XCOM 2
[WOTC] Multiple Sitreps: Config-Companion
56 Comments
Gentleman-Velociraptors 15 Aug, 2023 @ 9:04pm 
Correct, @TrooperCoon. More Specifically, the Group tells the Category what should be excluded when rerolling iirc.
Nero 16 Jul, 2023 @ 9:38am 
Question
Categories = they can pull multiple stuff from the same category while
Group = everything in the same group is mutually exclusive so i can only pull 1 from the same group?
NightNinja54  [author] 16 Aug, 2022 @ 8:02am 
@edge_braak
Yeah, unfortunately that's the true way to debug. sorry you have to do that
edge_braak 16 Aug, 2022 @ 5:32am 
Weird. Maybe at some point I'll strip out all the other mods and just test with multiple configs, config companion and the raider mods, and see if it works then.
NightNinja54  [author] 8 Aug, 2022 @ 1:23pm 
@edge_braak
I'm not sure then, I apologize for the confusion
edge_braak 4 Aug, 2022 @ 1:38pm 
I do have both mods subscribed, yes. I've played easily a hundred missions since I downloaded, with that config, with The Lost set to 100% just to test, and they almost never turn up. I do get three sitreps in general. But the config seems to be getting ignored
NightNinja54  [author] 20 Jul, 2022 @ 8:29pm 
@edge_braak
That looks correct to me, just to confirm - you have the base mod subscribed as well, yeah?
A potential note is that TheLost and TheHorde are connected to specific mission types in which the 'kismet' (undercarriage of XCOM2 Missions) are directly allocated Lost affiliated sitreps. This may not be successfully integrating even when included during the rolls of this mod.
edge_braak 20 Jul, 2022 @ 3:09pm 
I think its too big for posting as a comment. Try this link? https://drive.google.com/file/d/1P2xUqNDfKp7Kib6leztI8dvMirNr6Szy/view?usp=sharing
NightNinja54  [author] 11 Jul, 2022 @ 11:41am 
@edge_braak
You can post as a comment, or provide a link to pastebin or something similar and ill happily review.
edge_braak 8 Jul, 2022 @ 9:02pm 
Well I disabled them and it still isn't working. Is there a good way to share the config file I'm using?
NightNinja54  [author] 4 Jul, 2022 @ 11:29am 
@edge_braak
Those items are likely conflicting. I believe they do their own adjustments to the sitrep system.
edge_braak 25 Jun, 2022 @ 4:28am 
I'm using lightweight strategy overhaul and the covert infiltration mod, if that makes a difference.
edge_braak 23 Jun, 2022 @ 4:13am 
Yeah I know. I'm guessing my config is not formulated correct. That or I misunderstand how it works. To test it I tried setting the group with The Lost in it to 100% but they still hardly ever turn u despite that being the top group. Any idea why?
NightNinja54  [author] 22 Jun, 2022 @ 9:53am 
@edge_braak
It should still be working :)

@Delirium
Additional Mission types are not supported, sorry

@BabyBeluga
Very kind, thank you
edge_braak 21 Jun, 2022 @ 4:04pm 
Is this still supported? I don't think its working in my game but I'm not sure why.
Delirium 15 Sep, 2021 @ 9:19pm 
Where can I find the name for mission types? I have added mission types from mods that I would like to add sitrep to.

Also are these mission types too? They are from the base game
; ☆Below are mission types from the base game that is not in the template
;AvengerDefense = "On"
;Start = "On"
;RecoverFlightDevice = "On"
;LostAndAbandoned = "Off"
;RescueSoldier = "On"
;ChosenAmbush = "Off"
;ChosenAvengerAssault = "Off"
;ChosenStronghold = "Off"
;ChosenAmbush = "Off"
; ☆Golden Path Missions
;BlackSite = "On"
;Forge = "On"
;PsiGate = "On"
;Broadcast = "On"
;Final = "On'
BabyBeluga 10 Sep, 2021 @ 6:26pm 
FOUND IT!!!! wow that makes WAY more sense! As someone said already you are a pillar to this community!
NightNinja54  [author] 22 Aug, 2021 @ 9:38pm 
@BabyBeluga
I understand, I wont be developing for mod config menu, but I can assist here-
One thing to note, the config file you’re looking for is part of the mod itself, not the installed xcom game config files. Steam saves your subscribed mods config files in a separate location!
BabyBeluga 22 Aug, 2021 @ 9:34pm 
I know its a stretch, but do you think you could help out us Code Illiterate people by potentially making this mod compatible with guby's [WOTC] Mod Config Menu?

