XCOM 2
[WOTC] Multiple Sitreps 2.0: Guaranteed & Categories
458 Comments
Gentleman-Velociraptors 4 May @ 1:08pm 
Well, as you can probably guess, Puggly, both Advent and The Lost will be in the mission en masse.
Puggly the Grey 7 Apr @ 10:50am 
Excuse me fren, but what would happen if, fir example, both ShowOfForce and TheHorde were active on le same mission? :doge:
hottt3 22 Mar @ 8:52pm 
Thanks for the mod! Is it officially compatible with LWotC?
Boge 27 Feb @ 6:33pm 
I'm not getting multiple sitreps with the Guerilla ops. I've done about 3 now and it's always just the one choice.
Velvet 5 Feb @ 8:25am 
@Tugga You might have already figured this out since its been half a month, but Covert Operations has its own official compatibility list and does, in fact, mark this as incompatible. If you intend to play with it you should check the rest of the list too, its on their workshop page.

Of course it doesn't cover every mod, but I assume any popular mods that are hard incompatible would probably end up being known about and added, at least as of the last time the list was being maintained. Of course, the mod hasn't been updated since 2022, so I'd guess the compatibility list hasn't been updated in a while either.
XxLengeyxX 21 Jan @ 11:01pm 
I don't know if I have bad luck...
But 99% of the missions, even with the faction mods I get the LOST...
Annoying af!:steamfacepalm:
steamt 17 Jan @ 1:41pm 
Perhaps my memory is faulty but I recall getting sitreps on all Guerrilla Ops. I no longer get Sitreps on all the Guerrilla Ops choices. It seems to be following the non-mod game, 1st op has a sitrep, 2nd has a chance to, 3rd nearly never has one.
Tugga 16 Jan @ 2:57am 
Thanks for the answer!
Gentleman-Velociraptors 16 Jan @ 1:31am 
Honestly, last I checked, it is incompatible with Long War of the Chosen, and you could check with Covert Infiltration if it will work or not, but I think it might be best to assume that it would be incompatible if it modifies the Sitrep system.
Tugga 15 Jan @ 8:23pm 
Does this have any known compatibility issues? Does it work well with Covert infiltration or long war of the chosen?
Gentleman-Velociraptors 11 Dec, 2024 @ 6:12am 
@Jab Of Legends The best way to do this is twofold. You'd need a Group and a Category.

The Category should be set up like so:

;Sitrep Category 1
Cat1Active = "On"
Cat1Amount = 1
Cat1Chance = 100
;+Cat1 = "TheLost"
;+Cat1 = "TheHorde"

And then, just to be safe, you should grab a Group and add it like so:

;Sitrep Group 1
Group1Active = "On"
;+Group1 = "TheLost"
;+Group1 = "TheHorde"

This way, you will roll either the Lost or the Horde, but not both at the same time.
Jab Of Legends 9 Dec, 2024 @ 6:11am 
I am trying to do a run where every map will be littered with Lost in addition to the other enemies. Anyone have a copypaste of how to do so, or can share how to edit the file to do so instead?
oceansoul 7 Nov, 2024 @ 3:16pm 
@effbotClassic.TTV the only way is by having them set to different teams in the source mods. Which means you could have a max of 4 and only in the following circumstance: replacement of advent sitrep so the base enemy forces are one team, second and third factions are set to team_1 and _2 respectively, fourth force happens to be set to _Lost (exactly 1 mod I can think of with that setup and it's not a "proper" raider faction).

You can set raider factions that are all on the same eteam to be mutually exclusive so that they don't spawn together using this mod. You would need to download the editor and change the team setting in the mod itself.

As to your getting things from groups that should be excluding each other; 1) Is the group set to on? 2) certain missions force sitreps (anything in an abandoned city will have Lost in addition to what is rolled). 3) as can various Dark Events. 4) Certain sitreps can also force others (Elder's Curse forces Lost).
oceansoul 7 Nov, 2024 @ 3:15pm 
@CyberNeo you can set whatever you like, it won't however do anything with sitreps that don't exist. So I could add DarrylSitrep_Evil to group one but unless there was a mod containing said sitrep installed then nothing would happen.

