XCOM 2
[WOTC] Passive Icons
31 Comments
zin 20 Mar, 2023 @ 11:49am 
Hi, this mod is not working for me. I do not see passive icons. I should note that I am also using [WOTC] Cost-Based Ability Colors.

Do you think that is the conflict? And could this mod work? https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2170324254
Makk 31 May, 2022 @ 8:12pm 
bonus changes default to off would be great
kl.borek 24 Nov, 2021 @ 10:58pm 
right, Highlander got modded, will wait what comes final.
Dragon32 24 Nov, 2021 @ 10:03am 
@kl.borek
"LOW WOTC" = "Long War of the Chosen" = "LWotC"?

If so, probably the different version of the Highlander.
kl.borek 24 Nov, 2021 @ 8:00am 
with latest version of LOW WOTC i get missing required content for this mode. No idea what it could be, any idea?
=[NK]= Col. Jack O'Neil 19 Jul, 2020 @ 8:51am 
Thanks :)
RustyDios  [author] 19 Jul, 2020 @ 8:46am 
If subbed to this AND AA's Ability Tweaks ... his mod doesn't do the same things, and lets this mod take over for those sections ...

This mod adds a bunch of extra Passive Icons for vests and items NOT covered by AA's mod and a few that were 'missing' from other mod sources and DLC.

I hope that helps to clear up any mis-understandings :)
=[NK]= Col. Jack O'Neil 19 Jul, 2020 @ 8:19am 
So if we're subbed to ADVENT Avengers Ability Tweaks, do we need this at all?? Changing some of the options you've got, does it add anything extra?
RustyDios  [author] 18 Jul, 2020 @ 7:13pm 
@EvilPolygons
Yes, I'm currently in the process of making a Core Collection Compliant version that removes ALL the extra balance changes from this mod (unfortunately for the CC this includes the Ruler Panic modded enemies 'fixes', as they are not how the original enemy-mod author designed those enemies)

I'm also basically re-coding how the mod generates the descriptive localization text, so it doesn't have edits from me ... and cleaning and editing a fair chunk of the backend code, under advice from Iridar.

The CC Edition will be purely UI. This change has also been asked several times before and now seems like a good time to do it :)

This version will remain on the workshop after the 'update' though, the CC Edition will be a 'new' mod.
EvilPolygons 18 Jul, 2020 @ 3:38pm 
So I just read the change notes and I'm wondering if the upcoming Core Collection version of this mod will omit most/all of the "bonus" game balance changes?

I consider the icon portion of Passive Icons to be an absolutely essential mod for XCOM2 (I can't imagine playing without it), but I'd much rather see the various gameplay tweaks be spun out into separate balance mods. The Ruler Panic tweak for modded enemies is great, but I could do without the others.
Kevin from HP Customer Service 11 May, 2020 @ 12:05pm 
Lovely mod !
Please do consider splitting the UI elements from the "tweaks", as I myself could do without all the immunities (actually I'd probably leave all of them in other than the medkit poison resistance).

of course, IFFF you ever come around to this mod, just leave the options in the .ini file.. As for loc editing, last time i did it it was fairly straightforward.
Great work regardless
Sauron Baggins 9 May, 2020 @ 5:56am 
Ah OK. So simply setting any icons to false in the config file turns off both it's display and modified effects/immunities? So stuff like medikits and vests can all be set to false and it will revert to base game defaults? Actually, I only need the mindshield icon as I keep forgetting who has it.

