XCOM 2
[WOTC] Full Shadow Report
70 Comments
EvilBob22 8 Jul @ 10:30am 
It should be fine to do that, both display information without adding new "stuff" (other than the temporary UI elements). If you want to be 100% safe, make a backup of your save.
Daddy Takeda 7 Jul @ 9:41am 
Is it safe to unsubscribe from its predecessor and subscribe to this one mid-campaign? Probably silly to ask, but just in case.
lety4ayavoropaeva 21 May @ 3:11pm 
text and time from "Full Shadow Report" are not hidden on both screens when selecting the corresponding option in the menu
SeveN 10 Mar @ 12:01pm 
Is there a way to completely hide Unit Counts and Units Type? If you check "Replace Geoscape List" and uncheck everything else under "Enemy Preview Settings" it will work, but only when clicking on the mission for the first time. If you cycle between available missions(x3 Guerilla Ops for example) it will start listing enemies again. I only want the biome and plot type info.
RustyDios  [author] 9 Feb @ 2:14pm 
Individual Units and Unit Counts controls this mods counting ... with those off all the numbers should revert to vanilla counting (including the total)
Natsume 9 Feb @ 1:45pm 
"yes, base game still counts hidden units in its total unit count... this mod does not"

Ahh ok. So there wasn't really any compatibility in the first place? Since the main purpose of the other mod can't work correctly with this one. You get total count but all hidden units, when this mod doesn't include hidden units in total count.

"and turning off, Individual Units, Unit Counts, Hidden units"

Tested it. Shows a total enemy count of 2 in a mission with 6.
RustyDios  [author] 9 Feb @ 1:35pm 
Try.. with that mod ...
and turning off, Individual Units, Unit Counts, Hidden units
Natsume 9 Feb @ 1:27pm 
I wanted the terrain panel, which chosen controls the area, and enemy count on the squad select screen but not what those enemies are.

I thought maybe if I turned off all the settings it wouldn't overwrite the base game version. And I would get enemy count (hidden with other mod) on just the geoscape, which is fine by me too. But nope, it showed 2/6 enemy count.

I'll just use your mod and willingly ignore what the unit types are.
RustyDios  [author] 9 Feb @ 1:27pm 
yes, base game still counts hidden units in its total unit count... this mod does not
Zelfana 9 Feb @ 1:22pm 
I guess the question is that is there a difference in the number total between base game and this mod when it comes to hidden units?
Zelfana 9 Feb @ 1:16pm 
You have to turn off Show Hidden Units/Chosen. The way the other mod works is it flags all enemies to be hidden units.
RustyDios  [author] 9 Feb @ 1:13pm 
hmm.. well then, looks like compatibility broke then. sorry.
there's not much I can do to change the behaviour.

what result was you expecting to get?
Natsume 9 Feb @ 1:04pm 
Damn. Nope. I reset the settings and no go. I also turned off the text list and total/unit counts, still showing 0 enemy count. I also tried turning off individual units (so all options off) and that only gave an enemy count of 2, on a mission with 6 enemies.
RustyDios  [author] 9 Feb @ 12:49am 
Try resetting to defaults... maybe turn off the text list and total/unit counts?
It was always a bit of a weird compatibility when you consider the design goals of the mods... this to show you as much shadow chamber details as possible, that one to hide them all....
Natsume 9 Feb @ 12:26am 
I think one of your updates broke compatibility with https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1221528659 . Otherwise I have no idea how you got them working together.

https://imgur.com/a/SHaUNkM , I can't get them to work together.
the__mentat 20 Jan @ 8:00pm 
I did the "not activate" as I always want this to be a surprise, even though this early on in the game, there isn't not much you can do with gear and squad selection to counter a specific chosen. Thanks for looking at this.
RustyDios  [author] 20 Jan @ 7:08pm 
Interesting, it shouldn't be doing that. There is already a check in place that it should only show if XCom has met that Chosen.