I get really confused on where to add the file code (can't find a XCom_Sitrep_Categories.ini) in my config file in documents, and I get anxiety when searching through XCOMGameData.ini... there's no spot in there where I found [MultipleSitreps.X2DownloadableContentInfo_MultipleSitreps] to add all the code you have on the discussion section.

Do I just copy/paste the configuration template anywhere in XCOMGameData.ini?
Mikxealba 24 May, 2021 @ 1:30pm 
@NightNinja54
There's already so much in this mod...

Since you're already checking for Dark Events and Res Cards, to see if they're correctly applied when they should be in play, it could be as simple as :
1/ Build exclusion lists per mission type from the config file ( just like Reality Machina did in More mission Sitreps)
2/ When you roll for a sitrep, check if it's in the exclusion list. - dynamically discover the exclusion array from the mission name ((MissionState.GetMissionSource().DataName)

But easier said than done, and your code is really good as it stands (I took a peak).
Kudos to you and RM - should you need any help with refactoring some day, let me know -
Best, Mikxe
NightNinja54  [author] 23 May, 2021 @ 1:49pm 
@Mikxealba
Hiya, yes will be a code change. No plans at the moment given there are many configuration permutations to consider. Glad to hear you're enjoying, however!
Mikxealba 22 May, 2021 @ 3:44pm 
From what I see in the template, I guess there is no way to exclude certain sitreps from some missions... not without additional code. So please, forget I asked.

Workarounds are 1/ to set the mission type to 'Off' for multiple sitreps,
or 2/ to assign specific sitreps to a category then set its triggering chance === 0 (thus disabling the sitrep entirely for the whole game)
Mikxealba 22 May, 2021 @ 2:53pm 
@Zed
Sitreps in the same group are mutually exclusive: when one is selected, the others won't be. This is super handy.

@NightNinja54
I guess I shouldn't ask - because it probably involves more code ;-)
But is there a way to disable certain sitreps for certain mission types ?
eg, disable Surgical for Retaliation.

BTW congrats, great mod.
Hez 14 May, 2021 @ 2:57pm 
@TrooperCoon
From what i understand, categories are types such as, environmental sitreps (like explosives or shadow squad) incursion enemies or advent itself. While groups is a collective of Sitreps that are in the same team, that way they won't start to kill each other for no reason when the mission begins.
Nero 14 May, 2021 @ 6:40am 
what's the diff between categories and groups? i read what it does and i'm still confused
Nero 14 May, 2021 @ 5:55am 
i used this and now in all of my sitrep there's an mtf lockdown
NightNinja54  [author] 10 May, 2021 @ 7:36am 
@Zed
All good, shoot me a friend request and we can figure out via message
Hez 9 May, 2021 @ 5:23pm 
Yes, i am. Again sorry for being confusing.
NightNinja54  [author] 9 May, 2021 @ 5:16pm 
@Zed
Sorry to hear - I assume you are subscribed to the primary mod as well?
Hez 8 May, 2021 @ 7:35pm 
Sorry for deleting the my last comment, i'm still grateful for the help thus far, but it seems even with that change it doesn't work.
NightNinja54  [author] 8 May, 2021 @ 7:12pm 
@Zed
Hah - any time, and thank you!
NightNinja54  [author] 8 May, 2021 @ 5:31pm 
@Zed
Ah, it's a quick fix - you have to remove the semi-colons from the sitreps:

Correct:
+Cat4 = "CerberusForces"
+Cat4 = "TerminusForces"
+Cat4 = "CollectorsForces"

Current
;+Cat4 = "CerberusForces"
;+Cat4 = "TerminusForces"
;+Cat4 = "CollectorsForces"
NightNinja54  [author] 6 May, 2021 @ 8:00pm 
@zed
Thanks! I’ll follow up tomorrow
Hez 6 May, 2021 @ 7:22pm 
Here it is. And again, a lot of people would benefit from a direct guide or tutorial but either way is up to you. Thanks so much for being available to help out like you have. ;)

