XCOM 2
[WOTC] Dark Event Manager
57 Comments
FearTheBunnies  [author] 3 Jul, 2024 @ 9:44am 
By default, it works like a bug fix and any other mod that requires it will "just work". If you want to manually tweak things, you will have to edit the config files for this mod.
turtlegentle 2 Jul, 2024 @ 11:45pm 
how to use?
jahsinha 4 Jun, 2024 @ 5:30pm 
Didn't work. This is how it looks in my ini

; Example:
; +ForceActivateDarkEvents="USE_A_REAL_DARK_EVENT_NAME_HERE"
; +ForceDeactivateDarkEvents="USE_A_REAL_DARK_EVENT_NAME_HERE"
+ForceDeactivateDarkEvents="AbilityDarkEvent_DE_MechReboot"
FearTheBunnies  [author] 4 Jun, 2024 @ 6:14am 
@jahsinha The actual name of the dark event that is generated by the Build-A-Dark Event mod would be "AbilityDarkEvent_DE_MechReboot". Give that a try and see if it clears up.
jahsinha 4 Jun, 2024 @ 12:02am 
Judging by the FAQ, the force deactivate command you have in the ini doesn't work? I have one dark event I want out of the game ( effect is sustain on Robots; it's called eternal sparks. tempate name is "AbilityDarkEvents.DE_MechReboot). It's spawned already and neither console "deactivate" or the mod is working to take it away. Strategy saves.

My Last option is to console spawn the Remove chain right away ( don't know how to do this) so I can eliminate then have the mod work after. Help?
FearTheBunnies  [author] 11 Apr, 2024 @ 6:25pm 
Yes
Talon 11 Apr, 2024 @ 5:34pm 
Is this compatible with Grim Horizon Lite?
Deacon Ivory 10 Apr, 2024 @ 3:48pm 
Permanent Dark Events opens up so many paths to chaos and mayhem. Cheers, this is brilliant Bunnies!
LeyShade 9 Feb, 2024 @ 2:27pm 
@FearTheBunnies - thank you for your generosity. It's gratefully received on behalf of all ❤️
FearTheBunnies  [author] 9 Feb, 2024 @ 2:10pm 
All good. I was in the process of working on mods anyways and it intrigued me. Strike while the iron's hot and all that.
LeyShade 9 Feb, 2024 @ 12:28pm 
@FearTheBunnies - Remember to drop us DM with link to cover costs for time :)
FearTheBunnies  [author] 9 Feb, 2024 @ 11:51am 
@LeyShade Just released a stand-alone DEM for Alien Hunters. Let me know if you have any issues with it. [Alien Hunters] Dark Event Manager
LeyShade 9 Feb, 2024 @ 1:54am 
@FearTheBunnies - Much appreciated, thank you <3
FearTheBunnies  [author] 9 Feb, 2024 @ 1:49am 
@LeyShade I added support in MOCX Customizer+ to gate Dark Events by MOCX HQ being active and not destroyed. That should check one of the asks. I am still figuring out the alien rulers.
LeyShade 8 Feb, 2024 @ 3:58pm 
@FearTheBunnies - There's a few to sift through, but Savage Hudson and Stukov both have sitrep packs that they should know template names of if you speak to them. Will write up a list when do new localizations for O+E's re-re-release.
FearTheBunnies  [author] 7 Feb, 2024 @ 11:56pm 
Ah, I didn't realize there were mod-added Dark Events that affected only MOCX units.

I can add a pared-down version of this mod to Customizer+ to help with this issue for MOCX specifically.

If you drop me a list of DEs that are explicitly only affecting MOCX then I can include them by default.
LeyShade 7 Feb, 2024 @ 1:10pm 
Meant Dark Event templates, but got distracted by mini-me :steamfacepalm:
LeyShade 7 Feb, 2024 @ 1:09pm 
@FearTheBunnies - Not sitreps from MocX themselves, but Sitreps that are added by third party mods that include packages for different groups (Rulers, Chosen, Hive, MocX, BioDiv, etc). These ones don't reliably stop appearing when MocX is defeated, or the Rulers: that's why made feature request to extend.

Will also message RM for guidance in case there is a config to add to sitrep tempates others may have missed, so can pass along.

