2,958 ratings
Evac All
File Size
0.895 MB
Feb 7, 2016 @ 10:41am
May 14 @ 8:41pm
15 Change Notes ( view )

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Evac All

*** WotC note ***

If this mod is broken by WotC I'll be releasing a patch for it (assuming it hasn't been obsoleted by WotC itself!). I will be out of town when WotC releases and won't be able to post an update until after I get back in early September. I will try to get it out as soon as I can once back.

*** WotC note ***

This mod adds an "Evac All" ability to soldier ability bars when they are in an active evac zone. Clicking this button will evac all soldiers currently in the evac zone instead of needing to click the evac button on each individual soldier.

Soldiers not in the evac zone will remain, exactly as before - this mod doesn't add any gameplay change, it's purely an interface change.

Many thanks to the volunteers providing translations for this mod:

esurnir - French
Jack Kwan - Traditional Chinese
Albeoris - Russian
Josemsar - Spanish
Hamachi - Korean
almasmario - Italian
acosys, Marck - German
Kubak1000 - Polish
nobita - Japanese
This mod is also availble through nexusmods at: http://nexusmods.com/xcom2/mods/99

Animation style of the evac can be configured through the XComEvacAll.ini file found in the Config folder in the mod package. When installing through the Steam Workshop, it can be found in the steamapps\workshop\content\268500\618669868\Config folder.

This file contains several confiurable options which can be set in the XComEvacAll.ini file.

The first is EvacMode, which can have one of three values:

eAllAtOnce (Default) - All units in the zone will evac simultaneously, each performing their rope out animation at slightly staggered times.

eOneByOne - Units will evac one by one, with each soldier waiting for the previous soldier to complete their animation.

eNoAnimations - All units will instantly evac and disappear without playing any animations.

The second option is ShowNoEvacTiles, which will paint tile overlays on top of tiles in the evac zone from which you cannot leave. This is a base game feature/bug - some tiles in the evac zone that have overhanging geometry (bus shelter roof, awnings, street signs, etc) will not be eligible to evac from. The EVAC ability will be inactive when in that tile and the Evac All ability will not show up. If you're standing on such a tile and another soldier uses "Evac All" soldiers on these tiles will not evac (they're not considered in the evac zone). This option is enabled by default to help players see which tiles to avoid, but if you find them ugly you can disable them with this option.

The final option is the CharacterTemplates list in EvacAll.X2DownloadableContentInfo_EvacAll. This is a list of character template names that should be given the Evac All ability. It defaults to the standard list of controllable unit types in vanilla (Soldiers, Engineers, Scientists). New values can be added here to allow compatibility with mods that introduce new controllable character types.


To fix the Neutralize Target bug introduced with Shen's Last Gift, this mod now uses a custom Neutralize Target mission. This will conflict with any other mod that changes this mission definition. If you prefer to use another mod that changes this mission type, you can remove the lines in XComMissions.ini in the mod configuration folder. Evac All will still work, but this will disable the workaround for the mission bug - Evac or Evac All to extract the carried VIP as the last action of the mission will cause the VIP to be killed and no bonus reward granted. You can work around this by evacing the VIP first and then the other remaining soldiers after.

This mod is compatible with existing saves, but will not take effect until the next time you begin a mission after installing the mod. Loading a saved game in-mission from before the installation will work, but no Evac All ability will appear until the next mission.

And yes, it's compatible with Long War 2.
Popular Discussions View All (7)
Oct 8, 2016 @ 11:00am
PINNED: Translations
Mar 9, 2016 @ 11:43am
Bug? One Soldier didn´t evaced and got in custody
Mar 9, 2016 @ 6:52am
Bug? Evac-all when not all units can evac
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MoleTM Jul 11 @ 11:45pm 
I tried all of these options and in the end I decided to just unistall all my mods and only reinstall the ones I needed the most. Now the mod is working perfectly. It must have had some compatability issues with another mod, not sure which one it was however.
=[NK]= Col. Jack O'Neil Jul 11 @ 8:46pm 
Maybe exit the launcher, un sub, give it a minute, re sub, open the launch and try again

Steam won't update mods if the launcher isn't closed
Dragon32 Jul 11 @ 11:16am 
Weird, never seen that. Although I'm using the Nexus version of this. Maybe raise an Issue on the AML Github?
MoleTM Jul 10 @ 10:43pm 
@Dragon32 It's the actual mod launcher that refers it as 'unnamed mod' the description is the same when hovering over it. I'm thinking of just reinstalling all the mods I have. Thank you for the links also!
Dragon32 Jul 10 @ 1:00pm 
What (or who) is referring to this mods as "unnamed mod"?

Not an issue I've come across myself but these guides could help:
Troubleshooting: Mods not working properly / at all
Mod not working? Mods still have their effects after you disable them?
MoleTM Jul 9 @ 4:57pm 
So I have an issue where the mod is just referred to as 'unnamed mod' and doesn't seem to be showing up in missions.
Korpesh Jul 9 @ 12:49pm 
Finally found this! Makes much more sense to evacuate the full team at once ^^
Dragon32 Jul 4 @ 2:09pm 
Excellent, let the shenanigans ensue.
tracktwo  [author] Jul 4 @ 11:50am 
@Dragon32 added for you :)
Dragon32 Jul 4 @ 11:03am 
Well at least then I'd have a new location to be sarky about. But read the read me? What foolishness is this?