XCOM 2
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[WOTC] Idle Suppression
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Aug 7, 2018 @ 6:59am
Oct 18, 2018 @ 4:41pm
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[WOTC] Idle Suppression

Description
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IMPORTANT NOTE

Since people can't take 2 minutes to read through the description, take note of this here:

Q: The mod crashes the game a lot / Nearly unplayable FPS. Why is that?
A: This seems to be inconsistent behavior and it's due to how Firaxis programmers made the firing effects happen. There isn't a direct fix, but many users suggest bringing the Translucency setting to low helps reduce the crashes immensely. Some report that bringing the Shadow setting to Only static shadows also helps. Other are just SOL.

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This mod adds Idle Suppression to all units. What does that mean? Well, instead of units sitting still, waiting for their turn, they will visually pick a random enemy target and fire at it. Now imagine about 8 people doing that, suddenly it feels like a lot more engaging firefight.

The mod was inspired by the old Idle Suppression for the legacy game, made by robojumper.

Conditions for Idle Suppression attacker:

- Unit must not be selected.
- Unit must have a compatible weapon and ability.
- Unit must have ammo for their weapon.
- Unit must not be concealed.
- Unit must not be flanked.
- Unit must not be on Overwatch.
- Unit must pass the roll for Idle Suppression ( configurable ).

Conditions for Idle Suppression receiver:

- Unit must be visible.
- Unit must not be concealed.
- Unit must be in combat.
- Unit must not be targeted.
- Unit must pass basic checks, such as being alive, not cosmetic, not a civillian, etc.

Configuration:

I've tried to expose as many configurable variables as possible so that people can change them up as they please. Currently there are configs for:

- What type of weapons can be used for Idle Suppression.
- What abilities can be referenced for Idle Suppression.
- The chance for a unit to begin Idle Suppressing, instead of Peeking or Idling.
- The chance for a unit to fire more than 1 shot in a row while Idle Suppressing (And adjusting how many).
- Minimum and Maximum time between peeks for units who use cover.
- Minimum and Maximum time between idles for units who don't use cover. (Reason I seperated these was so I can configure non-cover units to Idle Suppress more often)
- Change it so that Idle Suppression ONLY plays for units who are overwatching.
- Adjust the speed for idle suppression. By default, it's slightly faster than regular animations.
- And more keep getting added every so often.

FAQ

Q: Does this do any actual damage / does it actually suppress the target / does it consume ammo?
A: No, it's purely visual. The mod is entirely cosmetic. It's aim is to make the battles more visually appealing, it does not add, nor change any game rules that you are used to.

Q: Do I need to start a new campaign/new mission for this to take effect?
A: No, it should work immediately.

Q: Does this have any ModClassOverrides?
A: Yes, I am overriding XComIdleAnimationStateMachine, which as far as I know, shouldn't affect any other mod, since it's a very obscure file to even consider editing.

Q: Are there any mod conflicts?
A: Not as far as I know. This should work fine with just about every mod. (Only exception being if any mod overrides what I mentioned above, which is again highly unlikely)

Q: Do I need anything in order to run this mod?
A: It needs the community highlander.

Q: How do I change the settings for this mod?
A: Find the mod's config files. If you don't know where they are, google it or use this link for a visual guide: https://imgur.com/a/RpyEd#vvXAO2v

Q: The mod crashes the game a lot / Nearly unplayable FPS. Why is that?
A: This seems to be inconsistent behavior and it's due to how Firaxis programmers made the firing effects happen. There isn't a direct fix, but many users suggest bringing the Translucency setting to low helps reduce the crashes immensely. Some report that bringing the Shadow setting to Only static shadows also helps. Other are just SOL.

Changelog:

v1.0
- Initial release

v1.01
- Properly caching Screenshakes and Cinematic camera events now, so they don't get removed until a restart.
- Added a config allowing Screenshakes from weapon animations during Idle Suppression

v1.02
- Added a fix where enemy units were being Idle Suppressed while they were first revealed.

v1.03
- Fixed some cases where enemy units wouldn't fire.
- Units who are carrying bodies will no longer attempt to Idle Suppress.

v1.04
- Added some slight optimization.
- Chosen assassin will no longer do Idle Suppression while concealed.
- Decals from Idle Suppression are now disabled by default. You can reenable them from the config settings.
- Added config that makes units no longer fire at The Lost when it comes to Idle Suppression.

v1.05
- Added config allowing you to adjust the maximum amount of units that can Idle Suppress at the same time.

v1.06
- Rebuilt to work with the Legacy Pack update.
- Added a safety check for a repeating error, game should crash less often.

v1.07
- Added new config, which allows soldier to "Idle Reload" their weapons from time to time.
- Fixed slight issue which might cause soldiers to not Idle suppress sometimes.

Credits:

CGNick (Me) - For spending a few days, seeing what I can do.
robojumper - For writing the original code, which pointed me in the right direction on how I can go about making this mod.

And everybody else who helped me test this for any issues before releasing it.
641 Comments
DerkDurk May 24 @ 11:09am 
Just a word of warning: DO NOT use this mod when playing with 5 times the enemies and 20 squad size
Rikimaru Feb 3 @ 10:06pm 
Thanks pal, that's very helpful.

Luckily, I only get it consistently when there's a lot of characters on the field.
But I'll try that out if/when it starts up again. :steamthumbsup::luv:
Sir Fluffy McDuck Feb 3 @ 6:40pm 
@Rikimaru I used Iridar's Weapon Skin Replacer. Specifically the Projectile Replacement.
In this example, the Lasgun is a weapon that uses the beam weapon effect and was the weapon most consistently causing the crash for me so I replaced it with the Blaster Bolts from the Star Wars Separatist Armoury Mod as follows:

+PROJECTILE_REPLACEMENT=(ACCEPTOR_TEMPLATE=Lasgun, DONOR_TEMPLATE=WP_E5RifleBX)

I would recommend switching out any weapons you commonly use with the beam effect into something else to reduce crashes (I don't remember the last one I've had since making this change.)
Rikimaru Feb 3 @ 7:24am 
@Sir Fluffy McDuck, did you use a workshop mod for that?
Sir Fluffy McDuck Jan 22 @ 5:25pm 
As an update for my own issue, I swapped out the beam weapon particle effects for something else and this pretty much cleared up my crashes. So I'm glad I seemingly found the problem. Obviously for people who like and use that effect it isn't a solution but I managed to play from there on out.
Inerael Jan 17 @ 1:04pm 
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╚██████╔╝██║░░░░░██████╔╝██║░░██║░░░██║░░░███████╗ PLEASE
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Swingletree(Simon) Dec 10, 2023 @ 11:53am 
I really love this mod and I've attempted to use it in 4-5 different playthroughs, but every time I was eventually forced to remove it. The crashing is just too much. It usually happens less often at first, but it always eventually makes the game unplayably crashy. I've had to put it behind me basically.
Sir Fluffy McDuck Dec 9, 2023 @ 8:05am 
Did anyone come up with a solution to the crashing issue? Seems to happen every few turns now and I can't get a callstack cause it just closes to desktop. The translucency thing doesn't help and I'm not losing frames at all, it just will suddenly freeze up and then CTD at seemingly random intervals.
Imjusthereformemes Dec 5, 2023 @ 4:52pm 
Just a heads up, don't use Veska and Domnul's suggestions if you are in the middle of a campaign. It will erase your save files.