XCOM 2
[WOTC] Rusty Smoke Concealment
60 Comments
Ironmonk 10 Mar, 2024 @ 3:19pm 
Anyone tested this mod with "Improved Smoke Defense WOTC" to see if both work together?
OxCD 21 Jul, 2023 @ 7:54pm 
Thank you a lot!
Just hit the issue with smoke warhead on the old mod. Went to report the issue on the old mod page, found yours, went amazed, thanked Rusty.
My usual day on Xcom2 workshop.
RustyDios  [author] 28 Jun, 2023 @ 6:00pm 
Possibly works fine
Savion 28 Jun, 2023 @ 4:58pm 
That's fair. Thanks for considering it. On a related note I was just looking at Zelfana's Assorted Fixes Config , specifically the "smoke only works while you're staying in it" part. What do you think the chances are that it would mesh with what you've done here and give the result I am looking for?
RustyDios  [author] 28 Jun, 2023 @ 3:45pm 
It would be, but it would involve heavy adjusting of the Visual/sight system. I'll add it to my list of "stuff to investigate", but it's going to have a low priority, and might not be possible within the scope of this mod.
Savion 28 Jun, 2023 @ 3:30pm 
Would it be at all possible to make it so the concealment only lasts so long as the unit remains inside the smoke cloud? Preferably using a config toggle....
zin 23 Apr, 2023 @ 1:08pm 
Glad I figured out this exists. Thanks for letting me know about it!
RustyDios  [author] 19 Apr, 2023 @ 6:47pm 
LWotC possibly messes with the base game smoke grenade, so yeah. I stopped trying to make stuff compatible with LWotC, it just overhauls too much -like everything- and makes it a nightmare minefield if used with any other mods.

~ sorry
SilverSkies 19 Apr, 2023 @ 6:43pm 
for me its concealing then instantly revealing all units in the smoke, not just the thrower. im on lwotc if it matters
jat11241976 23 Jan, 2023 @ 12:28pm 
Sweet! Thanks again Rusty :steamthumbsup:
RustyDios  [author] 23 Jan, 2023 @ 8:36am 
I believe it does
jat11241976 22 Jan, 2023 @ 8:08pm 
Laharl 2 Dec, 2022 @ 1:29pm 
I love the feature honestly and appreciate you adding it regardless of how it has a bit of jank my ninja's and batman really enjoy this lol.
RustyDios  [author] 29 Nov, 2022 @ 8:26pm 
Thankyou for coming back with confirmation
Marcus Aquila 29 Nov, 2022 @ 11:47am 
Must have been a coincidence, just had another crash on startup without this mod.
Marcus Aquila 29 Nov, 2022 @ 11:14am 
Yeah, that's what I thought...
RustyDios  [author] 29 Nov, 2022 @ 9:15am 
It shouldn't have done, all the latest update does is turn a config boolean from true to false ... which in turn stops this mod from adding concealment to the world effect.
Marcus Aquila 29 Nov, 2022 @ 5:04am 
I can't imagine how, but is it possible that the latest update broke something? Today when I tried to resume my campaign, the game crashed my PC even before I started playing. It wasn't until I disabled this mod that everything went back to normal...
Marcus Aquila 28 Nov, 2022 @ 1:11pm 
I'll try it out with the new feature and see how often it happens. The only time so far was when an enemy pod ran into a third faction pod and one of them threw a smoke grenade.
It all happened out of my sight so I didn't know what was going on as they kept concealing and revealing for quite a while. :)
RustyDios  [author] 28 Nov, 2022 @ 12:33pm 
Yeah.. I agree though... it is spammy and can maybe be confusing without knowing exactly how it works (it also looks like an error/bug going through conceal/break/conceal/break/loop)

Updated the mod to change this new feature OFF by default.
Marcus Aquila 28 Nov, 2022 @ 12:28pm 
Thanks for explaining!
RustyDios  [author] 28 Nov, 2022 @ 12:23pm 
How it works is each tile inside a smoke cloud will conceal you ... but if the unit is in LoS to an non-friendly unit, that concealment will be broken ... and then get re-applied (and broken) for the next tile ... and so on... until either the units has passed the cloud, or come to a point of rest.

The final state of concealment or not will be dependant on LoS calculations at the final tile and if the concealment was not broken before getting there. Maybe making the new code 'on' by default was a bad choice. Sorry, I'm only human.

--- I'll be honest, it's why the original version only done concealment on the initial blast. As the conceal/reveal cycle was too much. Unfortunately there isn't a way of doing it 'silently in the background' like most other world-tile effects
Marcus Aquila 28 Nov, 2022 @ 11:21am 
So when you move inside the smoke cloud you get revealed? Is that how it is supposed to work?
RustyDios  [author] 28 Nov, 2022 @ 9:05am 
this is how it must be.. either each tile has the effects, or they do not. At worse the concealment on each tile just highlights how many times for every tile of movement the game checks stuff.

but at least you can turn this off in the configs.
Marcus Aquila 28 Nov, 2022 @ 8:18am 
I've had the same 'problem'. It would be nice if there was a solution.
Imbodenator 28 Nov, 2022 @ 7:42am 
By using the .ini configs options would that allow to limit cincealment checks? I seem to have issue where it a character is "revealed" then "concealed" again each tile and it triggers for each nearby enemy so you end up with like a 40 second movement phase through smoke lol
Laharl 27 Nov, 2022 @ 8:30am 
wow THANKS didn't expect a response that fast considering how long it had been. I really appreciate it. Have a buncha points
RustyDios  [author] 26 Nov, 2022 @ 11:49pm 
... and done ...
Admittedly I only tested it with a Skirmish map and a normal Smoke 'nade ... but seems to be working :)
Laharl 26 Nov, 2022 @ 9:26pm 
would it be possible to add a toggle to allow ppl to be Concealed when walking into smoke this is perfect for batman to throw a grenade then run in and beat up the enemy then be concealed for a turn or so.
silverleaf1 28 Aug, 2021 @ 7:56am 
@RustyDios It just gives a better defense for units in smoke.
RustyDios  [author] 28 Aug, 2021 @ 6:53am 
I've never heard of that mod, but should be fine. Depends how that mod does it's thing and if it removes effects.....