Thank you for your support and kindess.
FearTheBunnies  [author] 7 Feb, 2024 @ 10:52am 
@LeyShade Did a little digging and RealityMachina already has guards in place for the MOCX Dark Events to not trigger once you've destroyed the MOCX HQ. If you are seeing issues with MOCX, please drop RM a message and explain what you're seeing.
LeyShade 6 Feb, 2024 @ 1:59pm 
@FearTheBunnies - We will literally pay you to release them as separate mods :)
FearTheBunnies  [author] 6 Feb, 2024 @ 1:56pm 
@LeyShade I have thought about it. TierToRulers would require being built against Alien Hunters and MOCX would have to built against that mod (as well as figuring out how exactly to "track" they are gone.) If I was to do it, I would most likely have to release them as separate mods.
LeyShade 6 Feb, 2024 @ 1:48pm 
Late feature request; DarkEventTiedToRulers, and if possible, DarkEventTiedToMocX.

Would be 'super' useful for third party sitreps that interact with those that don't pick up when their no longer present on the global gameboard.
darkduel 2 Feb, 2024 @ 11:34pm 
Thank a lot,excellent work.
打开aml启动器然后点击mod中的ini文件 能看到作者已经写好了例子,删除前边的符号就可以生效了,我简单把作者给的例子翻译了下。Steam评论有字数限制可以打开链接对照下让自己不喜欢的黑暗事件不在生效。
https://docs.qq.com/doc/DTmRDR3dmYk1aYkJP
https://steamhost.cn
ShinyNobody 2 Sep, 2023 @ 11:59pm 
Thanks. Steam did not tell me someone answered, so i see it only now. Thanks for the answer
Stukov81-T.TV 2 Sep, 2023 @ 11:33am 
you can only counter as many dark events as you have contacted regions
ShinyNobody 2 Sep, 2023 @ 11:28am 
Hello, does this mod or Stukov81-T.TV change the counter of dark events? i play with Covert Infiltration, Grim Horizon lite and the mod [WOTC] More Dark Events: Enemy Stat Boosts. i noticed that i sometimes get not the chance to counter all events. This ingame month all dark events triggered except the one from enemy stat boosts. I got at least 2 times to delay the Stat one. The first i cant remember which it countered but i believe also the stat one. Because all others triggered.
FearTheBunnies  [author] 15 Aug, 2023 @ 8:57pm 
DarkEventTiedToChosen is used to disable a DE only after the Chosen have been defeated. If you want to disable the DE you have to put it into DisabledDarkEvents array.
Voltjohn 15 Aug, 2023 @ 8:14am 
I've tried the Lwotc pernament dark events with this manager directly from ini files and then into the config file of the manager creating this

+DarkEventTiedToChosen="DarkEvent_AlienConditioning1"
+DarkEventTiedToChosen="DarkEvent_AlienConditioning2"
+DarkEventTiedToChosen="DarkEvent_AlienConditioning3"
+DarkEventTiedToChosen="DarkEvent_Lethal'"
+DarkEventTiedToChosen="DarkEvent_HardTarget"
+DarkEventTiedToChosen="DarkEvent_TacticalUpgrades"
+DarkEventTiedToChosen="DarkEvent_GreaterFaceless"
+DarkEventTiedToChosen="DarkEvent_RuralPropagandaBlitz"
+DarkEventTiedToChosen="DarkEvent_LightningReflexes_LW"
+DarkEventTiedToChosen="DarkEvent_HavenInfiltration"

But even after this it didn't seem to affect it in any way unless I am writing it in wrong way. If anyone is able to get the correct names of these dark events lemme know
FearTheBunnies  [author] 28 May, 2023 @ 9:55am 
@Proxy Assuming LWOTC used the same core architecture, I don't see why not. Give it a try and let us know if it works.
Proxy 28 May, 2023 @ 7:05am 
can this yeet Lwotc permanent dark events?
Stukov81-T.TV 7 Mar, 2023 @ 8:39am 
Sounds interesting ... with that we could create real chains
FearTheBunnies  [author] 6 Mar, 2023 @ 3:24pm 
@Crazyduck That is a very interesting concept, but at the moment the answer is "no". I may look into adding this in the future.
Crazyduck 6 Mar, 2023 @ 12:20am 
Hello, is it possible to add an option for dark event to be able to appear only during the time when another specified dark event is active. For example advent sealed armor can appear only if advent alloy padding is active.
FearTheBunnies  [author] 1 Feb, 2023 @ 8:12am 
@king of spain I am looking into Mod Options and may implement that feature in the future
FearTheBunnies  [author] 1 Feb, 2023 @ 8:11am 
Any line you add of '+DisabledDarkEvents="<<SOME DARK EVENT>>"' will disable that Dark Event. The big thing is to make sure that line is NOT the first line in the file because X2 requires a header to know where to apply that config and the header for this file should be "[FTBDarkEventManager.X2DownloadableContentInfo_FTBDarkEventManager]" and should always be line #1 in the file.

