4,533 ratings
Evac All
File Size
0.895 MB
Feb 7, 2016 @ 10:41am
May 14, 2017 @ 8:41pm
15 Change Notes ( view )

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Evac All

*** WotC note ***
This version of Evac All is for the original XCOM2 only. For War of the Chosen support please use this updated mod: http://steamcommunity.com/sharedfiles/filedetails/?id=1126395106
*** 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
dick182 - Simplified Chinese (Sorry, steam doesn't like your name :) )

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 (8)
Sep 12, 2017 @ 5:44pm
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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GTA Man player May 9 @ 10:39pm 
Very good
.F4113n.: Mar 28 @ 2:01am 
Uchiha_Murilo Mar 11 @ 10:00pm 
apparently the new launcher sucks hard, mod is working now
tracktwo  [author] Mar 11 @ 12:04pm 
Ok, that's good to know. Nothing in this mod has changed since 2017 so if it worked before it's likely something got corrupted in your installation. If a config clean doesn't solve it I'd try verifying the files in steam.
Uchiha_Murilo Mar 11 @ 11:14am 
yeah, i've tested it with only this mod active, the weird part is it worked on my pc before
tracktwo  [author] Mar 11 @ 10:55am 
@Uchlha_Muriio This link has some general mod troubleshooting advice: https://www.reddit.com/r/xcom2mods/wiki/mod_troubleshooting . The framerate smoothing and config cleaning steps are places to start.

It's pretty unlikely that this mod is causing the crash, but if you have a reproducible crash with only this mod enabled and no others after following the usual troubleshooting steps then there might be something unique to your setup. This mod has been around with no changes for almost 5 years, and has a lot of active subscribers.
Uchiha_Murilo Mar 10 @ 7:37pm 
well, then this mod is crashing my game
Colossus715 Mar 10 @ 5:36pm 
Not to mention that there's a link for the WOTC version in bold freaking letters at the very top.
tracktwo  [author] Mar 10 @ 5:18pm 
You need the wotc version if you're playing wotc, but this version if you are playing the base game only. Make sure only the one for the game you're playing is enabled.
Uchiha_Murilo Mar 10 @ 3:04pm 
i've used this mod before but now it crashes my game in the plane back to the ship, do i have to use the Wotc in the base game if i have the dlc?