Mine is all additive to whatever was there before.
silverleaf1 28 Aug, 2021 @ 5:12am 
@RustyDios Compatible with Improved Smoke Defense? I did not see anything in the config file that would indicate that it is not compatible.
SteelWheels 14 May, 2021 @ 12:36am 
I was disappointed that the mod didn't work, but I figured it might be the heavily modded game I'm playing. But the old mod works fine. I'll give it another go tonight. :)
RustyDios  [author] 13 May, 2021 @ 6:59pm 
Cool. Glad to hear that :)
Waste 13 May, 2021 @ 5:39pm 
its working back to normal!
RustyDios  [author] 13 May, 2021 @ 3:04pm 
So, yeah.. I might have messed up the 'only friendlies' update .... should be fixed now!

Thanks for the reports everyone :)
LooseNooseZeusMooseGooseJuice 13 May, 2021 @ 8:50am 
hey my man, its suddenly not working anymore, did something change?
RustyDios  [author] 13 May, 2021 @ 3:21am 
Hmm.. well.. I did add the condition to check if a unit is friendly or not for the effect to apply. Default is to still effect everyone. It's entirely possibly I messed this up when I did this... lol ??

I'm rather busy with some other work right now.. but I'll put aside some time later in the evening to check on this mod :)
Waste 13 May, 2021 @ 2:04am 
update again: got every other stealth mod to work. suppressor mod especially took time to get working but by god its working again. suppressors are showing up in my games. but this mods still just, i have no idea. there is ZERO reason it shouldnt be and damn its making me sad because despite having it only for a week it became unironically one of my favorite mods. if you come up with any possible solutions let me know, i really wanna use this mod again.
RustyDios  [author] 13 May, 2021 @ 12:23am 
@Hazarddex
if you are only using LWotC for the multiple missions part (and not the balance, havens, item messing, classes etc) .. then may I direct your interest over to the Strategy Overall / Covert Infiltration mod ? Google should get you results ;)

Much more 'mod friendly' environment. ... both overhauls have their merits tbh, but CI is my personal choice as it integrates so easily with many other current workshop mods, either directly out the gate, or with little extra fuss (a small bridge mod)

@The Wasteman
Yeah, this mod puts the base game X2Effect_RangerConceal onto the items in the config, this is the same effect used in the ranger classes 'stealth/reconceal' perk (Single Unit Concealment) ...
so any mod that has messed with that effect would potentially mess with this one too. Hope that helps you further :)
Waste 13 May, 2021 @ 12:10am 
@RustyDios you know now that you mention it..... the mods that arent working are all stealth related. I didnt install anything at all that affected stealth after i got this mod, and was using it just fine. thanks for saying that, might help me pin this down
GrimAtrament 13 May, 2021 @ 12:08am 
eh that's fair only reason i really use LWoTC was for the Infiltration system that let you send out multiple squads for multipe missions sadly there hasn't really been a mod that does that.
RustyDios  [author] 12 May, 2021 @ 11:43pm 
This mod is a very simple script. If it has stopped working then my guess would be you added a mod recently that messes with the items or the stealth effect ... if you didn't add any mods recently then something updated that affected this.

Sorry I can't be of any further assistance.
Waste 12 May, 2021 @ 10:36pm 
mod randomly stopped working, so did a few other mods. kidna sucks, not sure what's causing the sudden issues but felt i should bring it up in case you've seen this kind of thing before. I've done everything from clearing the cache to flat out reinstalling the game and every mod. it fixed other mods but this one specifically.
RustyDios  [author] 12 May, 2021 @ 5:01pm 
Most likely not, LWotC has a huge host of stuff that changes how even the simplest of items work. This mod simply finds the items listed in the config and adds the single unit conceal to their list of effects.

LWotC may have changed what those items are called, how the item grants it effects, the single unit conceal effect itself ... just so many things the overhaul could have changed to make a simple 2+2 = 4 mod .. into a nightmare 2 +2 ~= 1337 mod.

Frankly, in short ... I'm fed up dealing with converting stuff to use LWotC 'systems', and wish the overhaul itself would be more open and mod friendly without requiring a huge hoop of loops to jump through to get even the simplest things done (from a modders perspective). Thus therefore I'm not going to support or even look into why this isn't working in LWotC. Sorry, I just don't care enough about the LWotC mod anymore.

Works fine in WotC and Covert Infiltration without any extra hassles.
GrimAtrament 12 May, 2021 @ 4:46pm 
doesn't seem to work with LWOTC
RustyDios  [author] 12 May, 2021 @ 4:40pm 
@Ojra
Sorry, limiting the effect like that (to only apply if a specific perk is on the target unit) would be better handled by a different mod imo. I think it is 'possible' but not something I feel fits inside the scope of this mod. I'm sorry this is not something I want to pursue for this mod.

@Abracadabralicious
Glad I could help you here, this was a simple toggle to introduce :)
Abracadabralicious 12 May, 2021 @ 3:53pm 
I just realised after reading the latest update but you implemented the friendly only concealment, super big thanks!
ПРОЛЕТАРИЙ 12 May, 2021 @ 12:41am 
Could you add an option so that only units with a "Phantom" got a concealment?
SteelWheels 11 May, 2021 @ 6:30am 
Looks like being a simple game changer mod. It's tempting me into another campaign...