XCOM 2
[WOTC] Silent Throwing
21 Comments
Duk of Deth 20 May, 2023 @ 8:11pm 
After all, using a Battlefield Scanner won't break concealment and those are thrown.
Duk of Deth 20 May, 2023 @ 8:10pm 
Is it possible to mod the Lost Lure so using it doesn't break concealment?
RustyDios  [author] 3 Apr, 2023 @ 4:24am 
Should be, to my knowledge.
zin 3 Apr, 2023 @ 3:30am 
Is this compatible with LWotC?
Stukov81-T.TV 7 Jul, 2022 @ 11:40am 
would it be possible to adjust the sound volume of an ability that has nothing to do with grenades and is not coming from an item too ?
Lythar 15 Feb, 2022 @ 7:51pm 
... I feel very dumb because I forgot the lost lure existed.
RustyDios  [author] 15 Feb, 2022 @ 12:16pm 
That is what the Lost Lure is for ...
You could technically add a Lost Lure effect to all thrown items, but that will only tag enemies in that area .. you can't make the lost swarm to "a point in space of contact" ...

Doing that to all thrown items is outside the scope of this mod imo.
Lythar 15 Feb, 2022 @ 7:05am 
So out of idle curiosity, since this mod is an absolute delight, is it possible to make the Lost actually move towards where things are thrown rather than towards whoever threw them? Because if I can throw mimic beacons and proxy mines and get them to just trigger a stampede of the Lost on ADVENT soldiers, that'd be pretty great.
miku567 28 Nov, 2021 @ 3:26pm 
understood, thanks for the mod though
RustyDios  [author] 28 Nov, 2021 @ 3:10pm 
No. You need to adjust the config .ini directly.
Sorry the MCM is a complex piece of code that I still haven't fully grasped how to work it.
miku567 28 Nov, 2021 @ 1:18pm 
Can I access this mod's settings from in-game?
Gas Town War Boy 9 Nov, 2021 @ 9:17pm 
Hey wanted to ask bc maybe you would know hwo to do it or if you know if its already made or not bc I tried looking for one. Is their a mod or is it possible to make a mod so that the suppressors attachment when used on lost dont attract them.
RustyDios  [author] 19 Aug, 2021 @ 6:02pm 
@Lux Manifestus
It's a fair bit involved. Lots of things need to be adjusted by script on the item. It's not really something you can do with a few config edits
Lux Manifestus 19 Aug, 2021 @ 5:46pm 
Since you're an expert on this issue, can you tell me how I might configure grenades and other thrown weapons or items to not break concealment?
MreeBiPolar 19 Aug, 2021 @ 4:00am 
Technically, launching a grenade, even a dummy, should be rather noisy. It's comparable to a shotgun blast. No sound suppression or anything.
RustyDios  [author] 12 Aug, 2021 @ 4:36am 
It is a fixed number of turns, the value increases the chance of it happening on the next round. Or decrease the cooldown between turns.

All abilities add to the pool , once the threshold is reached a spawn will happen on the round. You can see this from the sidebar as it hits new thresholds. "The sound attracts lost .. howls echo a lost swarm is close .. the lost are right on top of you, etc ". That is what the value represents.

The CHL hooks main purpose is so we can adjust the value to add to the pool -per grenade type- instead of just from the 'throw grenade' ability, which has a flat rate of 30 for all grenades throws ... some of which never made sense, like throwing a non-explosion-non-sound-generating item.

Also yes there is a LostUnitCap in the games config files to help lower end PCs not struggle with hoards of Lost. I highly recommend adjusting it based on your PCs performance, with consideration that it will affect all tactical maps with the Lost present.
Martox 11 Aug, 2021 @ 12:05pm 
I had looked into this once a upon a time so i could be remembering wrong or have missed something but unless this mod or the highlander changed something, the "spawn pool" is actually just a fixed number of turns, depending on difficulty. a pod of lost will spawn every X number of turns and the sound triggers just reduce that cooldown

so the actual value doesnt matter as long as its below or above the minimal threshold, which default is 30, look in gamedata.ini for LostLoudSoundThreshold. below wont trigger and above triggers

if im wrong please correct me, im not an expert with coding and such, but im almost positive that im not wrong so i just wanted to point this out so ppl dont get the wrong idea about how much control they over the lost spawning. i was pretty disappointed when i learned

also just a fun fact, there should only be about 25 lost on the map at any point, gamedata.ini LostUnitCap=25
Skorpior 11 Aug, 2021 @ 10:27am 
Excellent, now the lost won't want to tear my rookies limb from limb because they decided to throw a thing that doesn't (immediately) blow up.

Have some likes.
Varric 11 Aug, 2021 @ 10:16am 
TIL that Flame viper spit is considered to be a grenade. Neat.
Vaultwulf 11 Aug, 2021 @ 9:12am 
@Kexx LOL! That comment made my day! @RustyDios Consider that ThumbsUp button slapped on the butt again! :steamthumbsup:
Kexx 11 Aug, 2021 @ 9:03am 
I slapped that ThumbsUp button on the butt. I slapped it real hard.