XCOM 2
[Non-WOTC] Cinematic Rapid Fire
39 Comments
Mr. Nice  [author] 31 Aug, 2017 @ 11:27am 
The War of the Chosen compatible version is now available here:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1124794449
Mr. Nice  [author] 29 Aug, 2017 @ 5:37pm 
Not at the moment it doesn't. They've made substantial changes to the "visualization" system in WotC. It's almost certain I'll have to fork the mod for with/without WotC.
Tencer386 29 Aug, 2017 @ 4:31pm 
hey, does this work with WOTC
Dragon32 2 Feb, 2017 @ 10:51am 
@3dahs; Mr. Nice:
It's deaconivory
3dahs 2 Feb, 2017 @ 8:17am 
I believe one of the longwar authors does. Try Johnny or one of the others.
Mr. Nice  [author] 1 Feb, 2017 @ 2:02am 
I saw a link to that list in passing, but I'm not sure who owns/runs it?
3dahs 31 Jan, 2017 @ 6:06pm 
Glad to hear! :) Can we get it added to the Compatability list? I dont see it on there
Mr. Nice  [author] 22 Jan, 2017 @ 7:08am 
Just to note, I've checked and this mod is compatible with Long War 2.
biddar 13 Sep, 2016 @ 4:34pm 
Thanks to both of you! This one's a keeper for me too then!
Mr. Nice  [author] 13 Sep, 2016 @ 1:24pm 
Can confirm what Dragon32 says, both AWC Squadsight Fix and my mods are fairly "polite" in how they modify the existing abilities, which helps with mod compatability. The disclaimer is fairly standard when you modify an ability in any way, since another mod could modify abilities in a more rough shod or perhaps conflicting way!
Dragon32 13 Sep, 2016 @ 10:10am 
@biddar
I'm using both mods and they work fine together. This one's a keeper for me.
biddar 13 Sep, 2016 @ 8:23am 
Hi, this looks like a great mod, and I want to use it but I'm a bit nervous - will it work with the mod "AWC Squadsight Fix" by Aries_tae? That mod allows sharpshooters who got chain shot or rapid fire from the AWC to use those skills with squadsight, where previously they would not be able to use those abilities outside of standard weapon range.

Both have disclaimers saying they may not work with other mods that change the rapid fire and chain shot abilities, which is what I'm wondering about. Thanks.
UATUU 18 Aug, 2016 @ 9:35am 
Awesome. Thx.
Mr. Nice  [author] 21 May, 2016 @ 1:47pm 
That's ok, I thought last weekend when I spotted the trick of not "returning to overhead" why they didn't do that originially, but the week of hell I've had fixing up the animation issues of slamming two "ablilities" into one "visualization" is probably why they didn't bother when coding (and testing!) is priced by the hour...
ŽØмĢ 21 May, 2016 @ 1:41pm 
Glad I could help - thanks for making this mod and keeping it updated! :steamhappy:
Mr. Nice  [author] 21 May, 2016 @ 1:17pm 
@ ŽØмĢ : Thanks very much for reporting the bug though, It meant the rogue code was only in the wild for less then three hours.
Mr. Nice  [author] 21 May, 2016 @ 1:17pm 
:steamfacepalm: So very sorry about that, I got rid of a variable reuse to enable the change for the last update, but didn't notice the variable name was part of a loop condition :steamfacepalm: Should all be ok now...
Mr. Nice  [author] 21 May, 2016 @ 12:47pm 
NM, recreated the freeze in testing conditions. Will investigate.
Mr. Nice  [author] 21 May, 2016 @ 12:31pm 
Any chance of a copy of the save? I'll have another look at the code see if something in the first shot visualization changes is somehow situationally relying on the second shot...
ŽØмĢ 21 May, 2016 @ 12:14pm 
As of today, I'm experiencing a hard freeze when I try to use chain shot with a ranger in a specific situation (chain shot came at squaddie upgrade from training roulette). The exact sequence of events is - turn starts - select ranger - reload shotgun with first action - select chain shot and target mech that dropped in on an ambush - camera zooms into ranger and the game freezes.

He has bluescreen rounds equipped which, as it turns out, are enough to one-shot the mech anyway, making chain shot unnecessary, so maybe the freeze is caused by a successful hit trying to trigger a second hit which is not possible because the target is dead. Implaccable would also be triggered, if that matters.

