XCOM 2
[LWOTC] Multiple SitReps and Categories (Reimagined)
43 Comments
Styrium  [author] 17 May @ 5:46pm 
@Canthyse if you have any other feature ideas, feel free to say them! if they aren't that hard to implement they might become reality
Canthyse 17 May @ 6:38am 
thanks, bro
Styrium  [author] 17 May @ 5:22am 
@Canthyse hope you enjoy the new blacklist features then :)
Also sorry that you have to update your massive config lol
Canthyse 16 May @ 8:18pm 
Honestly the lost below FL 5 not that big of a deal, its kinda lore acurrate, an advent woke and feel lost and started blasting anyone.
But the SCP raiders really can start at FL 1, just saw the ini. I aint got time to edit that, it is what it is.
That mission blacklist its probably gonna be a big QOL for most people. Raiders on reinforcements missions are already a mess.
spooky ghost 16 May @ 7:11pm 
to quote a streamer " it's probably reshis fault"
Styrium  [author] 16 May @ 6:55pm 
Yup, it is the "fallback" but I couldn't replicate this bug in any way. The LWOTC X2DownloadableContentInfo should run after this one and yeet any The Lost SitReps that spawned before the required FL. Sometimes, apparently, this does not happen? again, I couldn't replicate this.
spooky ghost 16 May @ 4:27pm 
just had the lost spawn sitrep on a lower level than they should be and it spawned an advent captain, i tested it with the other sitreps mod for lwotc and it does the exact same thing so its not a mod specific thing, only solution i could find was removing the lost sitreps as an option on both mods. and letting lwotc handle them
Styrium  [author] 15 May @ 4:10pm 
@Canthyse maybe I should add a mission blacklist but, at the same time, that's just poor design on the mod's part. If the SitRep can be generated at FL 1 it should have reasonable enemies for that level of play
Canthyse 15 May @ 9:45am 
A word on caution about raiders faction: they MIGHT appear in GATECRASHER, so if you dont mind dealing with MTF MECS with 3 armor at the start of campaign, at low FL, go for it. I personally banned them in timed missions, but on full salvage, they are enabled (requires a bit of editing on the raiders mod).
Styrium  [author] 15 May @ 8:59am 
@Latis yeah, that should do it
Latis 15 May @ 2:38am 
Canthyse 13 May @ 4:46pm 
Almost all configs editing are safe for mid campaing, so go ahead and bury that sitrep. Like Styr was saying, will only affect on newly spawn missions.
Styrium  [author] 13 May @ 4:30pm 
@Latis any edits on this mod are safe to be done mid-campaign. Naturally, they won't have any effect on missions that have already been generated
Latis 13 May @ 3:49pm 
@Canthyse

Is safe enable mid campaing?
Canthyse 13 May @ 3:45pm 
@Latis copy this config in the ini. of this mod in the very bottom:

+SitRepCategories=(CategoryName="banned", CategoryWeight=0)
+Handle_SitRep=(SitRep="ARFMDESitrep_ExtraAction", Category="banned")

