Why have the "turn off overwatch" buttons in the action bar have several Buttons (several key assignments)? Its possible to change them to 1 key togehter? Its to cumbersome to search for every merk their own key on the keyboard, when you won a battle and want all move up to loot sector.
Thanks for making it compatible with my 4K UI mod :) Please could you include a separate file that allows to translate the few texts of your mod in different languages?
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.
LionCat the developper of TGCN has identified a bug with this mod when used with Rato's GBO and TGCN :
I found that the mod [Smart Overwatch] (Nexus mod) is not working properly in the latest JA3 1.5.x : Enemies AI is not acting correctly and as @Elenhil said, they just do not attack and idle around here and there...after uninstall the SO mod completely, problem solved. (Tested on new and old Tactical Enemy \ AI project + GBO 3.42-10265).
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.
106 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 !