XCOM 2
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WotC Stealth Overhaul
 
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7.209 MB
Sep 14, 2017 @ 11:56am
Jul 12, 2018 @ 7:06am
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WotC Stealth Overhaul

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In 1 collection by Musashi
Musashis WotC Mods
24 items
Description
๐’๐“๐„๐€๐‹๐“๐‡๐’ ๐Œ๐„๐‚๐‡๐€๐๐ˆ๐‚๐’ ๐…๐Ž๐‘ ๐€๐‹๐‹!

Musashis Stealth Overhaul is a meta mod that provides stealths gameplay mechanics for several of my mods.

Other mod authors are welcome to plugin in their mods if they want to provide stealth abilities/mechanics for their mods.

๐‡๐Ž๐– ๐ƒ๐Ž๐„๐’ ๐“๐‡๐„ ๐’๐“๐„๐€๐‹๐“๐‡ ๐Œ๐„๐‚๐‡๐€๐๐ˆ๐‚ ๐–๐Ž๐‘๐Š?

If the soldier is concealed and activates a valid stealth ability he has a chance to retain concealment.
This chance can be modified by a wide range of factors. Typically the ability has a base chance value.
E.g. Tactical Suppressors also get modified by the tier of the supressor and the weapon category.
Special abilities can also have an impact on the concealment loss chance.
The result of the test will be visualized via the reaper hud.

๐’๐Ž ๐…๐€๐‘ ๐“๐‡๐ˆ๐’ ๐’๐Ž๐”๐๐ƒ๐’ ๐‹๐ˆ๐Š๐„ ๐“๐‡๐„ ๐‘๐„๐€๐๐„๐‘ ๐Œ๐„๐‚๐‡๐€๐๐ˆ๐‚. ๐€๐‘๐„ ๐“๐‡๐„๐‘๐„ ๐€๐๐˜ ๐ƒ๐ˆ๐…๐…๐„๐‘๐„๐๐‚๐„๐’?

Yes there are.
For one there is no reduced detection radius which shadow concealment grants reapers.

After determining all static concealment loss chance modifiers there are two dynamic components.
1.) When the stealth ability results in a kill the chance is halved.
2.) When the stealth ability results in a kill and there are no enemies around observing the kill the chance is flat 10%.

Then there is another big difference: All squad members share a concealment loss value.
That means the last rolled concealment loss chance will be added as a base value for the next stealth attempt even if that is made by another soldier.

๐’๐“๐„๐€๐‹๐“๐‡ ๐Ž๐•๐„๐‘๐‡๐€๐”๐‹ ๐…๐Ž๐‘ ๐Œ๐Ž๐ƒ๐ƒ๐„๐‘๐’

I am a modder and want to use the Stealth Overhaul for a class/ability/whatever! How do i do that?

First you need to assign an effect with the name 'SilentKillEffect' to the unit.

This can be done within your own code or you simply can assign the Ability 'SilentKillPassive' to your class/weapon/item/whatever.

To make a special special stealth ability (e.g MyFancyStealthAbility) you need to create a XComStealthOverhaul.ini in your mod with the following entry:

[WotCStealthOverhaul.X2StealthOverhaul] +StealthAbilities=(AbilityName=MyFancyStealthAbility)

This is the minimum you need to define to make a stealth ability.
Per default it would use the ability templates 'SuperConcealmentLoss' value as base concealment loss chance for the stealth mechanic
However the StealthAbilities struct has some more properties you can define:

Type
Property
Description
default
name
AbilityName
Name of the Ability Template
none
int
ConcealmentLossOverride
Override SuperConcealmentLoss value of the ability template with this value
-1 (No override)
bool
bIncreasesConcealmentLoss
Should the concealment check result be the new conceal base value
true
bool
bAlwaysBreakConcealment
Should this ability always break concealment (no concealment loss check)*
false
bool
bAlwaysKeepConcealment
Should this ability always retain concealment (no concealment loss check)*
false
array<name>
ItemRequirements
Array of item template names that this ability need to be present
none
array<name>
WeaponCategoryRequirements
Source Weapon must be one from this categories
none
array<name>
WeaponAttachementRequirements
Special attachement(s) are needed to be present on the source weapon
none

* Remark the Ability's EConcealmentRule and EAbilityHostility are respected, this switch is used for hard overrides of the normal behavior.

ATTENTION
THIS MODS NEEDS THE X2WOTCCommunityHighlander TO WORK! WITHOUT IT YOUR GAME WILL CRASH!
Popular Discussions View All (3)
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Jun 18, 2018 @ 9:39pm
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Feb 12, 2018 @ 9:59pm
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160 Comments
eightiesboi Apr 21 @ 5:08pm 
@Musashi, I am playing with the WOTC option "Beta Strike" enabled, and as such it makes one-hit kills from concealment more difficult. I was thinking of trying to increase crit chance or crit damage (or both) while in Stealth. Any suggestions on how to do that? Alternatively, I could mod the base chance of being revealed or the shared concealment value, but I don't see where the base value is exposed or where the I might find it for silent takedown or the throwing knives. I could use some advice. :)
eightiesboi Apr 21 @ 4:45pm 
@Zlayer and @Red-Shift, have you confirmed this, because I used Stealth Overhaul today with the Ninjato (from Musashi's Katana mod) and everything worked as I expected. I noted that there was an indicator that I *would* be revealed, but that only occurs if the target doesn't die. If you kill the target, you aren't revealed (at least, i wasn't). Also, you can't simply move up to the target and then (as a separate action) swing, you have to attack as part of your move. I am running a heavily modded WOTC install, but this mod is working for me.

TL;DR, If you haven't tried it because of the warning, try it and see if it works. It does for me.
Merlin Apr 17 @ 5:34am 
I hope I'm not beating a dead horse here, but is it completely impossible to make Silent Takedown work with Reapers because of hard-coding? I tried equipping them with Spec Ops combat knives and ninjatos but it is completely pointless because Silent Takedown doesn't change their detection radius.
Zlayer Apr 8 @ 6:05pm 
Ya and it seen as said before they are hard coded to be a minimum of one, meaning the reaper isn't suppose to use silent take down from knife mod., they do whoever work great with throwing knifes
Musashi  [author] Apr 8 @ 4:37pm 
Reapers should not use the stealth overhaul since they have their own stealth mechanics
Zlayer Apr 8 @ 3:43pm 
@Red-Shift as someone mentioned before it seem the issue only persist with reapers, my other classes seen to be working as intended
Red-Shift Apr 5 @ 6:29pm 
@Zlayer - if you find a fix, please post as I have the same or a similar problem
Zlayer Apr 1 @ 4:08pm 
hey i dont know if the issue lies here but for some reason, silent take down from your knife mod when activated, it reduce detection to just one square beside enemy, basically making it useless as you use it but as soon as you get close for melee attack you get seen. I dont see any real conflicting info on mod launcher, using ur rpg mod
Musashi  [author] Mar 11 @ 1:25pm 
Its possible and everybody who like to do so has my permission.
Wyldesnelsson Mar 11 @ 8:06am 
Would it be possible to make/convert the suppressors into a new mod instead of a repeater replacement?