 @ 8:49am 
This only helps cut down on the cheese when sniping enemy units, not the destructibles. I made a mod called Avenger Defense Revamp which does solve the problem you mentioned.
Yhoko 10 Jun, 2023 @ 8:28am 
Sounds like this would help fix up chosen avenger defense since you can all camp at base and have a reaper run out and spot everything for your turrets and they just sit there and never come to attack the avenger
Dragon32 21 Jan, 2021 @ 1:13am 
@BlazinHothead
Read the Description
BlazinHothead 20 Jan, 2021 @ 5:06pm 
I use the ' A Better Advent' mod. Will this conflict with the AI changes that makes?
RedDobe  [author] 15 May, 2020 @ 2:14pm 
Yes, at the moment I am not aware of any mods that modify this part of the behavior trees.
SupremeMorpheus 15 May, 2020 @ 9:55am 
Is this compatible with the hive?
RedDobe  [author] 28 Apr, 2020 @ 9:17am 
It is still necessary.
kenanthebarbarian 28 Apr, 2020 @ 8:40am 
Is this add-on still necessary, or has it been rolled into Yellow Alert 2.0 at this point?
Lebowskichild 15 Jul, 2019 @ 2:49am 
Thanks for the answer @RedDobe.
RedDobe  [author] 14 Jul, 2019 @ 6:22pm 
@Lebowskichild - That would only be needed when a downloadable content UC file is in place.
Lebowskichild 14 Jul, 2019 @ 12:57pm 
Is there a reason I don't have an XComGame.ini file as I would assume the DLCIdentifier is required?
Dragon32 11 Sep, 2018 @ 3:43pm 
@Schleicherfreund:
I've been using Remove Missing Mods since the base game version came out, never had any issues.

What's the problem at the moment? It sounds like you've got the mod installed...
Schadenfreude 11 Sep, 2018 @ 1:11pm 
@RedDobe I deleted it manually and redownloaded it, it doesn't help.
RedDobe  [author] 11 Sep, 2018 @ 1:09pm 
Hmm. How sophisticated are you with computers? Do you know how to find the mod’s workshop folder in your steam directory? If so, after you unsub go to that folder and delete it, before resubbing. I am all out of ideas after that.
Schadenfreude 11 Sep, 2018 @ 10:12am 
@RedDobe
When I unsub and try and load it doesn't tell me that another mod with the same name is missing, so I don't believe there is another entry. I am reluctant to use that mod, because it's not entirely safe.
RedDobe  [author] 11 Sep, 2018 @ 9:36am 
Did you try using the remove missing mods mod that dragon recommended. The mod is probably working now, you just have another entry in your game files.
Schadenfreude 11 Sep, 2018 @ 8:35am 
@RedDobe
I can successfully download the mod, but it doesn't matter. The only thing that was fixed is that the custom mod launcher doesn't claim that it's not installed.

I had it also manually removed and redownloaded.
RedDobe  [author] 11 Sep, 2018 @ 7:32am 
@schleicherfreund - While steam is running go into the workshop and unsubscribe, on the bottom you should see a message that tells you the mod was removed. Then resususcribe. You should see a downloaded 1 file message. If not than unsub again and restart steam. When steam starts back up try subscribing. I had to do this a few different times to get it to clear the workshop folder and reload the mod.
teh1archon 11 Sep, 2018 @ 6:33am 
I deleted the older file but I have no idea if it helped or not due to disk failure that forced me to re-install Xcom2.
As of now - the mod is installed with no problems (as steam re-downloaded everything) and probably works.
Schadenfreude 11 Sep, 2018 @ 4:25am 
Loading my save still tells me the mod isn't installed.
Schadenfreude 9 Sep, 2018 @ 12:13pm 
Thanks.
RedDobe  [author] 9 Sep, 2018 @ 12:08pm 
@Dragon Thanks for the tip, I didn't know that changing the name caused all of this!
Dragon32 9 Sep, 2018 @ 7:18am 
@Schleicherfreund:
Took awhile for Steam to catch up with me too. Took a few Steam restarts but eventually I was able to re-subscribe.

The name of the mod has changed, which is why errors are thrown on loading a save. Use "Remove Missing Mods".
Schadenfreude 9 Sep, 2018 @ 6:42am 
My Custom Mod Launcher reported that this mod has been hidden, due to not being subscribed anymore, I tried unsubbing, resubbing, deleting the mod manually and un-/resubbing again, it won't download anymore, even after a stam restart.

My game was not recognizing the mod when I was still subscribed, the save stated that "Enemy Sniper Defense Fix" is not installed, even though I had the full folder downloaded.
RedDobe  [author] 7 Sep, 2018 @ 2:48pm 
I was able to get it to work by unsubbing, but I had to exit and restart steam a few times before it actually cleared the mod workshop folder.
teh1archon 7 Sep, 2018 @ 2:46pm 
I'll try tomorrow and post results.
RedDobe  [author] 7 Sep, 2018 @ 2:46pm 
It's in the workshop folder.
RedDobe  [author] 7 Sep, 2018 @ 2:46pm 
Try deleting one of the .xcommod files then.
teh1archon 7 Sep, 2018 @ 2:43pm 
I did that to no avail. Douno what to say...
RedDobe  [author] 7 Sep, 2018 @ 1:47pm 
You'll have to unsubscribe from the mod so that it clears out the steam workshop folder and then resubscribe. Sorry I don't know why it contains multiple .xcommod files.
teh1archon 7 Sep, 2018 @ 1:42pm 
I get the following message with the community launcher:

"A mod could not be loaded since it contains multiple .xcommod files
Please notify the mod creator.

Path:
...\268500\1502740820"

It happened after a clean install of XC2 (since steam due to system failure decided on its own to uninstall the game).
RedDobe  [author] 7 Sep, 2018 @ 12:25pm 
Tha happened to me too. I fixed it by deleting/unsubbing it completely from the mod launcher, exiting steam, going back into steam, and then resubscribing. I think it may have been because I changed the name or something.
Astral Descend 7 Sep, 2018 @ 10:51am 
Yep, got a similar problem in AML: https://i.imgur.com/a6C1udX.png
Dex 7 Sep, 2018 @ 9:57am 
I seem to be having trouble with your mod. After the latest update to it my game doesn't seem to recognize that it exists despite showing up on the load order.
RedDobe  [author] 5 Sep, 2018 @ 11:29am 
As soon as one of those three options that I mentioned is met the pod will stop moving towards the alert. My attempt was to get pods to move within site of the alert for unconcealed xcom.
RedDobe  [author] 5 Sep, 2018 @ 11:24am 
@Schleicherfreund - I understand now. If they are more than 24 tiles away, do not see xcom, or haven’t encountered xcom than yes an alert will be placed on the reaper’s position. But the reaper can easily move around and hide from the pod if the reaper is still concealed, so I don’t think this going to be a major problem.
Astral Descend 5 Sep, 2018 @ 12:13am 
@Schleicherfreund
> The Alert (Sniper Location) is more than 24 tiles away

This check will most likely fail
Schadenfreude 4 Sep, 2018 @ 7:07pm 
@RedDobe
But Reapers are spotters AND shooters, I meant what happens when a Reaper shoots, beats the concealment check and stays concealed, will the rest of the enemy pod immediately know the Reaper's location?
RedDobe  [author] 4 Sep, 2018 @ 1:49pm 
No, this puts the alert on the shooter, not the concealed spotter.