XCOM 2
726 ratings
Show Enemies on Mission Planning
 
Rate  
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
0.141 MB
Feb 29, 2016 @ 4:05am
Feb 27, 2017 @ 8:51pm
13 Change Notes ( view )

Subscribe to download
Show Enemies on Mission Planning

Subscribed
Unsubscribe
In 1 collection by AlexF
Alex's Quality of Life Mods
15 items
Description
-------------------
IMPORTANT:

If you have the WotC DLC, use sebkulu's version of the mod:
http://steamcommunity.com/sharedfiles/filedetails/?id=1183583781
-------------------

This mod shows the enemy types and quantity that have been detected by the Shadow Chamber in the Mission Planning screen. It saves you from having to remember it or to go back to the Geo screen to examine the expected enemies. It will only show the information if you have the Shadow Chamber constructed.

Note that there is a delay before the information is displayed when you enter the screen. If you have a lot of soldiers, the info can take a few seconds waiting for the game to load all of their data in the background. Editing a soldier and going back to the loadout screens seems to speed this up.

Update:
Added option in XComUIShowEnemies.INI file to show the enemies even if you don't have the Shadow Chamber built. Default is false. This is obviously a cheat.

The INI file now contains variables so you can adjust the position of the text. The defaults are:

iPOSITION_X = 35 (pixels from the left of the screen)
iPOSITION_Y = 300 (pixels from the top of the screen)

Ini is located here:
SteamLibrary\SteamApps\workshop\content\268500\635257372\Config

This mod is compatible with other mods that use UIScreenListener to affect the UISquadSelect screen (like ShowMeTheSkills) as well as mods that extend UISquadSelect directly (like LWS Toolbox).

Mod ID = 635257372
Popular Discussions View All (2)
1
Mar 28, 2017 @ 12:08pm
LW2 Compatibility
Peerless Girl
0
Aug 17, 2016 @ 11:06pm
Traditional Chinses Tanslation (CHT)
[PTT]Kei
< >
209 Comments
RustyDios Feb 19 @ 7:16pm 
Hi.. can the line "Thanks to Robojumper's for his advice to set bAnimateOnInit=False, so the display is now immediate." be added somewhere to speed up the display for the legacy version, or has this been incorporated?
AlexF  [author] Nov 3, 2017 @ 8:53pm 
Yeah, its best just to keep them separate.
sebkulu Nov 3, 2017 @ 7:19am 
Ok i remember now why mod used to crash when first attempting to compile it through wotc sdk.
As I recall, you call some function waiting for a return value which doesn’t exist any more, so yes new mod seems not compatible with vanilla for this line specifically.
sebkulu Nov 3, 2017 @ 4:53am 
Oh by the way AlexF if you want to import my code in the legacy mod, I’ll gladly help you do so :steamhappy:
Of course first we gotta check if I don’t get values in some way only WoTC could (and do a workaround in vanilla code), then everything should be alright.
sebkulu Nov 3, 2017 @ 2:39am 
@BlueRaja: yep you’re right, as it is compiled with WOTC sdk it is not compatible with vanilla ^^
AlexF  [author] Nov 2, 2017 @ 11:17pm 
Go ahead and switch. I'll keep this one to support vanilla.
Agrippa HX Oct 30, 2017 @ 12:42pm 
@AlexF: Do you intend to update your mod or should we switch to sebkulu's?
BlueRaja Oct 30, 2017 @ 12:18am 
If you compiled it with the new SDK it is not compatible with Vanilla. The only way to make something compatible with both is to compile with the old SDK (and then you get a warning icon in the launcher when playing WotC). If the signatures changed, there's no way to do it.
sebkulu Oct 29, 2017 @ 3:34pm 
I don't know, it may not be, as I did update things in order to stick to the new function signatures (but I'm not sure about that... Now I can't remember :-p)
Feel free to try it out in Vanilla ^^
AlexF  [author] Oct 29, 2017 @ 3:05pm 
@sebkulu that's great, thanks! I picked up the WotC to make the change but have not had time to do so. You are welcome to keep your mod up. Is it compatible with vanilla as well?