XCOM 2
Configurable Protect Device
66 Comments
Haydern 9 Nov, 2024 @ 5:45am 
@Dragon32 i think i discovered the problem. When i open AML, steam keeps validating the game (i dont know why, there is no problem with integrity) and the XComProtectDevice its deleted from the folder. The game open and then the file its created again on default values. Very strange because my other mod changes do not change at all with the validation. Last time i tried the binary search i only got crashes. With 900 mods active, if i disable something, something will break. Thanks anyway, ill dig the reason why my game keeps validating on launch.
Dragon32 7 Nov, 2024 @ 5:10pm 
@Haydern
OK. Assuming device health is set on mission load then I'd set-up a test save right before leaving the Avenger and then use the binary search method. Helped me work out what was causing the Hunter (and only the Hunter) not to spawn, weirdly that was Nice Mission Debriefing. And that was fixed.
Binary search is talked about here: https://old.reddit.com/r/xcom2mods/wiki/mod_troubleshooting
Haydern 7 Nov, 2024 @ 4:30pm 
@Dragon32 nop. I play with 900 mods, must be some conflict
Dragon32 6 Nov, 2024 @ 5:17pm 
@Haydern
You're not launching with the -regenerateinis argument are you?
Haydern 6 Nov, 2024 @ 4:52pm 
@Dragon32 already tried everything. Configs keep reseting. Its the only mod that happens. I do a loot of changes on classes and items, but this one is the only i have problems
Dragon32 6 Nov, 2024 @ 7:10am 
@Haydern
Re-read the Description and follow the problem solving link
Haydern 5 Nov, 2024 @ 6:59pm 
The HP config keep changing to default. Any solutions?
the__mentat 4 Nov, 2024 @ 9:45am 
Excellent mod and a must when playing on higher difficulty levels.
Arthur Pendragon 1 Jun, 2024 @ 8:52am 
THANK YOU!

That was one of the few things that bugged me in WotC:
"protect the device" only to have a Sectopod and Gatekeeper spawn right beside it to pummel it from the start of the mission.
khumak 14 Nov, 2023 @ 6:26pm 
I think people having issues with the mod must have a mod conflict. It works fine for me and I'm using LWOTC. The only quirk I have noticed is that when I get a mission to destroy an alien relay sometimes the displayed health seems wonky and shows full health until after I've done X amount of damage. Maybe it's displaying the original health so it show full until I've done enough damage to take it from the newly increased health down to below the original displayed health? Not sure. Either way it's really just a minor display issue.
Dragon32 15 Mar, 2022 @ 10:02am 
@JiMMy
You can edit the .ini

Personally I appreciate even a little speed bump like that to the XCOM snowball
JiMMy 15 Mar, 2022 @ 5:05am 
Its no longer protect the device fix if you're also editing alien relays HP. I wish these mods did what they said and left the rest untouched.
Dragon32 6 Nov, 2021 @ 5:42pm 
@The Last Eagle
Like I said AI mods determine what an enemy will shoot at. It sounds like, for whatever reason, something's messing with your game's AI behaviours so that the device isn't seen as a valid target. Never had that myself and I've been using this mod since March 2016.
Иваныч 6 Nov, 2021 @ 4:22pm 
While testing mods, it constantly stops working — enemies don't shoot at the device. In which file does the mod prescribe something? In order not to constantly restore the entire folder with configs.
Иваныч 28 Oct, 2021 @ 1:56am 
It helped to restore the configuration files of the game in my documents.
Dragon32 23 Oct, 2021 @ 2:53am 
@The Last Eagle
In a Protect the Device mission I had the other day they shoot it just fine. I'd guess an AI glitch. Try the basics then look at whatever AI-affecting mods you're running. FYI, I'm using A Better AI.