I'll look into it.
You could just "not activate" the feature until after the first retaliation?
the__mentat 20 Jan @ 6:54pm 
I'm playing with "lost and abandoned" disabled and on consistent basis I see the region chosen on the mission soldier selection screen prior to departure on the first guerilla mission and resistance op in the first month prior to meeting the chosen on the retaliation mission.
RustyDios  [author] 20 Jan @ 5:10pm 
I'm not sure I understand the question? But it should already only display once you have met the chosen. This is because before that XCom doesn't know which chosen is control of that region.
This option was made to be a non-spoiler reminder of what chosen could possibly be on the mission, not a direct confirmation without knowledge.
the__mentat 20 Jan @ 12:25pm 
When "ShowControllingChosen" is set to true, the controlling chosen is displayed on mission soldier selection screen (in the very beginning of the game prior to building the shadow chamber). Is there any reason to display it ONLY after the first mission it is revealed (keep the suspense until the first chosen is met)?
RustyDios  [author] 24 Dec, 2024 @ 2:49pm 
It has options for that.
_m_a_ 24 Dec, 2024 @ 1:22pm 
Does it show, if chisen appears or not?
1AS1 12 Dec, 2024 @ 8:41pm 
if "Show Terrain Icons" enabled, then options Show Plot Text, Show BiomeText, Show Landings Time Text do nothing. I mean disabling them do nothing.
Dragon32 4 Dec, 2024 @ 7:59am 
@Planewalker
It's a mod by Rusty so the .ini is extensively commented. Which parameters are unclear?
Planewalker 3 Dec, 2024 @ 8:04pm 
I can't find information for what some of the options do, or what the colours mean.
Specifically panel/colour/text list. -is there a readme or help file somewhere?

Awesome mod otherwise; i especially like the granular control.


cheers
Tommy 11 Nov, 2023 @ 4:51am 
@EvilBob22 Thank you very much.
EvilBob22 9 Nov, 2023 @ 6:43am 
@Tommy They only display after you have the Shadow Chamber built.
Tommy 8 Nov, 2023 @ 11:46pm 
who knows why enemy detected can not display?
Must have LWOTC?
Sinapus 16 Sep, 2023 @ 3:57pm 
A bit more info: It seems to happen if I setup a squad and then go to "Squad Select" from there. Sometimes if I back out, save and then go back into the mission screen. A bit strange.
Sinapus 9 Sep, 2023 @ 7:33am 
Re: That "Oversized Squad" name thing reported a bit earlier. I had it happen on my game and I did a full shutdown of my game and reloaded a save I had before a mission started and that seemed to clear it. So... maybe a glitch w/the system some people are using. (My computer is pretty old, I get something similar in Fallout 4: A "foggy" look for concrete/granite that goes away when I restart the game.)
KhaosHawk92 12 Aug, 2023 @ 11:15am 
This is a great and handy mod, i'm using it w/o the X offset, i only use it for the Mission Briefs to see if there anything new
RustyDios  [author] 10 Aug, 2023 @ 10:13am 
In the MCM menu.. scroll down.. tick/crossmark the "Debug" box ... XPosOffset will then be enabled for editing a little further down the list
WaldoTheRanger 10 Aug, 2023 @ 10:03am 
How do enable debug mode in mod config menu?
I don't see any xpos offsets anywhere
RustyDios  [author] 26 Jul, 2023 @ 8:26am 
The last update should have fixed most of the things that I can get done by automation for LWotC.
The few remaining things are to move the panel positions, which needs to be done in the config/MCM menu... see the screenshots for details..
Colossus715 26 Jul, 2023 @ 7:51am 
@Rusty

Hey man. Just wondering; are you still considering fixing this for LWOTC? Thanks.
Nero 18 Jul, 2023 @ 3:29am 
yeah i'll try clearing my configs and verifying for now
RustyDios  [author] 18 Jul, 2023 @ 3:04am 
Sorry.. working on my end perfectly fine with the Squad Manager mod, and with LWotC.
I can't fix a problem when I don't have one. I have nothing to diagnose, it shouldn't do that.

