XCOM 2
Blessings of the Elders AI Pack
RedDobe 27 Aug, 2019 @ 2:59pm
Conflicting Behaviors
;-Behaviors=(BehaviorName=TryShootFlanked50, NodeType=Sequence, Child[0]=IsAbilityAvailable-StandardShot, Child[1]=SelectAnyFlankedTarget, Child[2]=ShootTargetChance50) ;-Behaviors=(BehaviorName=SelectAnyFlankedTarget, NodeType=Sequence, Child[0]=SetTargetStack-StandardShot, Child[1]=EvaluateFlankedTargets, Child[2]=HasValidTarget-StandardShot) ;-Behaviors=(BehaviorName=EvaluateFlankedTargets, NodeType=RepeatUntilFail, Child[0]=EvaluateAnyFlankedEnemies) ;-Behaviors=(BehaviorName=TrySuppressClosest, NodeType=Sequence, Child[0]=IsAbilityAvailable-Suppression, Child[1]=CheckShouldSuppressVar, Child[2]=SelectTargetForSuppression, Child[3]=SelectAbility-Suppression) ;-Behaviors=(BehaviorName=TryMoveToSuppressClosest, NodeType=Sequence, Child[0]=SafeToMove, Child[1]=IsAbilityReady-Suppression, Child[2]=CheckShouldSuppressVar, Child[3]=SelectClosestPotentialSuppressionTarget, Child[4]=MoveStandardIfFirstAbility-Suppression) ;-Behaviors=(BehaviorName=CheckShouldSuppressVar, NodeType=Sequence, Child[0]=InitSetSuppressVar, Child[1]=ShouldSuppress) ;-Behaviors=(BehaviorName=ShouldSuppress, NodeType=StatCondition, Param[0]=BTVar, Param[1]="!=", Param[2]="0", Param[3]="ShouldSuppress") ;-Behaviors=(BehaviorName=SSRestrictFromKnownEnemyLoS, NodeType=Successor, Child[0]=RestrictFromKnownEnemyLoS) ;-Behaviors=(BehaviorName=TryWrathCannonS166, NodeType=RandFilter, Child[0]=TryWrathCannon, Param[0]=66) ;-Behaviors=(BehaviorName=TryFirstMoveTowardVisibleEnemies50, NodeType=Sequence, Child[0]=AnyLivingEnemyVisible, Child[1]=TryMoveForLightningField50) ;-Behaviors=(BehaviorName=TryMoveTowardVisibleEnemies50, NodeType=Sequence, Child[0]=AnyLivingEnemyVisible, Child[1]=DidntJustMove, Child[2]=TryMoveForLightningField50) ;-Behaviors=(BehaviorName=TryMoveForLightningField50, NodeType=RandFilter, Child[0]=TryMoveForLightningField, Param[0]=50) ;-Behaviors=(BehaviorName=TryMoveForLightningField, NodeType=Sequence, Child[0]=DidntJustMove, Child[1]=SafeToMove, Child[2]=IsAbilityReady-SectopodLightningField, Child[3]=MoveStandardIfFirstAbility-LightningField, Child[4]=MoveMeleeFANATICUnsafe)[/cpde]
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Showing 1-15 of 18 comments
RedDobe 27 Aug, 2019 @ 3:45pm 
Also two duplicate name errors b/c the default ai behavior has some extra spaces and your replacement does not.
[0188.86] Warning: Redscreen: BehaviorTable index 2806 has a duplicate name (SpectreVisibleSelector) - INVALID [0188.86] Warning: Redscreen: BehaviorTable index 3394 has a duplicate name (ChosenSniper::ChosenEngaged) - INVALID
Juravis  [developer] 27 Aug, 2019 @ 5:50pm 
1st post is corrected, please report any issues i may have overlooked.

I dont understand the second post, what mod is this?
Last edited by Juravis; 27 Aug, 2019 @ 6:11pm
RedDobe 27 Aug, 2019 @ 6:11pm 
Great Thanks. Those two behaviors, SpectreVisibleSelector and ChosenSniper::ChosenEngaged aren't being recognized as removed. If you go to the xComAI file in the WOTC config folder, open that and copy the line exactly how it is in the file. Then paste that in your AI file with the negative sign in front of it. They have some weird spacing which you have to paste exactly for it to recognize what you behavior you are trying to remove.
Juravis  [developer] 27 Aug, 2019 @ 6:12pm 
I do not have your error which is weird, i have 0 red screens right now i can show the log with the updated versions i just uploaded
Juravis  [developer] 27 Aug, 2019 @ 6:13pm 
Do you have a different language version maybe? I'm trying to find why you see those errors and i do not
RedDobe 27 Aug, 2019 @ 6:13pm 
I am using English.
RedDobe 27 Aug, 2019 @ 6:14pm 
Hey quick question, how do lower the HP for PSI_Zombies? What is their HP on Legend?
Juravis  [developer] 27 Aug, 2019 @ 6:17pm 
I dont know what mod is trying to change Chosen Engaged or Spectre selector, what are the mods? I will install them and check.

PSI Zombie HP is in the DefaultGameData_CharacterStats.ini file.
[PsiZombie X2CharacterTemplate]
[PsiZombieHuman X2CharacterTemplate]

Note that both of those are changed in my mods, you need to update my mod for it to take effect because changing your own will only make my change fail.
RedDobe 27 Aug, 2019 @ 6:22pm 
Thanks for that. I am not seeing those two errors now, so it may have gone away on its own. But there are a few that are still coming up.
HasBTVar-ShouldSuppress
UpdateShouldSuppressVar
EvaluateAnyFlankedEnemies
MoveStandardIfFirstAbility-LightningField
Juravis  [developer] 27 Aug, 2019 @ 6:22pm 
By the way the Psi Zombies are modified in ADVENT Future. I made them dash.
Juravis  [developer] 27 Aug, 2019 @ 6:23pm 
I just updated those, refresh your mod files on both packages (Unsub resub).
RedDobe 27 Aug, 2019 @ 6:35pm 
1 more still coming up...
TryFirstMoveTowardVisibleEnemies50
Juravis  [developer] 27 Aug, 2019 @ 6:36pm 
On it. Msg me any errors on SteamChat, faster
Wonka Wonka 20 Oct, 2019 @ 12:20am 
Hey so I've been looking at the various AI mods and am probably going to try attempting to merge them. I think I may have noticed an error though. TryTrooperGrenadeSingle doesn't have a IsAbilityAvailable check. Is this okay?

Also I noticed the behavior names for advent priest. Does their AI work differently or something?
Juravis  [developer] 20 Oct, 2019 @ 12:22am 
You're technically correct, but it still works. It'll just fail if its not selectable.

What about Priests?
Last edited by Juravis; 20 Oct, 2019 @ 12:31am
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