Great Job btw, strange how such useful info can left out of the default UI.
RustyDios  [author] 2 May, 2020 @ 9:16pm 
Yes: For the Hellweave, in the config file the damage change can be turned off
No: For all the others, without disabling the icon too

The biggest issue is having the effects and localisations (text) match what they actually do. Changing it dynamically based on the config options is kinda tricky.
Sauron Baggins 2 May, 2020 @ 5:52pm 
Is there a way to turn off all damage/effect modifiers and have the mod purely UI info only? The game is fine for me without further adjustments. But the added soldier info is indeed useful.
MrShadow 9 Dec, 2019 @ 5:20pm 
@endersblade... easy way to disable them is to unsub to the mod. I mean that in no way as being disrespectful. But if you dont want to see them, why are you subbed to the mod?
RustyDios  [author] 16 Oct, 2019 @ 12:18am 
@endersblade Hiding the entire Passive Icon Area would be possible I think, but it isn't really within the focus/scope of this mod which exists to add more for existing items. I don't personally play with RPGO (yet) so I have no idea how big this area can get, but the most I think I've seen is 3 lines, which I don't find intrusive at all.

@Lago I added in the option to remove the changes to Hellweave by config toggle. I'm not going to entirely split this change into a separate mod as it is a change I wanted to keep to Hellweave from the original mod.
endersblade 15 Oct, 2019 @ 3:07pm 
This is great and all, but is it possible to turn passive icons OFF? Playing with RPGO I am sick and tired of seeing that massive wall of icons in the bottom left corner. I would give my left nut for a mod that just disables the whole area.
Lago 4 Oct, 2019 @ 3:42am 
Have you considered splitting the Hellweave fix off into its own mod? It seems a little out of place in a mod that's otherwise UI only.
Rtma Eros Paragon 14 Sep, 2019 @ 6:31am 
I can see the correlation however intense electrical damage can and does burn, would work against mechanical if they had Melee attacks, these icons are quite informative, another overlooked feature in completing the feedback.
RustyDios  [author] 14 Sep, 2019 @ 5:32am 
Hellweave does damage to melee attackers that hit you. (think of tun lancers, chyssies and berserkers) Base game has it as a fixed electrical damage. (Despite both the In game item name of HELLweave and in code name of SCORCHcircuits). Think of it like a melee hit feedback effect.

This change makes that damage be fire based and config.ini editable.
Rtma Eros Paragon 14 Sep, 2019 @ 12:11am 
So to clarify with this Hellweave vest change, it gives you the ability to deal Fire Damage thru damaging others with Attacks?
EvilPolygons 13 Sep, 2019 @ 10:00pm 
The game should have shipped with this feature, honestly. Lack of passive icons has always irritated me. With all due respect to Firaxis, thanks for picking up the ball where they dropped it!
Puma_The_Great 12 Sep, 2019 @ 7:12am 
Nice
Lebowskichild 11 Sep, 2019 @ 5:15am 
@RustyDios, that's great to hear, would have made this mod unusable for me otherwise.

Might be worth noting that in your description as it's not clear otherwise.
RustyDios  [author] 11 Sep, 2019 @ 3:31am 
@Lebowskichild That toggle controls the entire change. Setting it to false will make the code skip over the entire change, reverting Hellweave to default (or other mod) behaviour.
Lebowskichild 11 Sep, 2019 @ 2:21am 
@RustyDios, is there any way to remove the Hellweave Bonus change as I already use [WOTC] Armor & Vest Config,

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1129753213

which I use to make my own changes and I'm guessing the two mods will clash.

I see the bPI_DAMAGECHANGE_HELLWEAVE = true config toggle but does this control all the changes or just the damage type?
Lux Manifestus 10 Sep, 2019 @ 4:37pm 
Awesome, thanks.
RustyDios  [author] 10 Sep, 2019 @ 3:33pm 
Feel free to shoot me a message on discord, I'll happily make any mod preview images that you might need. I can't always promise I'll have the time but I'll do my best. I've used so many of your mods for so long that I'd like to give you something back in appreciation.
Juravis 10 Sep, 2019 @ 3:21pm 
I should hire you to make my mod previews
RustyDios  [author] 10 Sep, 2019 @ 3:07pm 
Thankyou ADVENT Avenger... you are the singular source of inspiration for this mod and it wouldn't exist without your initial mods.
Juravis 10 Sep, 2019 @ 3:03pm 
Well done