Иваныч 14 Oct, 2021 @ 3:57pm 
I confirm that with this mod, the aliens ignore the device.
taibhse 19 Sep, 2021 @ 4:37pm 
It works perfectly for me in WOTC following the instructions given and using AML and Community Highlander. My very next mission was to protect a device and it started with 72 HP and was half damaged by the time I reached it. For attacking the alien relay I edited the file to 6,9,12 - I'll see how that works out.
ShinyRobotGod 4 Aug, 2021 @ 3:53pm 
You might try saving, exiting to main menu, and then reloading. Maybe this works for me since I am running the Community Highlander and the game reacts a little differently.
Charlemagne 3 Aug, 2021 @ 7:08am 
OK... I unsubscribed, then subscribed again after going through one of those nightmares. I decided that if the game wants to present you with an impossible situation, it's only fair to fix it even if that involves that the aliens can't destroy the device. Screw them. You still have to fight them and that makes for a good, if a bit diminished, challenge.
I do have to remember to save one grenade to 'activate" the relay in destroy the device missions.:steammocking:
Charlemagne 24 Jul, 2021 @ 9:17pm 
I also have the problem that aliens ignore the device, and also that alien relays that the player has to destroy are not targets for the XCom soldiers so they can't be destroyed. Saving and reloading does not fix the bug for me. However, damaging the relay in some way (explosives) does seem to fix it, Bradford then says oh there's the relay and it can be targeted.
These things are relatively recent, used to work perfectly. I think I'll have to unsubscribe.
ShinyRobotGod 14 Nov, 2020 @ 1:11pm 
This mod often (always?) makes the device untargetable, which is overpowered protection. To fix, save and reload immediately after starting the mission. The device will then be targetable.
MrShadow 21 Jan, 2020 @ 1:01pm 
Yes. I just ran 2 of these missions and with this mod active, the Aliens ignore the device altogether.
Dragon32 20 Dec, 2019 @ 1:45pm 
@thementat:
That happened for me when using "Tower Detection Fix", thegrimsqueaker72 released a WotC version which fixed the issue. Are you using that mod?
-bg-  [author] 19 Dec, 2019 @ 4:32pm 
not related, unless attempting to destroy the nodes not destroying them, if they get destroyed properly, it is caused by mods that changes mission objective rules
Gong-Gle-E 27 Jul, 2019 @ 7:12pm 
와드: 현재 폭발로 시야차단 해제 안하면 타겟설정 불가 버그 있음 -19/07/28
-bg-  [author] 24 Mar, 2018 @ 9:49pm 
ok I didn't noticed it at first because I didn't do a run with this mod on and only do testing to make sure the HP is changed, it seems some tactical map logic is changed in wotc to make it quite iffy, I have an alternate way to patch ready but there are other side effects such as loading a different session game will make them have the wrong max HP (keep in mind that their current HP will retain with the settings it is loaded with, so it can have more HP than mx HP in those case, but shouldn't have gameplay effects because you can't repair them, just UI effects), I will add the alternate patching method as an optional config
Datadagger 24 Mar, 2018 @ 7:10pm 
Hey bg, I duon't know if you're still supporting this mod but I'm getting a glitch where the device is untargetable when first loading in a mission. This happens on both protect and destory missions, the device doesn't have a health bar and can't be shot at. Reloading the game fixes the issue but it happens consitently on every device mission when first loading in
Jopo80 [FIN] ✞ Jesus Saves ✞ 17 Jan, 2018 @ 2:43pm 
OK, I just subscribed to the customizer, I´ll need to add the civilian entries into the characterstats.ini right?
