XCOM: Enemy Unknown
0 of 0

File information

Last updated

Original upload

Created by

LeoKian

Uploaded by

LeoKian

Virus scan

Safe to use

Tags for this mod

96 comments

  1. MTC933
    MTC933
    • supporter
    • 0 kudos
    Love it.

    Tl;dr for anyone late to the party. Works with LW 1.0.

    You can edit the penalty in the defaultgamecore.ini

    SW_ABDUCTION_SITES=35.0f ; Red Fog aim penalty cap
    SW_COVER_INCREASE=6.0f ; Red Fog mobility penalty cap

    then download the main file from this mod and chose what version you want to use. install it with PatherGUI.

    I set aim penalty to 50 and mobility cap to 8. And I use 1/4 from this mod.

    Also, when you use medkits the penalties will be reduced or even eliminated if you get up to full health.
  2. VDreamerV
    VDreamerV
    • member
    • 0 kudos
    awesome mod. does it still work with lw15?
    1. LeoKian
      LeoKian
      • member
      • 0 kudos
      I haven't tried it, but I think it should. At the very least, I haven't had anyone tell me it hasn't.
    2. refusedzero
      refusedzero
      • supporter
      • 60 kudos
      It works just fine with 1.0. =)
    3. LeoKian
      LeoKian
      • member
      • 0 kudos
      Thanks for checking!
  3. erutan
    erutan
    • member
    • 0 kudos

  4. Toosdey
    Toosdey
    • account closed
    • 0 kudos
    Are there any graphs to show mobility loss, similar to your graphs for aim loss?
    1. LeoKian
      LeoKian
      • member
      • 0 kudos
      Check out pat's GeoGebra visualizations in the files section.
  5. Bankstercide
    Bankstercide
    • member
    • 0 kudos
    Vanilla Red Fog notes say that movement and minimum Aim penalty of -15 cannot be removed by Medkits. Based on the function presented, I can now heal the debuff away but the -2 Mobility penalty stays?
    1. LeoKian
      LeoKian
      • member
      • 0 kudos
      Wait, can you explain what's happening a bit more? In vanilla, red fog penalties aren't ever removed by medkits, but for Long War if you heal back to 100% health it should remove any and all penalties for both aim and mobility. Should be the same with this mod added onto Long War.

      If you're trying to use this with Vanilla it probably won't work.
    2. pat_sch
      pat_sch
      • member
      • 3 kudos
      Hi.
      Yeah, as LeoKian said, I didn't even look at the original function in vanilla.
      In long War, the function uses a current health / max health ratio to determine the Red fog effects, so if creature is cured, Red Fog won't apply any penalty.
    3. Bankstercide
      Bankstercide
      • member
      • 0 kudos
      Per the LW Changelog: "Aim and Mobility penalty scales linearly with damage taken". So Red Fog in LW not only applies to aliens and robots now but acts completely differently. I am guessing that the Mobility penalty follows the same function as the Aim penalty?
    4. pat_sch
      pat_sch
      • member
      • 3 kudos
      Hi.
      It depends on the version you downloaded.
      In LeoKian's files, yes.
      In the "all in one" file, you can choose different parameters for Aim and Mob.
      Even if you choose to install one of the original files (LeoKian's), you can download the geogebra visualizer to understand the effects on Aim and/or Mob, as well as the max values determined in DGC.ini.
    5. Bankstercide
      Bankstercide
      • member
      • 0 kudos
      Got it, thanks.
  6. Sursion
    Sursion
    • member
    • 2 kudos
    This isn't working for me. When I try using PatcherGUI it tells me "Error Patching UPK."

    Other mods I've used PatcherGUI for are working fine, it's just this one. What's wrong?
    1. LeoKian
      LeoKian
      • member
      • 0 kudos
      What version of PatcherGUI are you using?
    2. Bankstercide
      Bankstercide
      • member
      • 0 kudos
      Gotta make sure you don't already have existing settings applied. If you do, apply the uninstall.upk to clear previous settings, then apply new settings.
  7. wghost81
    wghost81
    • premium
    • 702 kudos


    This isn't working for me. When I try using PatcherGUI it tells me "Error Patching UPK."

    Other mods I've used PatcherGUI for are working fine, it's just this one. What's wrong?


    Are you using the latest PatcherGUI version?
  8. pat_sch
    pat_sch
    • member
    • 3 kudos
    I like people who find such matters trivial...
    Keeping the GeoGebra file up to date for a third S variable, that would be trivial !
    (strange editing behavior in the Nexus tonight...)
  9. wghost81
    wghost81
    • premium
    • 702 kudos


    I haven't played XCOM in a while, but I thought the mobility penalty also affected the range of grenades and rockets, although I could just be confusing it with chem/flashbangs. There's quite a bit of empty space in the ApplyHPStatPenalties function, so it has room to grow if AoE could be added, but that would need adding new variables from different functions. That's above my head, but it shouldn't be too bad for someone more experienced with modding XCOM. Then again, sometimes surprising things are hardcoded, so it's hard to say for sure.
     


    You can't re-use variables from different functions. It was exploited by modders for some time, but then we discovered that it creates more problems than it solves: CTDs on Linux and Mac and weird behavior on Windows.
     
    You can resize objects with patcher, so fitting the code in is not a problem. But you really shouldn't use 'borrowed' variables. Instead of this, you can turn a variable into static array, effectively increasing the number of variables of the same type. For example, if you need two int variables and you have just one, with relatively simple editing you can turn that one int into int[2] static array and then use var[0] as first variable and var[1] as second.
    1. LeoKian
      LeoKian
      • member
      • 0 kudos

      Fair enough. That being said, XGUnitNativeBase.m_aCurrentStats is already in the ApplyHPStatPenalties function, and if the AoE penalties are stored in that same array (which they might not be), then it would be fairly trivial to add in a Red Fog AoE penalty, wouldn't it?
    2. pat_sch
      pat_sch
      • member
      • 3 kudos
      I like people who find such matters trivial...
      Keeping the GeoGebra file up to date for a third S variable, that would be trivial !
  10. wghost81
    wghost81
    • premium
    • 702 kudos
    That being said, XGUnitNativeBase.m_aCurrentStats is already in the ApplyHPStatPenalties function, and if the AoE penalties are stored in that same array (which they might not be), then it would be fairly trivial to add in a Red Fog AoE penalty, wouldn't it?

    Yes. But as you pointed out, surprising things are hardcoded sometimes.