XCOM 2
Enhanced AOE Preview
57 Comments
Harwin  [author] 2 Jul, 2020 @ 12:52pm 
Glad that worked :)
Kordath Invictus 2 Jul, 2020 @ 12:01am 
@Harwin
....
OMG EVERY MOD I CHECK TO MAKE SURE AND THIS IS THE ONE I FORGET TO CHECK.
i mean, 1 mistake out of 102 mods, not bad right?
Harwin  [author] 1 Jul, 2020 @ 10:53am 
Turtle - this is the nonWOTC version. Any chance you're using this version with WOTC?
THIS IS BASE XCOM 2 - For War of the Chosen - go here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1124333578 ]
Kordath Invictus 1 Jul, 2020 @ 9:14am 
sorry, but when i go to gernade indicator with different classes it just crashes the game, i like the idea tho
Harwin  [author] 25 Apr, 2020 @ 5:07pm 
@aethenosity
Sorry for the confusion. Link added.
Glad you like it!
tiktaalik 9 Mar, 2019 @ 11:21pm 
Yeah, seems to work fine, thanks.
Harwin  [author] 9 Mar, 2019 @ 6:42pm 
@prokolyo: I haven't played LW2 in a while, but it seemed to work fine.
tiktaalik 9 Mar, 2019 @ 12:45pm 
Does this mod work well with LW2? Thanks.
kunshdwa 12 Feb, 2019 @ 2:13pm 
If anyone is still interested, running fine and well for me without WotC. Thanks!
Harwin  [author] 30 Aug, 2017 @ 8:10pm 
There is now a WOTC version of this mod. "WotC Enhanced AoE Preview"

It will continue to need work as I find weird new abilities that don't work right (claymores took a while to get them to show the right damage when you fired at them), but it seems to be good so far.

Tencer386 30 Aug, 2017 @ 5:12pm 
awesome looking forward to it!
Harwin  [author] 29 Aug, 2017 @ 9:07pm 
Also - it will be a new mod - I'll link it here but mods are either WotC or not, and I want this version to keep working too :)
Harwin  [author] 29 Aug, 2017 @ 9:07pm 
Update:
Basic functionality is working, it seemed to only require minor changes. I'll test additional functionality tomorrow night and hope to post it then.
Harwin  [author] 29 Aug, 2017 @ 5:34pm 
I'm looking into it now.
Tencer386 29 Aug, 2017 @ 4:33pm 
hey! I love this mod, is there any ETA on compatibility?
Harwin  [author] 29 Aug, 2017 @ 10:30am 
IMPORTANT: This mod is NOT currently War of the Chosen compatible.
If you have it active, and you try to aim an AoE weapon, you're going to crash your XCom game.

If you've already created a save with it, it should be safe to disable and keep going, but for the moment, do NOT run this with War of the Chosen.
Harwin  [author] 11 Mar, 2017 @ 12:32pm 
Should be - I've used it with long war and it seemed ok. Haven't verified it with all long war abilities(if there are new ones I hven't seen)
Xpyder 2 Mar, 2017 @ 7:14pm 
long war 2 compatible?
Juravis 26 Jul, 2016 @ 11:33am 
@Harwin Regular rounding rules, .5 is up.

You can add it whenever and if you want at all these are all suggestions to an otherwise already great mod i use since it came out.
Harwin  [author] 26 Jul, 2016 @ 10:59am 
I'm not sure that Min+Max/2 is accurate. And which way should it round?

This mod specifically avoids unit flag changes to maintain compatibility. So unfortunately I can't show a different color. I can see about adding a config flag to not highlight 0 damage targets(although I'd want to also put exceptions in for special abilities like frost bomb). I know I wouldn't use it but it's easy enough to add.

Probably won't update with that unless I have to update for something else owing to the way configs are handled. It should at least be fairly obvious that the damage is 0 with the current UI, right?
Juravis 26 Jul, 2016 @ 10:26am 
@Harwin I dont have examples for average damage, but a simple Min+Max/2 would be more than enough.