-bg-  [author] 16 Jan, 2018 @ 3:51pm 
just change the Health of HostileVIPCivilian, FriendlyVIPCivilian, Soldier_VIP, Scientist_VIP, Engineer_VIP using my Easy Customizer mod
Jopo80 [FIN] ✞ Jesus Saves ✞ 16 Jan, 2018 @ 2:36pm 
Hey -bg-, could you possibly do a configurable VIP rescue etc. also? I did a major rebalancing mod for myself and sadly I cannot find the VIP hitpoints in the .ini files? Now if only the Damage roulette and Red Fog effects were also brought to the WoTC? Thank you by the way for this mod it´s a big help. :-)
MaCC165 29 Nov, 2017 @ 8:12am 
anyone can say how it works with beta strike? Cause Beta strike double the hp even of the devices, they have insane hp, u cant lost tese mission by destroyed device, the enemies hit and hit, and u just laugh
Dragon32 25 Oct, 2017 @ 3:20pm 
@MoronicCinamun:
Yeah, deleting the Firaxis INIs from the basegame My Games folder won't help if you're playing WoTC
BionicCinamun 25 Oct, 2017 @ 2:47pm 
Update: I also just realized by looking through the files it uses a seperate directory, and thus config folder, for "vanilla" xcom2 and WOTC, wonder if that too makes any difference at all.
BionicCinamun 25 Oct, 2017 @ 2:21pm 
You know what? that article made me realize I had this mod installed, then when I got WOTC I unsubbed all mods to do a "clean slate". Then got it back later XD

That may not have deleted properly from the .ini, so I should give a try to deleting the config.

Dragon32 25 Oct, 2017 @ 9:53am 
BionicCinamun 25 Oct, 2017 @ 7:58am 
Hey so I've found since installing this mod with WOTC the enemy just refuses to attack the relay under *any* circumstances. Not that I'm complaining, as these missions are stupidly frustraingly hard, but I'm guessing that's not the intended effect.
Sumbi 17 Sep, 2017 @ 10:43pm 
Big Thanks for Updating it!
-bg-  [author] 17 Sep, 2017 @ 5:55pm 
it is in the description
Dęąth Viper 17 Sep, 2017 @ 5:27pm 
can you please add to the title that this is WOTC compatible please thanks
Dragon32 17 Sep, 2017 @ 3:41pm 
Thanks for updating this for WoTC, -bg-!
JiMMy 2 Sep, 2017 @ 6:13am 
does it work with WotC?
Nider001 10 Dec, 2016 @ 4:13am 
Can I include this mod into my own project?
Aerrie 5 Jul, 2016 @ 2:41pm 
I have just had a really tense battle where I managed to kill the last alien with only 1 HP remaining on the relay. Thanks to your mod for this amazingly tight balance.
gimrah 6 Jun, 2016 @ 1:52am 
I should still have an autosave from just before it happened (playing honestman not ironman), so if the fix will apply in a tactical save then I could test it fairly easily.
-bg-  [author] 5 Jun, 2016 @ 10:40pm 
ok upon investigating the code, it seems non flammable is only checked when fire spreads but sometimes the fire can spread to a device tile because there's another destructible on the tile, causing the check to read the wrong destructible and thinks the fire can be spread there, and the bImmuneToAreaBurnDamage property appearantly is ignored, allowing the device to be damaged by fire. I can override X2Effect_ApplyFireToWorld and attempt for a fix but I am not 100% sure this will solve the issue.
Juravis 5 Jun, 2016 @ 3:32pm 
Environmental damage doesnt use regular HP. An item can be blown away like glass from being hit on by a sword and have 30 in game HP and withstanding damage before dying.
gimrah 5 Jun, 2016 @ 3:27pm 
The device was showing more like 20hp (no less than 15 anyway). It was clearly there through the alien turn. The aliens didn't attack it. And then I lost the mission at the start of my turn - the device just disappeared. There was fire next to it. I'd killed all the ayys that could walk through it.
Juravis 5 Jun, 2016 @ 12:51pm 
I think environmental damage is non elemental. They would have to have their inner data for "Environmental HP" increased, wherever that is because it's not in any UC files or INI files. You would have to bump their HP. I think being on fire causes around 10 points of environmental damage since it takes 10 to light a car on fire, and 10 more for it to explode.
-bg-  [author] 5 Jun, 2016 @ 11:48am 
the devices are actually already immune to fire according to the destructible data, I am not sure what causes the fire to immediately destroy it.