If you mean can you use the companion to create your own, new, sitreps then the answer is unfortunately not. It's solely to prevent your settings getting overwritten by an update to this mod.
CyberNeo 15 Oct, 2024 @ 3:02pm 
Is it possible with the Config Companion Mod to include completely new Sitreps or only installed Sitreps???
JeffbotClassic.TTV 17 Jul, 2024 @ 8:18pm 
I'm sure there is no way to fix this problem but is it possible to make it so if I had 4 different raider faction sitreps on one mission, that none of them spawn on the same team? I know the problem with eteam_1 and 2 but I'm just wondering if anyone has a solution.
Max 23 May, 2024 @ 9:10pm 
Heya, small thing, don't know if you give a shit but i figured i'd point it out - you seem to have accidentally built the mod with the preview thumbnail for your Cerberus Trooper enemy mod, you can see this when selecting the mod in the AML.
Gentleman-Velociraptors 28 Apr, 2024 @ 6:08am 
@JeffbotClassic.TTV Well, yes. However, if those Sitreps are also in another group, that means that the Sitrep can still spawn.

For example, Lets say in Group 1, you have Sitrep A and B.

But in Group 2 you have Sitrep B and C.

This would theoretically allow Sitrep B to spawn with Sitreps A or C, depending on how the selection process rolled.

@EdFenris That's odd. Which Sitreps are you using? The Faction Mods have 2 associated with them.
JeffbotClassic.TTV 27 Apr, 2024 @ 9:24pm 
So I thought I knew how the "grouping" in the second section worked but maybe not? I thought If you listed sitreps in a group (in the group section) that they would not appear together, once one was picked in the group it wouldnt pick any other from said group but I just had it happen in a game, was I wrong? Again this is the group section not the sitrep section.
EdFenris 11 Apr, 2024 @ 5:25pm 
I have almost all of the 3rd party faction mods, but when they appear on a mission, they ally with the advent, how can i make be hostile to advent too ?
Kevin the Skull 5 Apr, 2024 @ 9:18am 
You may have already answered this question for someone else, but the mod name on the launcher is just "MultipleSitreps" correct?
Gentleman-Velociraptors 27 Mar, 2024 @ 5:36am 
AFAIK, this is not compatible with Long War of the Chosen. That mod also modifies the SitRep system as well, making it incompatible.
MizKai 27 Mar, 2024 @ 4:19am 
works with lwotv?
Gentleman-Velociraptors 4 Dec, 2023 @ 4:36pm 
It's honestly just pure RNG at that point. The issue is that if you have 3 set to 100%, they will always roll those categories, so you'll never get anything from the lower percentage categories.

Each time a Sitrep is rolled, each category is rolled once, and skipped if a sitrep was already chosen from a category.

So, for example. lets say you have a category at 100%, that one will always roll. It will skip Category 1 and jump to roll category 2.

but category 2 only has a 25% chance. It has a 1/4 chance of rolling an active sitrep in the first place, and then it will roll the sitrep it will select. If Category 2 isn't selected, it then moves onto category 3 and so on.

My recommendation is to just up the average sitrep chance across the board.

One at 100%, the others no higher than 95%
JeffbotClassic.TTV 3 Dec, 2023 @ 6:21pm 
So lets say I had 1 category set to be able to pull up to 3 from, and the chance was set to 95. For what reason would I only have 1 thing pulled from the category when I have the max set to 3 as well. (everything else is set below 80 percent.) is it just RNG where I'm getting really shit rolls or am I missing the reason it's only pulling 1 from the category of 11 sitreps?
JeffbotClassic.TTV 3 Dec, 2023 @ 5:37pm 
Oh so I got to have at least 3 at 100 percent to make sure I get 3 each mission
Gentleman-Velociraptors 26 Nov, 2023 @ 4:06pm 
@JeffbotClassic.TTV THAT has to do with how it works. Each category is only rolled once.

