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Because you have removed the most important aspect of the whole Category system; The Category amount. This was a crucial component to put limits on things.
For example, the whole problem some users now have with multiple Raider factions on the same mission. This wouldn´t happen if the old Category Amount was still used.
the old Multiple Sitreps 2.0 shouldn't be run along side this mod
Is there a compatibility problem I'm unaware of? I'm running all the stirep mods I could find: Advent Field Training, Sitrep Advent Forces, Faction Heroes Sitrp, More Mission Sitreps, Savage Abilities and Sitreps Core, and Savage Sitreps Tactical Troubles.
It complains about this line of config:
+Set = ( CatNumber = 0, CatChance = 100, Include = "On", Rolled = 100, Active = 1, Count = 0, Amount = 1, Sitrep[0]="Test")
Based on struct definition:
struct CategoryStructure
{
var int CatNumber;
var int CatChance;
var name Include;
var int Rolled;
var int Active;
var int Count;
var int Amount;
var array<name> Sitreps;
};
It seems it should be Sitreps, not Sitrep. Not sure if this is breaking the mod in any way. Either way, please fix.
This mod is not working. I made multiple catagories and it still picks from all mods installed. Using WOTC (not LWOTC). Yes, my settings are correct and Catagories are enabled.
reply:
make sure to set
UncategorizedInclude = "Off"
if you don't want to include uncategorized sitrep.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3003487531
The res ops gamemode is under the legacy hub tab IIRC. Is there perhaps another way to get all missions to take a sitrep or 2?
PS- The collection I made was just to track some mods and make subbing/unsubbing to mods a lot easier.
does this generate sitreps for the resistance ops game mode as well?
reply:
I don't know what resistance ops game mode is until I checked your collection xd. I don't know if it will work for resistance ops game mode tbh.
If i do not change the .ini file, only vanilla sitrep will show up?
reply:
yes, because the default config only include vanilla sitrep and 1 mod sitrep called MOCXRookie in its category and turned off all other sitrep(since variable uncategorized is not "On" in XCom_Sitrep_Categories.ini)
where would i have to look in order to find the correct sitrep name for those mods?
reply:
You can find a nice list of sitreps name from various mod for use in XCom_Sitrep_Categories.ini in Nightninja's old multiple sitreps mod discussion page here:
https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/2068573223/2518023667600858057/
@Torblornoe ill be sure to test this out thanks
how do i get Raider factions to show up in the sit-reps for example Cerberus, Bandits, or phantoms i have others but i assume a solution for one would be the same for all
reply:
you will need the sitreps name for those mod and fill them in corresponding spot in XCom_Sitrep_Categories.ini
So just to clarify, if I never wanted to see a set of sitreps spawn together, I'd put them in the same group? Such as:
< Group1Active = "On"
+Group1 = "Surgical" ;Squad size is 3
+Group1 = "LowProfile" ;Only rank Sergeant and below
+Group1 = "Fireteam" ;Squad size is 2 >
I'm not sure I understand what the category section is supposed to be doing with this mod any more than I understood what was happening with the last one.
reply:
yes. mutually exclusive means being related such that each excludes or precludes the other. Mutually exclusive is a term describing two or more events that cannot happen simultaneously.
As for what category do, I would suggest reading the "how it works" part in mod description listed above.
ups, my Bad, here is the Link:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2567230730
it got his own Sitrep Rules, but i would love to get more to happen;) thats why i ask. there is an nice spreadsheet in the description about compatible Mods, but only if you havre Time for taking an Look. if not, no, prob i just try and error:)
reply:
I checked the mod page and in its spreadsheet it listed the old multiple sitrep mod as working under some config setting. My guess would be the new multiple sitrep mod will work under some config setting as well, since my mod didn't change any code related to XCOM2 the game. All that;s different between my mod and the old multiple sitrep mod is the sitrep pulling algorithm which is basically just some math and RNG.
< Group1Active = "On"
+Group1 = "Surgical" ;Squad size is 3
+Group1 = "LowProfile" ;Only rank Sergeant and below
+Group1 = "Fireteam" ;Squad size is 2 >
I'm not sure I understand what the category section is supposed to be doing with this mod any more than I understood what was happening with the last one.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2567230730
it got his own Sitrep Rules, but i would love to get more to happen;) thats why i ask. there is an nice spreadsheet in the description about compatible Mods, but only if you havre Time for taking an Look. if not, no, prob i just try and error:)
reply:
I believe it should be safe since sitreps normally do NOT depend on campaign progress.
Oh, that's not right. By default only MockX spawns.
I set up a category where there's a 50% chance for one of these four to show up. It spawned three of them. Is that intended?
;Sitrep Category 3
Cat3Active = "on"
Cat3Amount = 1
Cat3Chance = 50
+Cat3 = "MandalorianRaiders"
+Cat3 = "HuttCartel"
+Cat3 = "NightsisterCoven"
+Cat3 = "RogueXCom""
my reply:
Note in the new method Cat3Amount or Cat?Amount is not used. number of sitrep appears is controlled by SitrepAmount and SitrepChance which is set before config lines for catagory.