XCOM 2
True Concealment
LCG 11 Feb, 2016 @ 7:43am
Can't get it to work
Hello.

I have installed the mod from steam. I activate it in the launcher game and launch the game.

I 've loaded my campaign and the mod wasn't active.
I've try starting a new campaign and it isn't active.

Is there a special thing to do to activate it?

I'm on Linux, maybe a problem with some folders location?

Thanks for your help.
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Showing 1-15 of 18 comments
LCG 11 Feb, 2016 @ 9:46am 
I remember something.

The mod works for the first mission but I don't see the clock.

Then, for the nexts missions I see the clock but the countdown is active at the first round.

My XCOMengine.ini is "read-only" (I need some tweaks to have the game playable). Could it be the problem?
FZeroRacer  [developer] 11 Feb, 2016 @ 11:23am 
The first mission in a new campaign does not have a timer, even without mods.
The mod does not work in the second mission from a fresh start if you have the tutorial enabled.
Last edited by FZeroRacer; 11 Feb, 2016 @ 11:23am
LCG 11 Feb, 2016 @ 11:43am 
Ok the first mission.

I'm not playing with tutorial. I'm playing in Veteran and Ironman mode.
So my second mission is, I think, a "real" mission.
FZeroRacer  [developer] 11 Feb, 2016 @ 11:58am 
Is the timer correctly reduced? Do you have any other mods on? And what mission is it?

I just tested it myself and it seems to work from a new sub.
Last edited by FZeroRacer; 11 Feb, 2016 @ 11:58am
LCG 11 Feb, 2016 @ 12:40pm 
Physically reduced? No. I have the vanilla timer.

Your mod was the first I tried. Then I tried the "face painting" mod and it won't load too.

Maybe a particular problem with y installation. . . still investigating.
LCG 12 Feb, 2016 @ 2:35am 
Ok, got it.

For those who have the problem (tested on a Linux system).

1. Install the mods via the Steam workshop. The mods are installed here :
~/.local/share/feral-interactive/XCOM2/VFS/Local/mods_lowercase/268500_lowered
(for info, a folder mod name is like : 577409322)

2. Then create a folder "mods" here :
~/.local/share/Steam/steamapps/common/XCOM 2/share/data/xcomgame

3. Copy/paste all the mods presents in ~/.local/share/feral-interactive/XCOM2/VFS/Local/mods_lowercase/268500_lowered to ~/.local/share/Steam/steamapps/common/XCOM 2/share/data/xcomgame/mods/

4. Run the Firaxis launcher and go to the "mods" tab. You will see the mods two times.
For example "True Concealment" and "trueconcealment".
Activate the lowercase one ("trueconcealment").

5. Run the game.

This works for me.

What if the mod is aumtomatic updated via the Workshop? I don't know.
Copy/paste the updated folder to ../mods location? Maybe. . . developpers might answer this question.
Taffer King 13 Feb, 2016 @ 1:08am 
I have the mod and my timers are reduced by they still tick down in Concealment. So now I just have brutally difficult turn timers even in Concealment mode =(
Has this been fixed yet? I'd like to try this out
LCG 21 Feb, 2016 @ 10:13am 
Well, I have no problem on linux and the last update (v1.0.1) fixes the mods detecting problem.
Ninja Seven 22 Feb, 2016 @ 1:31pm 
Cant get it to work. Timer decreased, but its still ticking down while concealed. Win 7
HungryHedgehog 13 Mar, 2016 @ 3:34pm 
Not working for me too :/
HungryHedgehog 14 Mar, 2016 @ 4:37am 
nvm got it to work now o-o probably a patch issue had to restart and reactivate
greatorder 3 Apr, 2016 @ 9:09am 
Not working for me now. The mission timers are dropping each turn regardless of the mod and mission type.
Jozern 15 Jun, 2016 @ 1:47pm 
Same here. Still in concealment and turns be dropping away. Please, Takeru, if you have the time please try and see what is causing this problem. This has been one of the most fitting mods in XCOM 2 for me to enjoying creeping up the the Ayyyys slowly and then brining dow the wrath.
bpb21 17 Jul, 2016 @ 7:35pm 
This mod just makes sense. Your team ropes in from an aircraft most missions. If Advent didn't see that, and aren't already on alert because of it, then it makes no sense to count down for reinforcements (or other time-limiting consequences) for a threat who's presence is unknown. If the air evac hovering nearby is what tips Advent off you're there, then why should your actions on the ground even matter?

What's even worse is that mission where you have to hack the network before it is "shut down" (why shut it down when you don't know anyone is coming?), but the second phase of the mission is eliminating any remaining Advent after doing so - and there's no timer for that! Advent troopers have freaking psionic comm chips in their skulls and yet they CAN'T call for reinforcements with them?! Huh?!

Anyway after you are revealed, it DOES make sense to have a timer as that's when you'd call reinforcements and start doing things like shutting down network nodes and destroying sensitive data. So this mod is perfect!

Well, almost. You can be revealed while in full cover, without being in line of sight of an enemy or civilian, if you're in a certain radius to them. Even through walls. So enemies that couldn't aim at you can still "detect" you. Again, huh? Does everyone - even civilians - have psionic powers of sensing through walls and such?

This mod would be PERFECT if line of sight was necessary to break cover! Think about it: the definition of full cover is that no center mass is exposed. How does a civilian or run of the mill Advent trooper "detect" you through a wall, just because you're nearby? Or even see you if their back is turned, you're in full cover, but you're one square too close. If it was possible to incorporate line of sight requirements for breaking cover, that would the crowning achievement of modding!

Well, that and me being able to use any mod with Linux; I haven't managed to get a single mod working with my Linux install.

Anyway, I'm just jealous I don't have the skills to make mods like this. I hope [mod creator] will keep this one up to date with the game patches and great work with this (I can safely assume).
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