So, the first Category has a 75% chance of rolling. The Second one has a 25% chance of rolling. The Third has a 50% chance of rolling.

Assuming you have one at 100%, that one will always roll a sitrep, but the other 3 will only have a chance at rolling.
JeffbotClassic.TTV 25 Nov, 2023 @ 9:02pm 
any reason I mostly only get 1 sitrep per mission and sometimes 3 despite having sitrep chance be at 100 with a max of 3, I also don't have each catagory at 100 some are at 75,25,and 50
Gentleman-Velociraptors 3 Nov, 2023 @ 6:16am 
By having them all at 100%, you were basically telling the game that you want all your sitreps to come from the Uncatagorized section, since it rolls the Uncatagorized first, then the different categories.
Gentleman-Velociraptors 3 Nov, 2023 @ 6:14am 
@Montressor Your issue is this: You have Sitrep chance set to 100%

Meaning that it will always pull Sitreps, every time. And It is pulling from the categories, but since you have all three set to 100%, its rolling them all equally.

For it to roll on different Categories (Uncategorized is counting as a category here) you cannot have it at 100%.

For example, your Config should look something like this:

_____

SitrepAmount = 4
SitrepChance = 100

GuerillaOp = "On"
SupplyRaid = "On"
Council = "On"
ResistanceOp = "Off"
LandedUFO = "On"
Retaliation = "Off"
AlienNetwork = "Off"

Categories = "On"

Cat1Active = "On"
Cat1Amount = 2
Cat1Chance = 25
+Cat1 = "LocationScout"
+Cat1 = "StealthInsertion"

Cat2Active = "On"
Cat2Amount = 1
Cat2Chance = 25
+Cat2 = "ShowOfForce"
+Cat2 = "PsionicStorm"
+Cat2 = "Savage"
+Cat2 = "AutomatedDefenses"
+Cat2 = "TheLost"
+Cat2 = "TheHorde"

UncategorizedInclude = "On"
UncategorizedAmount = 1
UncategorizedChance = 50

_____
Montressor 20 Oct, 2023 @ 9:42am 
I'm not sure what i'm doing wrong. The mod itself is working except for the categories. It's generating sitreps every mission, the uncategorized option is working, But it's not picking up categories.

_____

SitrepAmount = 4
SitrepChance = 100

GuerillaOp = "On"
SupplyRaid = "On"
Council = "On"
ResistanceOp = "Off"
LandedUFO = "On"
Retaliation = "Off"
AlienNetwork = "Off"

Categories = "On"

Cat1Active = "On"
Cat1Amount = 2
Cat1Chance = 100
+Cat1 = "LocationScout"
+Cat1 = "StealthInsertion"

Cat2Active = "On"
Cat2Amount = 1
Cat2Chance = 100
+Cat2 = "ShowOfForce"
+Cat2 = "PsionicStorm"
+Cat2 = "Savage"
+Cat2 = "AutomatedDefenses"
+Cat2 = "TheLost"
+Cat2 = "TheHorde"

UncategorizedInclude = "On"
UncategorizedAmount = 1
UncategorizedChance = 100

_____

So this only picks up uncategorized and Cat2 but not Cat1 for some reason?

I have already reset my config files twice too. Still nothing. is it possible that there's a mod conflict somewhere? i'm NOT using LWOTC nor CI.
Gentleman-Velociraptors 26 Sep, 2023 @ 7:14am 
@JeffbotClassic This mod only controls Sitreps as far as I am aware.
JeffbotClassic.TTV 24 Sep, 2023 @ 11:25pm 
So I see you can add "RM_CovertPhantom" to the sitreps for "Raider Faction Bases" but what does this actually control? Cause the mod says it would place HQs around the map but it also controls how often those Bases factions shows up as a sitrep (which you can already control with this mod). My question being is if I want bases do I need to put this in its own category at 100% OR does this control how much the raiders with bases spawn?
RottenDub 17 Aug, 2023 @ 5:24pm 
Its possible to add multiple sitreps to LWOTC

See here [pasteboard.co]

You need to go to Config/XcomLW_overhaul.ini

Play with the next settings : See settings here [pastebin.com]

