v10 (11/14/2016) - Attempted fix to reinforcement soldiers on Avenger defense having no abilities when Red Fog is active
v9 (11/8/2016) - Fixes critical errors caused by incompatibilities with vanilla game Patch 7.
v8 (8/22/2016) - Hidden Potential should correctly handle concurrent Shaken condition and level-ups now. - Turning on and off Not Created Equally should correctly account for gear and other conditional stat bonuses now.
v7 (7/30/2016) - Bunch of fixes to Red Fog, hopefully licks the Virtual Function CTD and other issues. Players may want to turn Red Fog off and on (saving each time) twice if they are still having trouble. - Medikits and other ammo should now gather proper charges in soldier slots 7-12.
v6 (7/8/2016) - Fixes issue with psi offense and PCS stats getting zeroed out with Hidden Potential. Should allow equipping of PCS again (including in existing campaigns). - SLG story mission limited to 8 soldiers to avoid soldiers 9+ starting in impossible locations.
v5 (6/30/2016) - Critical Compatibilty Patch for main game patch released today. Fixes CTD when finishing mission. Linux/Mac users should continue with v4 until main game Patch 6 is released for them.
v4 (6/29/2016)
- Overhauled how HP works to fix a number of issues. New high-ranking soldiers who join XCOM will receive base-stats for their level when they join, and then HP after. Should activate properly when NCE is activated. - You will have the ability to adjust the amount of randomness in hidden potential with a slider in the options menu. Default is 35%. - Fixes issue where removing a soldier wouldn't trigger an OnReceiveFocus event for UISquadSelect, preventing any screen listeners from updating based on the change. - Fix so that 5th soldier slot isn't hidden when 4 soldiers and first GTS SquadSize nagger activates. - Removed PostMission gamestate effect checks that could (?) result in CTD - Fix so Red Fog doesn't stick around after missions and works properly across savegames. - Fix issue where RedFog didn't adjust stats when activated for the first time in a tactical mission. - Fix issue where initial soldiers on first mission could get NCE stat swaps they weren't supposed to. - Clear Squad function will no longer remove Special Soldiers as defined by the mission. This will prevent you from removing Bradford from the Alien Nest mission. - The 'autoresolve' mission option can now only be activated by a debug console command. It is intended for modders to aid in debugging only. It is very buggy with the new DLC and should not be relied on in regular campaigns that use it. The autoresolve is a vanilla debugging tool that we simply made available to players, but Firaxis isn't updating it to work with DLC, and we don't have the resources to fix it ourselves. - NCE: Set max hack loss to 5 sted 15 to avoid negative initial hack scores - Soldiers in won't receive 2 mission credits for a single mission, nor appear twice in the memorial if they are killed.
Note: We think all this stuff will work with current campaigns. (Tactical saves we're less sure about). If you see any weirdness, turn off all the TB options (and save changes), then turn them back on again.
v3 (5/19/2016) - Fixes issue with soldiers in larger squads not receiving benefits from gear - Fixes issue with Hidden Potential sometimes applying negative bonuses. This fix may not work on existing campaigns. - Rebalances Hidden Potential so you get between 2/3 and 4/3 of the default level-ups stat - Fixes issue with Red Fog not persisting between missions - Removed Red Fog bloody hand icon which was not being applied consistently; "Red Fog" is now marked by down carets in soldier flag
v2 (5/12/2016) - Updates to be compatible with main game 5/12 patch. This should fix SquadSelect CTDs and fixes issue where game would hang when loading from strategy to strategy game. - Removes "MAKE WEAPONS AVAILABLE" functionality because it is now part of base game - Fixes issue with Gremlin staying at spawnpoint for soldiers in larger squads - Fixes issues with NCE not always applying to some soldiers - Fixes issue in which Red Fog was applying to unwounded soldiers when NCE was activated and they changed hit points - Fixed a bunch of bugs in Hidden Potential - Added TriggerEvent messages to allow individual overriding of NavHelp elements - Added TriggerEvent at end of UISquadSelect.UpdateData
NOTE: If you are having trouble getting this to work after the 5/12 update, you may need to force a config update by deleting all the files in ...\ Documents\My Games\XCOM2\XComGame\Config.
If that doesn't work, try unsubscribing from all mods, delete the config files as above, validating files in Steam, starting the game once, and then re-subscribing to the mods.
Anybody able to get this working? or got an alternative to this?
Nevermind. got it working. make sure to delete the config files in the Documents/My Games directory. I made the mistake of deleting the actual games configs instead. just doing the documents config solved it.
Anyone notice that if you increase the squad number to 5 at start of battle in game and someone then gets killed later, that person comes back to life on the stage on new pre-mission start? Had to switch off the extra squad thing to stop that eerieness. It`s like having a ghost as a crew member.
Also love how you never answered my request for a gender % slider. Have options but not if we don`t like it.
Finally found that STEAM WORKSHOP... leaves stale folders behind outside of the MODS folder with <insertnumberhere> names or IDs to games/mods whatever.Found they were all empty....deleted them.
Can you add in the ability to adjust the gender percentage, please? I`m tired of getting 80% females all the while- It kills the feeling of reality for me. And please don`t try bullying me with `sexist` or `misogynist` because I don`t care- I want realism. men fight predominantly, even if a resistance force (hence WW2 French).
Or does any one have a link to a mod that does this or how I can do it myself?
First of all - great thanks for this mod. I've downloaded it mostly for the Red Fog feature which greatly expands tactical options the player has (ie. choosing to wound certain enemies by spreading the damage around rather than focusing fire each time to reach kills). Needless to say it's working like a charm.
Now the questions: How can I make player controlled MECs be immune to the effect? I think it should be a special feature of all robotic units in the game to be immune to the Red Fog penalties - imo it should be something which diversifies them from bio units and it would fit perfectly with the balance further expanding tactical aspect.