I loaded an earlier mission and chain shot worked fine on a target that I had to shoot twice. I also disabled this mod and chain shot worked fine, killing the mech on the first hit then triggering implaccable and putting chain shot on cooldown.
Mr. Nice  [author] 15 May, 2016 @ 12:28pm 
@daniermmratiff21: Sorry, a bit late didn't notice your new post almost a month ago!
As I mention above, this mod doesn't use class overrides, which should minimize room for conflict. It does use a Custom version of the X2Action_EnterCover to change the post shot comment. The main thing it does is update the rapidfire/chainshot 1/2 abilities after they are created. It changes their targetting style & cinematic camera to the standard cameras used by a normal shot, as they used pre the March patch. It also changes their Visualisation function to a custom one to handle getting rid of the return of overhead bewteen shots, and to use my custom X2Action_EnterCoverCRF . I also update the Grimy's loot mod versions of the rapidfire abilities if they exist. Overall the latest version is also coded to much more gracefully handle if things aren't as it expects. As to a specific discussion list, I'll consider it if this general Comments gets too busy :steamhappy:
Bullett00th 26 Apr, 2016 @ 1:09pm 
Thank you for this!
Gulp DragonDawn 18 Apr, 2016 @ 10:04am 
what classes does this conflict with? Maybe add a discussion list for this?
OsoMoore 9 Apr, 2016 @ 5:57am 
Thanks! You are great. Now I can keep getting sweet screenshots.
Mr. Nice  [author] 9 Apr, 2016 @ 3:27am 
Ok, bug fixed. Responds properly to Grimy's loot mod granted rapid fire, gracefully falls back and only comments on second shot if some other mod means CRF can't find the first shot.
Mr. Nice  [author] 9 Apr, 2016 @ 2:30am 
Right, got it. Rapid fire (and chain shot) is really two abilities, not one. The abilitiy you see which fires the first shot, then a second triggered ability which fires the second shot.
Grimy has reimplemented the first ability, to add the limited use logic, but it still triggers the original trigger ability.
My code which makes the post shot comment relate to both shots, not just the second, "looks back in time" to find the result of the first shot. This fails into an infinite loop when it can't find a previous shot by the normal "RapdFire" or "ChainShot" abilities, since it really triggered from "GrimyRapidFireOne" (or Two or Three).
I'll add Grimy's alternate versions into the list of things it's looking for, and also to gracefully handle if it can't find anything incase there are other similar mods out there, and just respond according to the second shot.
Mr. Nice  [author] 9 Apr, 2016 @ 2:11am 
That does sound odd, I assume the second person had the gun with the perk, and the first had "normal" rapid fire ability? I know it works ok with AWC granted chain shot/rapid fire.
I'll see if I can look into it anyway.
OsoMoore 8 Apr, 2016 @ 4:07pm 
I had an issue that may be related to this mod. I'm using Grimy's Loot mod, and have a weapon which grants one use of the Rapid Fire perk. On the first turn of Avenger Defense, I moved one person and rapid-fired, and then a second and rapid-fired. At the 2nd shot of the 2nd rapid fire, the game locked.

I did this twice in a row: same sequence, same turn, same game lockup.

I then disabled this mod. Performing the same sequence yielded different results this time (whic is odd b/c the RNG is supposed to be constant across game loads) and the game did not lock up. For now, I'm leaving this off. I'll report back if I experience this issue again without the mod.
Arkhangel 21 Mar, 2016 @ 4:32pm 
Jane: "DIE YOU MOTHER****ING BASTARD! DIIIIEEEEE!"
*Rest of squad is sitting there wide-eyed*
Specialist: "...remind me not to piss her off."
Zigg Price 19 Mar, 2016 @ 9:48pm 
@Shadow79. As fun as that sounds (it would be the Bureau, just not awful,) I think the movement mechanics would be pretty awkward to handle as a 3rd person point of view.
Love'n'Peace 19 Mar, 2016 @ 8:57pm 
Ah I see, oh well :)
Mr. Nice  [author] 19 Mar, 2016 @ 4:53pm 
@all you saturation fire lovers! Sadly, that's a little beyond by ken, although probably possible within the mod tools. I've hooked rapid fire and chain shot back into the same camera setup used by normal shots, as they were before the patch, and now tweaked the code for how the post shot speech line is chosen. But there is no pre-existing cinematic camera-tree for area effect/multiple target abilities for me to hook into, beyond the existing one already used which shows a closeup of the initial gun firing. I am probably going to look into hooking up advent/alien units, at the moment it's an odd mish mash, with some hacked/mind controlled units using the OTS aiming camera with following cinematic camera angles for their single shot weapons, while others remain in the overhead camera throughout.
Love'n'Peace 18 Mar, 2016 @ 7:54pm 
A Saturation Fire version would be fantastic too, if you can
MrShadow 14 Mar, 2016 @ 4:44am 
I'd love a mod where the whole game is played in a over the shoulder view of your soldiers so you feel like you are the soldiers on the ground and not the commander looking from above.
Angelsilhouette 13 Mar, 2016 @ 7:47am 
I'd love a cinematic view of saturation fire, too.
Smashed Brain 13 Mar, 2016 @ 6:20am 
@Mr. Nice
Oh, the damage message pops up right after the cinematic animation so u still get the info. I just don't like them spoiling my screenshots.

Btw, do u think it would be possible to create a mod which allows to switch to 1st person camera view when targeting/shooting ?
Mr. Nice  [author] 13 Mar, 2016 @ 4:46am 
@Punkworks: That might have been a good idea for the screen shot above, but personally I like seeing the damage popups immediately during gameplay. Can't see the mods conflicting, I just tweak a few ability template settings back to what they were pre-patch! Can't see why they stripped out the cinematic camera, and even the over the shoulder aiming when choosing your target. It doesn't make the animation run any quicker. Maybe they just didn't like the brief return to the overhead camera betwee shots, but surely overkill to make it just stick to the overhead the whole time.
Arkan 13 Mar, 2016 @ 4:37am 
Very Nice! :ccknight:
Smashed Brain 13 Mar, 2016 @ 3:52am 
Great!

For best looking cinematics I can recommend the 'Clean Cinematics' mod which delays the damage massage popup (yellow 13 label in screenshot here) until after the shot animation.

Hopefully those 2 will work together.