For the preview, could you make immune targets (targets that take 0 damage) show a different color? Or maybe just put a flag, usually in the base game if a unit (or even terrain) is not affected at all by an AOE the terrain or unit doesnt glow at all.
Harwin  [author] 26 Jul, 2016 @ 10:23am 
@Advent Avenger:
Average damage is not necessarily under my control. And it gets really tricky conceptually to calculate. Should I count crits? Should I count dodges? Bonus damage isn't evenly applied across the range (I'd have to look up how it does it).
Ideally I'd show you both min AND max damage and you could guess average, but unfortunately changing the display of the unit health bar is outside the scope of this mod (one of the mods that actually changes how health values are displayed could implement it)
In fact, in general I'd say that suggestion is perhaps better made to a modder handling unit flag displays - that way the modder could have it show average damage for explosives AND single-target shots. I added min damage because a number of mods support it for single target abilities - do you have an example of someone displaying what you consider appropriate "average" damage?
Harwin  [author] 26 Jul, 2016 @ 10:22am 
@Advent Avenger:
If you have an immunity, the preview shows the effect(highlights bar) but shows 0 damage, correct? Is there a situation where it is showing you misleading info?

Due to the existence of things like Smoke Grenades and Flashbangs, in general I prefer to show that the unit will be affected by the AoE, even if damage is 0.



Juravis 26 Jul, 2016 @ 9:16am 
Also I believe the "average" damage is a better overall measurement as it is the "expected" damage. I would like it implemented if possible!
Juravis 26 Jul, 2016 @ 9:15am 
Sometimes if you add an immunity to a unit the preview still shows the unit has being "affectable" in red but the unit takes no damage once the AOE ability fires.
Dragon32 6 Jul, 2016 @ 10:52am 
Thanks for the minimum damage feature, that's great for us "glass is half empty" types ;)
alh77 6 Jul, 2016 @ 9:20am 
Thanks Harwin, you are the best.
Harwin  [author] 5 Jul, 2016 @ 7:02pm 
Updated, has minimum damage feature now :)
Harwin  [author] 4 Jul, 2016 @ 9:07pm 
Update should be incoming tomorrow. I've got everything working but I want a little more testing before I submit it for everyone.

In the meantime, if you need Nova working, add the following to the mod config (will automatically be added with the update)

".AbilityTemplate_NonTargetedSelfBasedAOE=Nova"
(Don't add the quotes, DO add the 'period' at the beginning. Add this right after the similar line for the Lightning Field)

So that section should look like:
; Array (so use .AbilityTemplate_NonTargetedSelfBasedAOE to add extra items)
; for those abilities which don't have a targeting method that provides a list of targeted actors,
; but are self-based AoE effects (like Sectopod Lightning Field)
AbilityTemplate_NonTargetedSelfBasedAOE=SectopodLightningField
.AbilityTemplate_NonTargetedSelfBasedAOE=Nova
Harwin  [author] 4 Jul, 2016 @ 12:29pm 
Update:
1) I tested with Grimy's mod that Dragon mentioned and it doesn't preview minimum damage for AoE :(

2) I'm testing Shen's last gift. Spark:Nova does not preview damage correctly(no preview shown) . Spark:Bombard shows damage as if target had no armor, but ability deals damage as if target has armor. I'm not sure if I can address it, but I'll look at it.

3) Since I'm going to have to update to fix the Shen's Last Gift content, I'll include the minimum damage config option requested.
Dragon32 27 Jun, 2016 @ 10:44am 
A) Any time I change the config file, it overwrites the old config file, so if anyone had made any custom changes (like turning off snap-to-tile) then they'd have to re-make that.
This is pretty much par for the course for anyone running mods. I've a load of mod configs which I've edited (and back up my changes so I can easily restore when its overwritten).
You could look at using either Mod Config Menu or Mod Options Menu I guess...
B) It wouldn't affect single-target attacks, only AoE
Grimy's Tactical HUD Tweaks can be set to show minimum damage for rifles and pistols and stuff. So someone should use that mod for minimum damage display on everything non-AoE.
Harwin  [author] 27 Jun, 2016 @ 10:04am 
I'll see what I can do.
alh77 25 Jun, 2016 @ 7:02am 
@Harwin
I thank you for watching. I expect a new version.
The BlackVision 1 Jun, 2016 @ 10:33am 
Myself I've alway wished it'd show both the min and max amounts, always bugged me that it didn't, butif it's one or the other, I'd prefer min damage shown - worst case scenario is the most useful to see.
Harwin  [author] 31 May, 2016 @ 8:38pm 
@alexbis
I looked into this - and I can change it to preview only minimum damage with a config variable but:
A) Any time I change the config file, it overwrites the old config file, so if anyone had made any custom changes (like turning off snap-to-tile) then they'd have to re-make that.
B) It wouldn't affect single-target attacks, only AoE

