XCOM 2
Improved Smoke Defense WOTC
59 Comments
Rtma Eros Paragon 5 Aug @ 5:26am 
It is working. Thanks.
Juravis  [author] 2 Aug @ 1:16am 
If they both work in the same way and LWOTC Aim Rolls is based on EU AIM Rolls, it will work probably. You can probably just put both together and launch a test game and just smoke grenade and check yourself thats probably the best way to test. You can safely remove it after (ignore messages).
Rtma Eros Paragon 2 Aug @ 12:41am 
I am not using LWOTC, I am using a standalone mod alternative to EU aim rolls called LWOTC Aim Rolls, if that makes any difference.
Juravis  [author] 1 Aug @ 10:13am 
Assume nothing works with LWOTC unless someone tested it
Rtma Eros Paragon 1 Aug @ 8:39am 
Does this work with LWoTC Aim Rolls? the stat check and percentage feedback does not seem to be affected.
Nemo Jr. 4 Jul, 2021 @ 11:39am 
No worries, just letting you know :)
Juravis  [author] 4 Jul, 2021 @ 11:06am 
Actually this would be easier for Reliable Smoke to implement but im not sure hes modding anymore. He can make a "If this DLC is detected" then his parameter would be off, and the load order wouldnt count anymore.

My modding tools are not setup at this time. So youll just have to switch manually the INI parameter.
Juravis  [author] 4 Jul, 2021 @ 11:00am 
Oh I get it. Sorry it's been a while.
Nemo Jr. 4 Jul, 2021 @ 10:49am 
Thanks for the reply, but I urge you to double check bSmokePreventsFlanking.
This is the default in Reliable Smoke:
bSmokePreventsFlanking=true
Juravis  [author] 4 Jul, 2021 @ 10:42am 
.Shouldn't the last line be false
No

.Also, are the removals really necessary? Doesn't the last value overwrite the previous one(s) automatically?
The text importer in XCOM sucks, by removing both lines you ensure the parameter is empty before introducing the new one.

.So in this case, the actual important part is loading your mod after Reliable Smoke, no?
Yes, but XCOM load order changing mostly doesnt work.

You are correct on your flank bonus assessment, you can make Reliable Smoke and this mod work correctly in the fashion you best prefer!
Nemo Jr. 4 Jul, 2021 @ 10:20am 
On another note, Reliable Smoke counters the flanking bonus, and EXACTLY the flanking bonus, so it's perfectly feasible to leave bSmokePreventsFlanking=true but instead set SMOKE_CRITCHANCE_PENALTY=0 if one simply wants to nullify flanking crit bonus reliably (e.g. it should adapt to the different flank bonus values from difficulty setting).

Personally, I'll crank up the SMOKE_CRITCHANCE_PENALTY to completely disable crits in smoke so it doesn't matter to me, but just wanted to put it out there. Might be useful to someone :)
Nemo Jr. 4 Jul, 2021 @ 10:20am 
Hi ADVENT! You have this in your "compatibility file":

[SmokeStopsFlanks.X2Effect_SmokeGrenade_Antiflank]
; Remove both to prevent addition duplication
-bSmokePreventsFlanking=true
-bSmokePreventsFlanking=false
+bSmokePreventsFlanking=true

Shouldn't the last line be false ? It seems you did the opposite of what you intended :3

Also, are the removals really necessary? Doesn't the last value overwrite the previous one(s) automatically? So in this case, the actual important part is loading your mod after Reliable Smoke, no? (This one I'm asking as a newbie XCOM2 modder)
Juravis  [author] 30 Aug, 2020 @ 11:21pm 
If its the old mod it works
Rtma Eros Paragon 30 Aug, 2020 @ 11:20pm 
It's just from [WOTC]Tier III Grenades mod.
(I'm trying it out, wanted to make sure all works well.)
Juravis  [author] 30 Aug, 2020 @ 11:11pm 
I can make -extra- sure it works if you give me the template name of the SmokeMK3 grenade if its not from the usual mod (is there a new one? or LW2?)
Rtma Eros Paragon 30 Aug, 2020 @ 10:59pm 
*Re-reads*
Yeah, there it is, sorry, Thanks for the confirmation.
Juravis  [author] 30 Aug, 2020 @ 10:49pm 
It's literally in the description

"The way this mod is coded, any custom effect that adds smoke will also work (for example, if a mod creates a SmokeMK3 grenade and uses the base game code, this mod will apply to it.)"
Rtma Eros Paragon 30 Aug, 2020 @ 10:46pm 
Does this apply for Tier 3 Smoke Grenade?
Juravis  [author] 20 Oct, 2019 @ 10:14am 
Its already in at the bottom
RedDobe 20 Oct, 2019 @ 10:10am 
@Advent - can you update the description so that it states this?
Juravis  [author] 12 Sep, 2019 @ 8:54pm 
Mod updated to automatically disable the flanking protection from Reliable Smoke (double dip bonus). It would effectively give you around 70% crit protection.
Lebowskichild 26 Jun, 2019 @ 2:00am 
Thanks for the clarification Avenger.
Juravis  [author] 25 Jun, 2019 @ 7:07am 
No need smoke mods call this procedure during the game so it's 100 percent compatible in any order unless the item made its own smoke which i havent seen yet
Lebowskichild 25 Jun, 2019 @ 5:12am 
Hi @ADVENT Avenger.

Could you tell me if there needs to also be a correct load order between this mod and the Reliable Smoke mod that you recommend? I am yet to try in game as I am building a new mod list but was wondering if I load Reliable Smoke AFTER this mod and as you suggest turn off IT'S flanking setting, would that override that function in this mod?