Let me know if you are still having issues and I will try to help as best I can.
FearTheBunnies  [author] 1 Feb, 2023 @ 8:11am 
@Hargroove & king of spain: I apologize if my documentation is not sufficient. To disable a specific dark event you should be able to follow these steps to get what you want.

1) Open AML
2) Click on Dark Event Manager in the AML
3) Go to the lower window where it shows the mod description and click on the Configuration tab
4) Open the XComDarkEventManager.ini file from the drop down list
5) Scroll down to one of the pre-listed Dark Events (should look like '; +DisabledDarkEvents="DarkEvent_MinorBreakthrough"')
6) Delete the ';' that is before that line. That dark event has now been added to the list of dark events to disable.
7) Click the Save button in the upper right hand corner of that section to save your ini edit
8) Launch the game and enjoy it with that Dark Event removed!
Hargroove 1 Feb, 2023 @ 5:56am 
Yeah, they say it's easy to use, but I really don't get where I have to do these changes. And unlike what they say, neither the readme nor that 1 config that shows all those dark events explains where to put them
darklinglime 13 Jan, 2023 @ 10:42am 
i wish it was dumb friendly and i could use mod options with it
FearTheBunnies  [author] 10 Jan, 2023 @ 6:18am 
@KimjonIl Yes. Just make sure it is below the line "
[FTBDarkEventManager.X2DownloadableContentInfo_FTBDarkEventManager]" which appears at the top of the file.
KimjonIl 9 Jan, 2023 @ 5:56pm 
Sorry to be a noob but do I just add the line for example "+DisabledDarkEvents="DarkEvent_MinorBreakthrough" to the file with no semi colon or quotation marks?
FearTheBunnies  [author] 9 Jan, 2023 @ 6:11am 
@KimjonIl you will need to tweak the XComDarkEventManager.ini config file for this mod. The config options should be found in there with documentation explaining what to do.
KimjonIl 6 Jan, 2023 @ 5:15pm 
So... how do I make a config file or which file to I need to edit to enable to edit configs?
Hunter Noah 1 Nov, 2022 @ 11:04am 
Thanks for the info, be sure to let me know if you release anything like it!
FearTheBunnies  [author] 31 Oct, 2022 @ 11:09am 
@Hunter Noah That is an interesting question... This mod currently does not support increasing spawn weights, but I may look into that in the future.
Hunter Noah 28 Oct, 2022 @ 3:42am 
How would I go about increasing the chance of a certain dark event spawning, without disabling others? I want the UFO hunt to be far more common, but the one mod that does that is incompatible with WOTC.
FearTheBunnies  [author] 14 Jul, 2022 @ 8:39am 
@Sinnik Yes, XComDarkEventManager is the config file for this mod. The config options should be found in there with documentation explaining what to do.
Sinnik 14 Jul, 2022 @ 12:43am 
I read tyour comment earlier but I'm still not entirely sure where this DisabledDarkEvents place is that I'm supposed to enter the commands? Which file is it under? XComDarkEventManager?
Nitsah 24 Jun, 2022 @ 9:16am 
Cool thanks. Because it's a bit annoying for it to show up in lwotc with grim horizon and with it wasting a slot for dark events from other mods for something mandatory be done. Where others I can let slide to help advent counter mod power creep.
FearTheBunnies  [author] 22 Jun, 2022 @ 5:58pm 
@mingmong01 and @LeyShade I have not played with Alien Side Goals, so I have no idea how integral those DE's are, but this mod will allow you to disable any of them you want gone. That much I *can* guarantee, but if you disable something that is required for the mod, I cannot guarantee anything there.
LeyShade 22 Jun, 2022 @ 3:15pm 
I second Mingmong, has anyone tested this with Alien Side Goals to see what happens if you disable the majority of it's DE's?