If I end up having to change the mod to fix some other issue, then I'll include the feature, but due to the impact it will have on some people (having to change configs), I'd like to leave it alone.

may I suggest looking at the mod:
"Show Health Values" by -bg-?
It gives numerical values for enemies and still does preview - that should help you parse min/max damage even without a change, while still getting previews.

If it turns out a bunch of other people also want me to support the min damage change I'll go ahead and do it on its own, but I don't want to mess up config files for just this.
The BlackVision 26 May, 2016 @ 11:47am 
Great :) Will have to see if they show the effects on the Psi effects myself then when I get to that stage again in this game.
Harwin  [author] 26 May, 2016 @ 11:06am 
It should be independent of any mods that affect AoE tile-snapping. I just ask the system what enemies are going to be hit and do preview off that. I was very careful not to override any XCom2 base classes in order to make it more compatible.

The config flag is there because at one point it wasn't compatible with other mods so I put it in - when I fixed it to be compatible I didn't bother to remove it, but it should be unnecessary if you have a different mod that handles turning off tile-snapping.
The BlackVision 26 May, 2016 @ 8:04am 
Any idea if thi is compatiable with the other mods that affect AoE tile-snapping? I see you inclued the grenade ones yourself anyway, but there's also the Psi AoEs. Would be lovely if it worked as-is, but not sure whether the Psi ones use the same template for it or not.
Harwin  [author] 19 May, 2016 @ 9:58am 
Bullett00th - What other mods do you have installed? (Any that might affect either preview or explosives?)

Does the amount that shows in the text field also show double? (e.g. do basic frag grenades show 3-4 and the preview health bars show 6-8 or do they both show 6-8)?
Bullett00th 18 May, 2016 @ 3:02am 
For some reason I have explosives showing double the damage they really do... mmight be an issue with another mod, I dunno
Harwin  [author] 16 May, 2016 @ 11:06am 
Should be fairly simple.
alh77 15 May, 2016 @ 10:53am 
I like this mod, but I wondered if it will be possible to have an option to show the minimum and not the maximum damage.
Harwin  [author] 13 May, 2016 @ 10:05am 
Just did a very quick test with the new patch/DLC. Seems to work, although they did change the preview color to look blue-ish (more like your squad member healthbar) than red. This was not an extensive test of all abilities, just a quick test in a savedgame I had.
Harwin  [author] 16 Mar, 2016 @ 7:27pm 
Updated description to explain why I can't show civilian damage preview.
Harwin  [author] 10 Mar, 2016 @ 9:33pm 
@Waywocket:
Yes, if you don't enable free grenade aiming, this mod is pure UI.
Waywocket 10 Mar, 2016 @ 3:27pm 
So am I understanding correctly that enabling free grenade aiming is a gameplay change, but this is otherwise purely a UI mod?
Harwin  [author] 10 Mar, 2016 @ 9:24am 
Updated - Fixed Lightning Field/Psionic Bomb/Wrath Cannon
Fixed Destructible Mission Objectives
Harwin  [author] 6 Mar, 2016 @ 9:37am 
Updated - should work MUCH better with other mods now. Confirmed that it works with -bg-'s mod that turns off tilesnapping.
Harwin  [author] 4 Mar, 2016 @ 7:44am 
I *may* have figured out a way to do this without replacing Targeting Methods, which should make it easier to be compatible with other mods. Early test was positive, now I have to actually try to implement it.