This will enable some of the raiders / factions and other mods you might've installed to play well together
Ikaros_HD 17 Aug, 2023 @ 10:11am 
I am unsure of a possible mod conflict I might be having. The chosen don't spawn at all, with this mod enabled and everything else from the sitrep collection. Disabling this and all the other sitreps and the chosen start appearing again.
Kazzap 17 Jun, 2023 @ 9:07am 
That's a shame, I would really like this to work with LWOTC, the new beta you can set it to multiple but it doesn't have anything like this one where you can change the odds of certain ones.
Gentleman-Velociraptors 11 Jun, 2023 @ 6:48am 
LWOTC is a known incompatibility. IIRC, LWOTC makes its own modifications to the Sitrep system, making it completely incompatible with this mod.
Kazzap 10 Jun, 2023 @ 12:50pm 
Hmm I am having trouble getting this to work. Does LWOTC cause issues? I have it set to 4 sitreps at 100% with categories copied from some one else but I'm still only getting 1 per mission.
Drakten 24 May, 2023 @ 2:10pm 
thanks Ninja, that makes sense.
Gentleman-Velociraptors 23 May, 2023 @ 7:52pm 
@Deathraven13 Pretty much. Each Category is rolled once, and if it doesn't choose a Sitrep from the category, it just stops there. I think the categories are chosen at random, but I don't quite remember.

@Drakten My recommendation would be to up the Sitrep spawns to 3 or 4 if you want a Guaranteed sitrep for every mission.
Deathraven13 23 May, 2023 @ 12:39pm 
So Drakten got a 25% chance to get a siterep, if he got it then he get 1 siterep plus another roll at 25% chance, if at anypoint he didn't get a siterep for 25% chance the game doesn't roll for another attempt, that's what I'm understanding.
NightNinja54  [author] 23 May, 2023 @ 10:29am 
@Drakten
Hey, I looked at your config file and it appears appropriate. This isn't entirely explained, so apologies, but I think the combination of the following is happening: According to your settings, it's rolling a 100% chance for *up to* a max of 2 sitreps per mission. These sitreps can be from one of the four categories you've set. If it rolls from your category 3 or 4... there's a only a 25% chance that will activate a sitrep from that pool. It won't go back to pull a different sitrep from another pool if that 25% chance isn't met. Does that make sense? There's also pretty extensive logging in your xcom log file that you can review for the exact logic that was used each time a mission occurs with sitreps.
Drakten 20 May, 2023 @ 12:02pm 
I'm trying to get this to work but it just doesn't. I categorized sitreps in 4 different categories: raiders, Advent, heroes incursions and everything else. I set sitreps to guarantee 2, chance 100 %, with 100% Raiders, 100% Advent, 25% heroes and 25% everything else. All mission types except retaliation. I still get a lot of missions with no sitreps or 1 sitrep. Could someone take a look at my config file and tell me what I'm doing wrong please?

pastebin config file [pastebin.com]
Deathraven13 8 May, 2023 @ 6:15pm 
LWOTC compatible ?
Gentleman-Velociraptors 12 Apr, 2023 @ 9:08pm 
The Sitrep will never spawn, I think
Risitas_Fanboi 12 Apr, 2023 @ 7:12pm 
what happens if I put a sitrep in an inactive cathegory?
Gentleman-Velociraptors 27 Mar, 2023 @ 5:59am 
Fantastic! Glad you were able to get it to work. :)
Deacon Ivory 27 Mar, 2023 @ 5:25am 
Thanks for the replies! To be honest I've been running both for ages thinking that MSG was affecting my sitreps. I investigated the CI Bridge tutorial and manually added my modded sitreps to CI configs and it works great.
Gentleman-Velociraptors 26 Mar, 2023 @ 9:03am 
As a general rule of thumb, @Deacon Ivory that i use is that if I find two mods that modify the same system (In this case, modifying the SitRep system) always assume they're incompatible unless otherwise told. Saves a lot of grief that way.
jat11241976 26 Mar, 2023 @ 7:44am