XCOM 2
[WOTC] Visibility Memory (QoL)
54 Comments
mtfrance 11 Oct, 2024 @ 2:17pm 
Not just squadsight; I can't fire a sniper rifle at targets I can fire a pistol at. I did have EnableSquadsightForVisibilityMemory turned on; don't know if I'll get around to testing if it breaks anything without that feature.
Kevin from HP Customer Service 2 Jul, 2024 @ 3:38pm 
I'm getting a bug where all civvies are marked on retaliations.

Can anyone confirm or is my modlist going off-road?
MrMister 25 Jan, 2024 @ 12:15pm 
It's been a long time, but here's a feature request:

Could you make it so Turrets (or any other unit in a config-exposed array) are always marked once seen?
turtledactyl 19 Aug, 2023 @ 12:19pm 
The most recent update fixed the only problem with this mod - the red debuff arrows. Now it's perfect. Should be in the base game.
davidtriune  [author] 14 Aug, 2023 @ 10:04pm 
I left the indicator on for debugging, now it's off! thanks for catching that.
Wolf Renegade 30 Jul, 2023 @ 10:28pm 
I concur, amazing mod, once you get used to it you can never go back. My only gripe with it is the down red arrow that shows up, disorienting me. Other than that it works exactly as intended.
EvilBob22 30 Jun, 2023 @ 7:09am 
@davidtriune The fix to remove the red down arrows from enemy markers is not difficult. In X2Ability_VisibilityMemory.uc, you have a line that starts

Effect.SetDisplayInfo(ePerkBuff_Penalty, "Visibility Memory marked",....

it should be ePerkBuff_Passive instead.
JohnFire 14 Jun, 2023 @ 8:24pm 
update please
Zoinho1 16 May, 2023 @ 10:08am 
Great mod, wished I found sooner. But can you remove the debuff/red arrow from enemies marked, it get confused if the enemy is just marked or with another negative effect.
zin 29 Apr, 2023 @ 10:55pm 
Does the Squadsight feature still not work? Just wondering. I’d love to use it!
davidtriune  [author] 20 Mar, 2023 @ 5:53pm 
i agree. that's weird, i thought I did that. there, i set it to false by default. thanks MrMister
MrMister 20 Mar, 2023 @ 10:22am 
Small request: it'd be better if EnableSquadsightForVisibilityMemory was set to false by default instead of true. That'd make it easier to recommend this mod to other players as a pure QoL taht doesn't actually change gameplay without having to also instruct them to change the setting manually.
norph 16 Sep, 2022 @ 3:29pm 
Squadsight doesn't work for me too. Had to unsubscribed from mod.
Epigamesh 24 Jul, 2022 @ 4:08am 
@davidtriune It seems to work from my end too (tested with a few more missions, including with civies and even modded resistance members) ; thanks for the update.
davidtriune  [author] 23 Jul, 2022 @ 1:30am 
@Epigamesh ah, so the bug had to do with civs revealing everyone, and i was playing non-civ maps haha. updated again, seems to work on maps tested: gatecrasher, compound, train.
Epigamesh 23 Jul, 2022 @ 12:13am 
@davidtriune I tested again (new mission) and am back for report :
- I spawned on a map with civilians and all of them were visible at start
- This time, the aliens weren't visible at start, but they became it very quickly. I could be see them all at the end of the turn. It was a map with resistance fighters too, I don't know if they could have interacted strangely each other.

No problem here, I already know how coding can sometimes prove itself complicating (even Firafix left bugs in its game after all this years) ; I'm just grateful for all this available free mods to spice up my campaigns.
davidtriune  [author] 21 Jul, 2022 @ 2:24pm 
@Epigamesh they might be detected at the outer outer edge of your visibility radius. i decreased it to vanilla values, but they'll still be marked yellow when they are touching the fogofwar. please test again? you may have to start a new mission.

sorry for all this mess... they were all basically workarounds for resolving various conflicts with original Target Definition and other issues
Epigamesh 21 Jul, 2022 @ 11:01am 
@davidtriune I just tested, but now ennemies are all visible even before detected (overwatch doesn't target them when it shouldn't, though, but I can see their positions on the map).
I just had a crash too during the same tactical (I can't know if it's related to the update, but they are normally really rare with my configuration)
davidtriune  [author] 20 Jul, 2022 @ 10:49pm 
I think i see the issue. squadsight works...until your next turn begin, then you need to move up to the enemy again. updated again to fix this. it's related to my experimental feature that I silently rolled out, Squadsight Enabled for targets marked with visibility memory; this feature has been made optional instead (enable in ini). hopefully i fixed the issue for that as well
Epigamesh 18 Jul, 2022 @ 10:54pm 
@davidtriune I will test it; thanks for the update.
davidtriune  [author] 18 Jul, 2022 @ 6:26pm 
@Epigamesh when i'm testing i dont seem to have problems with squadsight, but i just rolled out a new update that may or may not fix the issue.. lmk if it's still bugging
Epigamesh 18 Jul, 2022 @ 12:36pm 
@Anxious Weeb I've had squadsight problems in my modpack too and was already planning to disable this mod in order to test without (it seemed the most likely culprit, as I haven't installed many new mods before breaking things, and the others don't interfere with squadsight. Or at least shouldn't, as sometimes the strangest incompatibilities can appear). It is a shame though, because this mod adds a lot to quality of life and I like it a lot.
Some strange thing I've remarked too : when the squadsight isn't available (although it should be), moving a soldier in the vicinity of the ennemy seems to re-establish it.
Anxious Weeb 8 Jul, 2022 @ 1:19pm 
Squadsight is also not working properly for me until i disable this mod.
Sharur 23 May, 2022 @ 8:55pm 
This mod seems to do weird things to squadsight. It might be related to the preview movement ability, as what happens with the mod enabled is that my sniper sometimes can't fire at someone he should be able to, and instead the preview movement button comes up.
Lux Manifestus 22 May, 2022 @ 7:31pm 
davidtriune, I have an idea for you. We need a mod that live indicates when the location of a thrown claymore will be visible to the thrower so that it can be shot with the next action, on the same turn, of course. If the blast area indicator dome could change colors to indicate visibility, that could be cool. I don’t have the skills to make it. I challenge you!
davidtriune  [author] 13 May, 2022 @ 2:52am 
note: yesterday's patch somehow broke targeting destructibles, please download today's patch to fix it.
davidtriune  [author] 12 May, 2022 @ 3:56am 
i dont get issues with cost based ability colors, but i am getting AP not updating with Quick Soldier Info. I can't figure out the issue. it seems that mod has issues with a lot of other mods as well
Teellox 11 May, 2022 @ 8:18pm 
List of other mods, in case it helps:

- WotC: robojumper's Squad Select
- [WotC] Gotcha Again
- Evac All - WotC
- [WOTC] Revert Overwatch Rules Change
- X2WOTCCommunityHighlander v1.24.0
- Better Second Wave Mod Support
- [WOTC] Community Promotion Screen
- [WOTC] Accurate Situation Report
- Long War of the Chosen
- Blackmarket Usage
- [WotC] Mod Config Menu
- Show More Buff Details
- Yet Another F1
- [WOTC] New Target Icons
- Aero's Shells - Generic Shell Mod [WOTC]
- Capnbubs Accessories - WotC
- [WOTC] Carry Unit Fix
- [WOTC] Stabilize Me
- [WOTC] Iridar's Appearance Manager
- Soundtrack Restoration - WotC + TLE
- Plasman Elite Tattoos
- [WOTC] Extended Personnel Info
- Remove Missing Mods for WotC
Teellox 11 May, 2022 @ 8:17pm 
@davidtriune: No joy. Camera panning is gone, but at some point it's like the game just stops removing move markers from the UX. In the latest mission that started after moving a just a few soldiers on the first turn.

Logfile contains a [code]Warning: X2AbilityTemplate TargetDefinitionOneTurn is invalid: no Triggers[/code] which may or may not be related.
davidtriune  [author] 11 May, 2022 @ 6:58pm 
I think i removed the camera panning, could you guys try again?