You could try adjusting the delay in the configs, maybe your PC needs longer?
Nero 18 Jul, 2023 @ 2:56am 
https://imgur.com/sDQQG7U
the problem seems to persist
Nero 18 Jul, 2023 @ 2:19am 
ah alright
RustyDios  [author] 18 Jul, 2023 @ 2:15am 
Try a full unsub/resub to this mod.. I'm pretty sure I fixed that issue ages ago
Nero 18 Jul, 2023 @ 2:14am 
https://imgur.com/a/6Aec1oz
i seem to be experiencing some problem with the squad manager mod, it stretches that squad bar into ridiculous proportion
DaViper 16 Jul, 2023 @ 11:09pm 
@RustyDios I'm pretty sure you are right about this as it doesn't happen every single time..but I thought it would be enough to be worth reporting. (In tonight's session it happened 3 times out of 7.)
Of course, it could be the OS...I'm running Proton-GE+Arch, but I'm not thinking so as I've not run into this with other mods...or the old version I was using before updating to this one and removing that one. Before starting this campaign I did clean the config folder and removed the older legacy version of the tool.)
I'll keep an eye on it. It ain't a deal breaker, just an FYI. :steamhappy:
RustyDios  [author] 16 Jul, 2023 @ 8:33pm 
Thanks for the report!
This might have something to do with screen refreshing/refocus and how tooltips are formed/created.
((I've experienced this before with alt+tabbing from xcom2 as well))
-- I'm not sure if it's something I can be fix... but I'll add it to my investigation list :)
DaViper 16 Jul, 2023 @ 7:08pm 
@RustyDios Possible bug:
Love the mod, first off.
When in Squad Select, the info box works as advertised. However, if I go to the 'build items' from there and come back to squad select, mouseover no longer functions on the info. The icons and box are there, but there is no way to check it for specifics. (This applies to the header bar for the info box as well.)
Brain_is_Back 6 Jul, 2023 @ 4:12am 
I translated this mod into Korean.
I used a translator, but I think it's better than nothing.
I want you to add this mod to this file.

I'll post a link to the discussion. It seems like the file is deleted when I post a link to the adder.
Sinapus 1 Jul, 2023 @ 5:44am 
Awesome. Will try to load this one next campaign to replace the other one. :-D
RustyDios  [author] 30 Jun, 2023 @ 9:48pm 
Yes, that is what is meant by "hidden" units, anything the that has the bHideInShadowChamber option in their X2CharacterTemplate

... and this will most likely still display the first encounter of said unit as "Enemy Unknown" .. because to reveal the name the unit must be in the "xcom has seen this unit" list.
Sinapus 30 Jun, 2023 @ 3:38pm 
By "hidden" units do you mean revealing whether a Chosen or Ruler is going to be on the map? The Show Enemies mod this was inspired by does have an option for that. Though it detects Rulers a bit strangely. (You may get an extra ENEMY UNKNOWN on the squad loadout screen, and I think it names it after it escapes you once.)
RustyDios  [author] 29 Jun, 2023 @ 3:56pm 
@Rikimaru
If you want to "preview" what it will look like for when you do get the Shadow Chamber.. the mod has a "cheat" option in the MCM menu where you can set it to behave as if the Chamber was built, even when it isn't .. "Show Without Shadow Chamber" ;)

Also :) I'm happy you like the mod :)
Rikimaru 29 Jun, 2023 @ 3:43pm 
I havent tried it in-game with the shadow chamber yet (because I keep restarting new games) but I really like how it tells you the biome and time before mission anyway.
It just makes sense to know where and when you're going!
The layout is nice too
Thanks for the mod :steamthumbsup: :steamthis: