Damn, just found a huge issue. This mod breaks ally AI in fights. Tried several times enable/disable, load the same position. With this mod enabled the AI only moves like one soldier and then do nothing, with disabled they all fight enemies. Could it be fixed?
I have a test save file to provide. Tried different maps with allies and they work without the mode but do absolutely nothing with the mod enabled, I see as the ally tries to use overwatch but it bugs out then whole ally turn is skipped.
I'm hammered with errors from RATO's mod loaded even ALONE WeaponComponentEffect 'grip_prone_penalty' cant ResolveValue on ModItemWeaponComponent 'RPK74_VerticalGrip'
There is also a bug, when you cancel machine gun setup you cant move unless you switch units. Have no idea if AI would be bugged by that.
If you have error logs pointing to bugs specifically in SmartOverwatch procedures i could try and fix it without actually testing myself.
I've cleared A2 in a sandstorm without any problem with AI (GBO+SO only, 50 enemies, 4 types - ordnance, medics, pistols, machines). So i guess the bug is in the Tactical Enemy \ AI project.
Indeed it does! I narrowed it down to Rato's GBO and Smart Overwatch. Start a new game with two of them, place your mercs into hiding and prone right on the beach, quicksave and quickload - at least one of the mercs will now be standing. Checked with game version 1.5.1.350233, GBO v 3.41-10063, and SO v. 3.13-064
Thanks. Now the choice persists through reload but when I reload then my mercs change stance up. I mean they stand up even if they were in cover. This goes away when I disable your mod.
Hi. Thanks for the useful mod but there may be a bug. Whenever combat ends and game switches to real time I found my set firing mods reset to full auto. Requiring me to set them all again.
I've tested it on Flag Hill with Ivan's AK and single shot overwatch - it keeps firing mode after the combat. It should be reset on reloads. I also use a slightly updated version. If it shows tutorial question mark everytime - then i should update it.
Hi, thanks for the mod. Maybe I'm stupid but... how does "change cones for machine guns" work? Can I do that on the fly, is it a weapon mod, how does that work?
98 comments
Why have none asked it before :D
Here is the link if you are interested in case there will be more feedback
https://steamcommunity.com/sharedfiles/filedetails/?id=3230569686
https://steamcommunity.com/sharedfiles/filedetails/?id=3021320057
WeaponComponentEffect 'grip_prone_penalty' cant ResolveValue on
ModItemWeaponComponent 'RPK74_VerticalGrip'
There is also a bug, when you cancel machine gun setup you cant move unless you switch units. Have no idea if AI would be bugged by that.
If you have error logs pointing to bugs specifically in SmartOverwatch procedures i could try and fix it without actually testing myself.
I thought that telling you about it might help.
Rato the developper of GBO said the issue came from his mod :
He fixed it in the 18th of march update.
Sorry for having relayed wrong assumption !
Whenever combat ends and game switches to real time I found my set firing mods reset to full auto. Requiring me to set them all again.
It should be reset on reloads.
I also use a slightly updated version. If it shows tutorial question mark everytime - then i should update it.
could you made this awesome mod also available on Steam workshop?
<3 <3 <3 <3 <3