I understand that there's a list of alien units immune to the Red For in the ini but I don't know what I should add to it to make xcom mecs immune.
I tried to set the default squad size to 6, and as soon as I got to the soldier select screen, I got a black screen and the game crashed. This happens every time I load up XCOM 2 until I uninstall the Toolbox.
99 comments
- Attempted fix to reinforcement soldiers on Avenger defense having no abilities when Red Fog is active
v9 (11/8/2016)
- Fixes critical errors caused by incompatibilities with vanilla game Patch 7.
v8 (8/22/2016)
- Hidden Potential should correctly handle concurrent Shaken condition and level-ups now.
- Turning on and off Not Created Equally should correctly account for gear and other conditional stat bonuses now.
v7 (7/30/2016)
- Bunch of fixes to Red Fog, hopefully licks the Virtual Function CTD and other issues. Players may want to turn Red Fog off and on (saving each time) twice if they are still having trouble.
- Medikits and other ammo should now gather proper charges in soldier slots 7-12.
v6 (7/8/2016)
- Fixes issue with psi offense and PCS stats getting zeroed out with Hidden Potential. Should allow equipping of PCS again (including in existing campaigns).
- SLG story mission limited to 8 soldiers to avoid soldiers 9+ starting in impossible locations.
v5 (6/30/2016)
- Critical Compatibilty Patch for main game patch released today. Fixes CTD when finishing mission. Linux/Mac users should continue with v4 until main game Patch 6 is released for them.
v4 (6/29/2016)
- Overhauled how HP works to fix a number of issues. New high-ranking soldiers who join XCOM will receive base-stats for their level when they join, and then HP after. Should activate properly when NCE is activated.
- You will have the ability to adjust the amount of randomness in hidden potential with a slider in the options menu. Default is 35%.
- Fixes issue where removing a soldier wouldn't trigger an OnReceiveFocus event for UISquadSelect, preventing any screen listeners from updating based on the change.
- Fix so that 5th soldier slot isn't hidden when 4 soldiers and first GTS SquadSize nagger activates.
- Removed PostMission gamestate effect checks that could (?) result in CTD
- Fix so Red Fog doesn't stick around after missions and works properly across savegames.
- Fix issue where RedFog didn't adjust stats when activated for the first time in a tactical mission.
- Fix issue where initial soldiers on first mission could get NCE stat swaps they weren't supposed to.
- Clear Squad function will no longer remove Special Soldiers as defined by the mission. This will prevent you from removing Bradford from the Alien Nest mission.
- The 'autoresolve' mission option can now only be activated by a debug console command. It is intended for modders to aid in debugging only. It is very buggy with the new DLC and should not be relied on in regular campaigns that use it. The autoresolve is a vanilla debugging tool that we simply made available to players, but Firaxis isn't updating it to work with DLC, and we don't have the resources to fix it ourselves.
- NCE: Set max hack loss to 5 sted 15 to avoid negative initial hack scores
- Soldiers in won't receive 2 mission credits for a single mission, nor appear twice in the memorial if they are killed.
Note: We think all this stuff will work with current campaigns. (Tactical saves we're less sure about). If you see any weirdness, turn off all the TB options (and save changes), then turn them back on again.
v3 (5/19/2016)
- Fixes issue with soldiers in larger squads not receiving benefits from gear
- Fixes issue with Hidden Potential sometimes applying negative bonuses. This fix may not work on existing campaigns.
- Rebalances Hidden Potential so you get between 2/3 and 4/3 of the default level-ups stat
- Fixes issue with Red Fog not persisting between missions
- Removed Red Fog bloody hand icon which was not being applied consistently; "Red Fog" is now marked by down carets in soldier flag
v2 (5/12/2016)
- Updates to be compatible with main game 5/12 patch. This should fix SquadSelect CTDs and fixes issue where game would hang when loading from strategy to strategy game.
- Removes "MAKE WEAPONS AVAILABLE" functionality because it is now part of base game
- Fixes issue with Gremlin staying at spawnpoint for soldiers in larger squads
- Fixes issues with NCE not always applying to some soldiers
- Fixes issue in which Red Fog was applying to unwounded soldiers when NCE was activated and they changed hit points
- Fixed a bunch of bugs in Hidden Potential
- Added TriggerEvent messages to allow individual overriding of NavHelp elements
- Added TriggerEvent at end of UISquadSelect.UpdateData
NOTE: If you are having trouble getting this to work after the 5/12 update, you may need to force a config update by deleting all the files in ...\ Documents\My Games\XCOM2\XComGame\Config.
If that doesn't work, try unsubscribing from all mods, delete the config files as above, validating files in Steam, starting the game once, and then re-subscribing to the mods.
Nevermind. got it working. make sure to delete the config files in the Documents/My Games directory. I made the mistake of deleting the actual games configs instead. just doing the documents config solved it.
Also love how you never answered my request for a gender % slider. Have options but not if we don`t like it.
Uninstalled every mod. No luck.
Finally found that STEAM WORKSHOP... leaves stale folders behind outside of the MODS folder with <insertnumberhere> names or IDs to games/mods whatever.Found they were all empty....deleted them.
Worked.Toolbox options now show.
Or does any one have a link to a mod that does this or how I can do it myself?
This is quite a bummer, as I was looking forward to use these two mods together.
Now the questions:
How can I make player controlled MECs be immune to the effect? I think it should be a special feature of all robotic units in the game to be immune to the Red Fog penalties - imo it should be something which diversifies them from bio units and it would fit perfectly with the balance further expanding tactical aspect.
I understand that there's a list of alien units immune to the Red For in the ini but I don't know what I should add to it to make xcom mecs immune.
Great thanks for reply in advance.