@Lux Manifestus I added squadsight for visibility memory, check it out!
Teellox 9 May, 2022 @ 11:21pm 
@EvilBob22: I've hit the same problem running a fairly vanilla LWOTC install. The UI shows one extra move than I actually have remaining. I hadn't realised it was triggered by the camera flying to the enemy and back.
davidtriune  [author] 7 May, 2022 @ 12:35am 
if you move the soldier who spotted? good idea.. i might make that an optional feature.
Lux Manifestus 6 May, 2022 @ 11:40pm 
Would it be possible to add the maintenance of squadsight targeting to the visibility memories? I often forget to take the sniper shot before moving the soldier away who spotted the target for the sniper's squadsight. It would be very helpful.
EvilBob22 5 May, 2022 @ 4:15pm 
I don't know if it's just my setup, but I'm getting weirdness with Cost Based Ability Colors and Quick Soldier Info with this mod. When I move within sight of an enemy that particular soldier didn't have in sight before, the camera flies to the enemy and back, and then both other mods think I still have two moves left (or one move left if I yellow moved). Anyone else seeing this?
Haite 26 Apr, 2022 @ 8:17pm 
@davidtrune
I see! Indeed my pc is some years old, it might indeed be the issue, thank you!
davidtriune  [author] 26 Apr, 2022 @ 8:15pm 
That's a performance issue. Marking the enemies are making your PC render more models, and causing glitches if your PC isnt fast enough. I have the same issue on some other mods
Haite 26 Apr, 2022 @ 7:40pm 
This mod appears to be affecting the movement animation of my units or it has some conflict I'm unaware
It makes them sometimes not stop at the proper location for their end movement and sometimes load in incorrectly places (just the model, in play, they're in the same place)
Just a heads up in case someone has a similar issue, I'm not sure exactly why
Dundalion 26 Apr, 2022 @ 1:17am 
Any incompatibilities?
davidtriune  [author] 25 Apr, 2022 @ 11:08pm 
@Sharur Oh sorry, i forgot i had UseFollowUnitCamera set to false in XComCamera.ini. You can do that to turn it off, or get my mod [WOTC] Skip Everything.
Sharur 25 Apr, 2022 @ 10:42pm 
I am getting the camera pan when my soldiers move and can see a new enemy (even if someone else on the squad can see it already).
Zelfana 25 Apr, 2022 @ 2:06pm 
Okay yeah it's working now, just Steam being stupid not updating the mods again.
davidtriune  [author] 25 Apr, 2022 @ 12:42pm 
can you unsub/reseub? the patch on the 21st screwed it up but i fixed it on the 23rd.
(i was hoping no one would notice lol)
Zelfana 25 Apr, 2022 @ 10:43am 
I'm not sure why but the effect is permanent for me for some reason. I even disabled all other mods except Community Highlander and Mod Config Menu.
davidtriune  [author] 22 Apr, 2022 @ 12:02pm 
423 blaze it
WaldoTheRanger 22 Apr, 2022 @ 5:48am 
Damn. I just got my total subbed mods to exactly 420, and then you come along with 3 absolute bangers that I can't ignore, also on 4/20.

trimming time I guess
davidtriune  [author] 22 Apr, 2022 @ 12:23am 
No the only thing target definition does is keep the target marked yellow (and show the health bar) when out of sight. it's purely visual and will not benefit the AI in any way. i limited the ability to XCOM units. It also does not pan the camera and I removed the speech thats supposed to go with it.
marshmallow justice 22 Apr, 2022 @ 12:06am 
Does target definition (and by extension this) cause the out of LOS enemies to behave differently? Breaking LOS is a pretty common tactic to force at least one alien to rush into you in a bad position in both X1 and X2 due to how their AI works overall, but I've noticed very significantly that aliens are staying out of LOS and overwatching or scampering around outside of LOS instead of rushing as they should be expected to, since installing this mod.
CoolerTheGreat 21 Apr, 2022 @ 3:34pm 
Interesting
davidtriune  [author] 21 Apr, 2022 @ 3:23pm 
@MrMister NOW UDPATED! if the enemy somehow moves on your turn (scamper, etc), the effect will be removed. (I play with scamper off so I missed that)
MrMister 21 Apr, 2022 @ 10:35am 
What happens if an out-of-sight ‘remembered’ enemy moves out of sight during XCOM’s turn, for whatever reason (Ruler or Prime reaction, panic…)?