and you wont ever see that sitrep. Can even do the same for other unwanted sitreps, just copy paste the "handle" line and replace the sitrep.
Latis 12 May @ 11:51am 
So i have to edit manualy? that feels like chinese to me :(
Styrium  [author] 12 May @ 7:33am 
Besides, and I only now remembered this, basegame already has config for gating SitReps by minimum FL, in XComGameData.ini . For example:
[DromeDome X2SitRepTemplate]
+TacticalGameplayTags=SITREP_DromeDome
+MinimumForceLevel=18
Styrium  [author] 12 May @ 7:16am 
@Latis hm that SitRep sounds like it'd be broken regardless of when it starts showing up. I likely won't introduce my own FL gates for the SitReps (unless the Lost issue persists), but if that SitRep sounds like too much I'm like 95% sure that if you add it to a Group with Weight=0 you'll essentially Blacklist it from getting rolled.
Latis 11 May @ 8:06pm 
@Styrium did you consider my suggestion?
Styrium  [author] 11 May @ 4:12pm 
@lety4ayavoropaeva Imma be honest--no idea that other mod existed.
I just know that the original Multiple SitReps and Categories 2.0 changes the MissionSources to generate extra SitReps, which means they didn't account for LWOTC's MissionSources. I instead disabled LWOTC regular SitRep generation (or I hope I did) and made my own implementation using a Highlander hook.
Maybe that other mod does a similar thing, maybe it still uses the more invasive, MissionSources-editing method--this is the first I've heard of it.
Styrium  [author] 11 May @ 4:09pm 
I cannot for the life of me replicate the ADVENT Captain issue. On my end, before the appropriate FL, LWOTC removed the generated Lost SitRep, and after that threshold the Lost spawn as they should. Until someone gets me/Ted a log of a mission where this happens, I can't seem to figure out what is going on
lety4ayavoropaeva 11 May @ 8:12am 
Sorry, but there was already a similar version for LWOTC - https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3377696884
What are the differences between the mods?
venom277 11 May @ 6:14am 
Hi. Can someone share their category configuration file? I seem to have configured it and accepted the developer's changes, but I still don't get 3 sitreps right away. And I think I'm doing something wrong.
Latis 10 May @ 2:32pm 
Yes. The FL was the issue. it was too early in the game.
Also i suggest to remove the adventageous action/movement bonus sitrep (don't remember the correct name) in early game because is too OP having an extra action point for the entire map even in legend, got that sitrep in 3 missions and the game became easy and boring. i suggest rolling more challenging ones (sorry about me english)
Styrium  [author] 10 May @ 1:43pm 
Yup that is indeed the issue, tho I thought LWOTC was supposed to remove the SitRep if that condition was not met. I haven't sat down to patch it though.
Amogus 10 May @ 12:56pm 
@Latis
Maybe I've figured out what the problem is, tell me what kind of FL you have in the region with the mission on "Lost". Based on the logic of LW operation, they will not spawn if FL is less than 5. And if they can't match up, then Advent soldiers will spawn instead.
Styrium  [author] 9 May @ 3:04pm 
huh wild. Okay, I'll look into it, I didn't test it enough with The Lost in particular, so we'll see how it goes.

I have a hunch as to what could be happening
Amogus 9 May @ 2:08pm 
Okay, I wrote crap, literally just ran into it, what could be the problem. There was no such bug before installing this mod. An ordinary advent officer will spawn for the lost faction. It's good that at least 1 and not the number of zombies lol
Latis 9 May @ 10:46am 
Interesting. What mod can conflict with this? I can ser my mod list but i need a clue of what i'm searching for
Styrium  [author] 9 May @ 7:19am 
@Latis my only bet is that it's a mod conflict of some kind. This mod doesn't modify how encounter generation works at all, for any of the SitReps it rolls or the ones already rolled beforehand. It seems that this "advent captain" unit snuck its way onto the Lost's EncounterLists, and you're only really seeing it when the Lost became more proeminent with this mod active
Latis 9 May @ 6:45am 
@Amogus none of that. This happens when i installed this mod
Amogus 9 May @ 4:45am 
@Latis
If you are using a mod that adds the "captain advent" unit, then most likely you need to go to the mod folder and search in the "ini" files for a line that describes which team this unit spawns for and fix it on the advent side.
Latis 8 May @ 9:57pm 
Also, advent troopers attack the advent captain aswell. Weird
Latis 8 May @ 1:15pm 
Hi, i have a question. I have "THE LOST" Sitrep. But instead a group of lost only an advent captain appears
Wolf Renegade 5 May @ 3:44pm 
LWotC user here to just say, you're a legend, thank you. :coolthulhu:
Latis 5 May @ 10:43am 
Such a cool work and no comments? Bravo. i'll give a try for sure in my next run
wolfboyrota79 3 May @ 7:10am 
Thanks! Hopefully we'll see a config setup soon so the fun can really get going.
Styrium  [author] 3 May @ 6:59am 
@Canthyse the hard-coded ones don't count. The "SitRep amount" refers to how many rolls this system will make, any other SitReps that appear on the list by other means don't count.

@wolfboyrota79 I can set up a discussion post for config file sharing, sure. But as for templates, I think the config file itself does a good job of explaining how it should be set up
wolfboyrota79 3 May @ 5:53am 
Or any config file shares?
wolfboyrota79 3 May @ 5:16am 
When will a template be set up in discussion?
Canthyse 2 May @ 4:12pm 
Are the "max sitreps amount" added to the hardcoded ones (Large Map-like, Raider sitrep, etc) in a mission? or do they take a space?.
Styrium  [author] 2 May @ 4:05pm 
I'll likely make a non-LWOTC version at some point, but currently this relies entirely on LWOTC disabling the regular SitRep generation in favor of their own handling, that this hijacks before they actually handle it
LeyShade 2 May @ 3:14pm 
Not a LWOTC user, but here to applaud this section:

"Endless Customization:
Unlike the original, the number of categories and groupings you can create and assign is not limited at all. I take no responsibilities if the game takes too long to sift through dozens of categories and groupings for every and each mission"