https://docs.google.com/document/d/1q3zD6ya4MDWjkhtJO3gk-p7oWghXv4wzhv4iZE0SWNc/edit?usp=sharing
NightNinja54  [author] 6 May, 2021 @ 5:18pm 
@Zed
Hey Zed, thanks for the nice comment. Want to post your configuration here (might need to use a text bucket site to share in case too large for comment) and I can take a look?
Hez 6 May, 2021 @ 1:34pm 
Ok, i might be asking for to much, but when it’s about modding, i’m pretty dumb, the first time i have ever entered a game file to changed it directly was for this mod, something i have been doing for the past week and no matter how much i read the comment section or topics on this mod or its adjacent counterpart, i can’t for the life of me get it to work. I change the configuration, load the game and try a test save file, right before the first guerrilla op mission appear and even then, no sitreps triggers. Could you please do some kind of step by step text or video tutorial on doing this configuration on the mod file and fixated-it on this mod’s description, please. Regardless of all that, this mod is incredible and has such great potential for immersive xcom campaigns, that makes this truly unique and awesome, thank you so much for your amazing work!
NightNinja54  [author] 2 May, 2021 @ 9:45am 
@TheDuke37
There's an example here
NightNinja54  [author] 2 May, 2021 @ 9:44am 
@ArchReaper95
You can find a pretty solid list of accurate names here.
TheDuke37 21 Apr, 2021 @ 8:36am 
I don't fully understand how this works and your instructions were a bit confusing (to me anyway) Can you give me an example of what I should do? I still can't figure out how to get this too work
CoffeeOnTap 18 Apr, 2021 @ 10:08am 
Seeing some naming conflicts/discrepencies on certain sitreps. In some places I see it called "MercenariesIncursion" and in others "TerminusIncursion."

Which is correct/up to date and where could I find these sitrep names manually in the mod files to check on my own?
Icon 4 Apr, 2021 @ 2:02pm 
ah, what a shame, but understandable
thank you anyway
NightNinja54  [author] 4 Apr, 2021 @ 1:52pm 
@Azia.do
I wouldn’t necessarily say they’re meant to. It’s more a side effect of them being both placed on a ‘team’ that is hostile to both xcom and advent. They share that team so technically are allied.
Icon 4 Apr, 2021 @ 12:10pm 
quick question
are sitreps of normally different factions meant to fight side by side?
say, Cereberus and MTF were rolled as 2 different sitreps in one mission
and they end up fighting side by side against Xcom/Advent
is that normal?
NightNinja54  [author] 19 Mar, 2021 @ 8:53pm 
@Sir Mayday
Too kind!
Sir Mayday 19 Mar, 2021 @ 7:55pm 
@NightNinja54, you're a pillar of the community, thank you.
NightNinja54  [author] 19 Mar, 2021 @ 6:05pm 
@Sir Mayday
All good! Looks like a quick fix: you're pointing at the 'TacticalGameplayTag' rather than the 'SitrepTemplateName'. Note the differences below:

What you're using: "SITREP_CollectorsForces"
What you want: "CollectorsForces"

Definitely understand the discrepancy! Use this list as a reference

Sir Mayday 19 Mar, 2021 @ 4:41pm 
Oh, and, yes, I've got the base mod installed.
Sir Mayday 19 Mar, 2021 @ 4:40pm 
Thanks for getting back so quickly. I'd decided not to include my config file so as to avoid cluttering the comments section, but thought better of it while I was away from my computer; now, of course, I come back and you've requested it. Steam won't let me post a comment with 1000+, so I put a copy of config on my Google Drive at https://drive.google.com/file/d/1F2WgFNimGfHpek10mq8SmPl7Bcofi2Is/view?usp=sharing
NightNinja54  [author] 19 Mar, 2021 @ 4:28pm 
1) Base game: 'TheLost' & 'TheHorde'
2) Do you have the base mod installed in addition to this config companion? Can you share your entire config file here? (XCom_Sitrep_Categories.ini)
Sir Mayday 19 Mar, 2021 @ 4:05pm 
Sorry if the answer's somewhere I should've seen, but I've got two issues:

1) The configuration template you provided says to include a Lost sitrep somewhere. If I haven't modded The Lost (other than using the Husk Replacer), what sitrep(s) should I include/where could I find them?

2) I know this won't be much info to go on, but this mod doesn't seem to... do anything. I'm sure I've overlooked a configuration issue somewhere (including, for instance, having not included a Lost sitrep). Bearing in mind that I'm not a modder or programmer (that is, I have very limited knowledge of how to configure things), what step(s) might I have overlooked? Like @TrooperCoon asked, should quotation marks be included for 'actual' (not commented) lines in the config?

I appreciate your work, and look forward to whatever help you can offer.