XCOM 2
Narrative Control
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KongMD  [developer] 19 Mar, 2018 @ 7:00pm
Mod Updates Thread
I'll reply to this thread whenever there's a mod update. This thread will include more information than in the Change Notes. Feel free to subscribe to it, if you want to track the mod's progress.

March 19, 2018

New setting: 'Log Narrative Info'

With this setting enabled, information about narratives will be logged in the game's Launch.log file. This is useful for creating custom narrative rules or debugging the mod. It has no effect on game functionality.

Here's an example of what you'll see in the log, when Geoscape narratives are turned on:
[0057.30] NC: SoundPath: XPACK_SoundSpeechStrategyBetos CueText: Play_X2_XP_BET_S_Skirmisher_Class_Intro_Cue MomentType: eNarrMoment_CommLink bUISound: False FadeSpeed: 0.5000 [0057.30] NC: Narrative excluded. Reason: Geoscape narrative

Changes to the custom narrative array

In this update, I added support for a new filter in the StrategyNarrativesToSkip array, SoundPath. The SoundPath is the logical container for SoundCues that are played by a given NPC.

See this new guide on creating custom exceptions

This will provide a new level of granulary when creating custom narrative exceptions. Unfortunately, this means you'll need to update any existing custom narratives if they include SoundPath text, like 'SoundSpeechStrategyCentral'. I don't like overriding custom settings, but this was the best way to do this without writing another array, which would be awkward to use.
Last edited by KongMD; 19 Mar, 2018 @ 7:53pm
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KongMD  [developer] 23 Sep, 2018 @ 8:43am 
New update:
Fixed bug where entering the Geoscape after researching Codex Brain in the Shadow Chamber resulted in a softlock. No INI changes required.
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