Sorry if this is a curfuffled way to ask.
Juravis  [author] 25 May, 2019 @ 10:47am 
This mod changes the core smoke hit mod function, even if a tooltip or damage info shower doesnt show it properly, it will still work unless the mod is in a non-enabled state. Sometimes i get an XCOM state where only some of my mods work, clearing the CONFIGS folder and relaunching twice usually clears it up. I see it when my Instant Avenger Menus dont work. When they do, I know all my mods are working properly.
Rtma Eros Paragon 25 May, 2019 @ 10:44am 
Sorry, I'm getting a bit confused on how this is calculated thru EU Rolls and what is appearing with Extended Information, Arsenal Lite has -30 in it's hitmod setting for Smoke, which didn't show up in Extended Info, now that I semicoloned it, it appears to be showing up now.
Juravis  [author] 25 May, 2019 @ 10:16am 
I dont know why i even wrote this, it's actually in the screenshot of this mod in rectangles.
Juravis  [author] 25 May, 2019 @ 10:13am 
You can see its working using the pre shot tooltips. The enemies in smoke will get 35 defense and your crit will be reduced by 35.
Rtma Eros Paragon 25 May, 2019 @ 9:54am 
I'm trying to understand how this works, trying to read with Extended Info and using EU Rolls, how do I know is it working? can I get an explanation please?
Juravis  [author] 25 Mar, 2019 @ 6:48pm 
I dont know how hard it would be to block visibility in XCOM with smoke
neIVIesis 25 Mar, 2019 @ 6:46pm 
This is the reason it would be a nice option via the ini for those of us that would welcome a lil balancing nerf. Users can turn it on if they wish.
Juravis  [author] 25 Mar, 2019 @ 6:43pm 
That's sensible. But smoke in XCOM is a defensive grenade, and not a very good one at that. I feel it would make people always pick plasma grenades. IMHO the protection buffs I added only bring up the smoke grenade to a somewhat usable level. If you want a visibility blocking smoke cloud, look to Phantom Doctrine.
neIVIesis 25 Mar, 2019 @ 6:22pm 
I think the idea of including the "Darkness" effect within the smoke cloud would be a good option in the ini. It is realistic in the sense that it's hard to see inside smoke in real life and shoot with any accuracy to those outside. And also game-play wise, this is a warranted minor nerf to compensate for the protection buffs you added.
Wet Dog Squad 9 Nov, 2018 @ 7:32pm 
Thanks again, Udaya. I was just going to report that here, myself. Both of your mods work wonderfully together, and really make smoke grenades worth using.
Juravis  [author] 9 Nov, 2018 @ 5:39pm 
It should all work i see no reason not to. If anyone has issues just report them here well see what we can do.
Udaya 9 Nov, 2018 @ 12:27pm 
@ADVENT Avenger @Korbis
I actually updated Infinite Starting Items on November 7th to complete all changes without overriding anything. The DLCInfo is quite helpful with that, but I don't believe you need to change anything yourself since the SmokeGrenadeEffect() can't be grabbed with a template manager.

Given that, it should work with everything.
Juravis  [author] 7 Nov, 2018 @ 4:31pm 
It's supposed to work with EVERYTHING. Unless the mods have their proprietary Smoke hit mod effects and just overrode the function for no reason.
L. Strauss 7 Nov, 2018 @ 3:08pm 
Yo, Avenger. Does this workj with the "Smoke Grants Concealment" mod? Not sure if your values conflict with it so.....
Juravis  [author] 7 Nov, 2018 @ 1:00pm 
My changes are minimal. Check with Udaya. If he finds something i should change i will.
Wet Dog Squad 7 Nov, 2018 @ 12:29pm 
So after a bit of testing, it definitely seems to be this mod undoing the availability of stun and smoke grenades from Udaya's mod. That's a shame, because I would love to be able to use both.
Cato 7 Nov, 2018 @ 9:10am 
Nice. Time to try out smoke again since 2016.
dmc32 6 Nov, 2018 @ 1:06pm 
Thanks for this, makes smoke grenades relevant. Nice pic too.
Dragon32 6 Nov, 2018 @ 11:10am 
Think I'll be grabbing this one, it could make me actually build smoke grenades. And even take them on missions.
LeoArcticaa 6 Nov, 2018 @ 11:04am 
@ADVENT Avenger - Oh I'm sorry, I missed that bit said said about tier III nades :p my bad ^^

Thanks and subbed ^^
Juravis  [author] 6 Nov, 2018 @ 10:59am 
People please read the entire description
LeoArcticaa 6 Nov, 2018 @ 10:37am 
Does this work with the Tier III grenade mod?
CommanderShepard153 6 Nov, 2018 @ 10:12am 
Does this work with "Smoke Grants Concealment"?
Wet Dog Squad 5 Nov, 2018 @ 11:44pm 
Hmm, perhaps it could be another mod causing the conflict. I'll flip this mod off and on with a new campaign and see if the bug persists.
Juravis  [author] 5 Nov, 2018 @ 11:40pm 
@Korbis I dont overwrite the Smoke grenade itself, just it's effect creator SmokeGrenadeEffect.

The number of grenades you have in your possession is in the grenade itself (Template.bInfiniteItem = true) in CreateSmokeGrenade.

I don't think it's that. Maybe i'm partially mentally slow but i was under the impression that multiple mods could extend the same class, as long as they did not overload the same function. Otherwise, any mod in the XCOM 2 era could not have worked because they all hooked on X2AmbientNarrativeCriteria and then extended it.
Wet Dog Squad 5 Nov, 2018 @ 11:24pm 
So heads up, there's a minor conflict between this and Udaya's Infinite Starting Items mod. They seem to both overwrite the same X2Item_DefaultGrenades subclass, causing the stun and smoke grenades to no longer be in infinite supply.

I'm not expecting a fix, particularly because I'm not sure either mod is possible without touching that file, but I thought I should share.