XCOM 2
[WOTC] EU Aim Rolls
312 Comments
RandomIdiot1816 Nov 18 @ 9:48am 
Ok, last comment, I think it had to do with the peek from concealment mod? I managed to fix it by using gotcha again redux, so everything works fine now
RandomIdiot1816 Nov 18 @ 9:31am 
looking at it with AML (and with zero modding experience, sorry) I think it might be something to do with the "UITacticalHUD (UIScreenLitsener)" interacting with some other mods like 'peek from concealment'?
RandomIdiot1816 Nov 18 @ 9:16am 
For some reason the mod keeps crashing my game, either while loading or when first breaking concealment during gatecrasher
Esran Nov 18 @ 7:21am 
That was exactly my setup (CHL, no XMBR). Have checked, the mod works again. Thanks for the fix.
-bg-  [author] Nov 17 @ 10:55pm 
Update is now live
-bg-  [author] Nov 17 @ 10:44pm 
Ok on double check, I had the checking function accidentally checking the opposite. Because that part of the code won't run without highlander, it only specifically would crash if you have CHL but not XModBaseRedux
-bg-  [author] Nov 17 @ 10:41pm 
ya it needs XModBaseRedux specifically. That part of code should not run if XModBase is not loaded, I am able to run without that mod or highlander on.
Esran Nov 17 @ 2:20pm 
I think the Nov 17th update broke this mod. I am getting crashes whenever xcom gets in range of enemies and it becomes xcom's turn.

My logs show lines like

Failed to load 'XModBase_Interfaces.XMBEffectInterface'! Referenced by 'EUAimRollsWOTC.OldAimRoll:XMBGetAdditionalHitModifiers' ('---').

The patch notes mention XModBase Redux. I don't have that installed. Maybe the patch accidentally created a hard dependency on that mod?

Disabling the mod or installing XModBase Redux fixes the crashes for me, so I think it's likely the mod now accidentally requires XModBase Redux.
Skarsatai 2.0 Nov 17 @ 4:33am 
you are back. finally. yes !!!!
loveblack88 Nov 17 @ 2:04am 
this mod doesn't work anymore. make crash all time
Dragon32 Aug 26 @ 6:38am 
@arashii77
No.
arashii77 Aug 25 @ 5:07pm 
i dont understand on thing, do this mod remove the aim assist ?
Daddy Takeda Jul 6 @ 4:40pm 
Crap... I've put positive value instead...
-bg-  [author] Jul 6 @ 3:15pm 
negative value is correct, positive value will make shooting up easier
Daddy Takeda Jul 5 @ 7:23pm 
Oh, yeah sorry, I know it is zero by default, I was just asking clarification as the functionality of the DefenseBonus value. I saw a comment made by someone else about their own modification of your mod and they but negative values to the defense bonus, so I'm just wondering if I'm reading it right. If I put DefenseBonus=10, I will get a 10 defense bonus, right?
-bg-  [author] Jul 5 @ 5:39pm 
by default no defence, but you can set a custom value for it.
Daddy Takeda Jul 5 @ 9:30am 
Example :
+HEIGHT_MODIFIER=(ZDiff=6, OffenseBonus=25, DefenseBonus=-25)
Daddy Takeda Jul 5 @ 9:29am 
So about the +HEIGHT_MODIFIER, units that have high ground have offence (aim) bonus relative to the height difference between them and their target, but they also have a defence (enemy aim) malus the higher they are?
Jonny Woo Aug 4, 2024 @ 1:31pm 
Hi! I'm trying to get to the bottom of the conflict between this mod and Extended Information. Is this problem solved? My testing doesn't show any error. Both Extended informaion and EU show same numbers when SHOW_CHANCES are true. Also Extended Information picks up any custom number from HEIGHT_MODIFIER. Thanks
Kevin from HP Customer Service Jun 24, 2024 @ 12:47pm 
@Dan I'm pretty sure there's an old beta (but still the newest version) of extended information on the xcom modders discord that allegedly addresses this issue.

I personally use it and I think it works fine even though im not payying attention to the numbers. RustyDios mentioned it in Extended info's modpage.
perfect_Prefect Oct 13, 2023 @ 7:48am 
I'm very glad I found this mod. Why is this mod not in the top? I still remember how I burned when the gatekeeper killed with a shot my favorite grenadier-colonel through full indestructible cover, inflicting huge critical damage on him from a fairly large distance.
Sodium Chloride Aug 23, 2023 @ 6:26am 
I'm not using LW2 but this mod still tells me i am and i should change config
Mustang0524 Feb 9, 2023 @ 6:33am 
Is this compatible with Damage Calculation Tweaks? Sorry if this has been asked.
RedDobe Feb 8, 2023 @ 2:20pm 
Honestly I think that the one roll makes sense. If you are in high cover than your exposure is mostly your head peaking out. I am still intrigued by this mod though.
Theocratical Goblin Feb 8, 2023 @ 8:50am 
So THAT'S why troopers are always ♥♥♥♥♥♥♥ critting my guys through high cover
♥♥♥♥♥♥♥♥♥
What kind of chimpanzee there thought that putting it in one roll was a smart idea
Dragonlord Jan 22, 2023 @ 11:25am 
@Dan that cannot be fixed per say. The modder of the WOTC - Extended Information! needs to write code to include that.
Dan Dec 31, 2022 @ 8:50pm 
Great mod ! But there is a compatibility issue with WOTC - Extended Information! .
The flyover showing the hit chances from this other mod do not include the height advantage tweaks from [WOTC] EU Aim Rolls. The %Hit displayed uses the vanilla value for height advantage (+20%).
Any ideas how to have these height tweaks visibles to Extended Information ?
Jukse Dec 30, 2022 @ 4:53pm 
Essential mod. Also, thanks, Jack! Great stuff, adding that to my ini.
=[NK]= Col. Jack O'Neil Nov 28, 2022 @ 5:23pm 
*I'm just redoing my mods and thought I'd repaste this. I use this mod to add in multiple levels. I don't think the base game had the configurable levels?

+HEIGHT_MODIFIER=(ZDiff=1, OffenseBonus=2, DefenseBonus=-2)
+HEIGHT_MODIFIER=(ZDiff=2, OffenseBonus=5, DefenseBonus=-5)
+HEIGHT_MODIFIER=(ZDiff=3, OffenseBonus=10, DefenseBonus=-10)
+HEIGHT_MODIFIER=(ZDiff=4, OffenseBonus=15, DefenseBonus=-15)
+HEIGHT_MODIFIER=(ZDiff=5, OffenseBonus=20, DefenseBonus=-20)
+HEIGHT_MODIFIER=(ZDiff=6, OffenseBonus=25, DefenseBonus=-25)
Darkling Oct 22, 2022 @ 9:01pm 
The function StaticInternalRollForAbilityHit seems to be missing the Highlander fix for issue #426 [github.com]
-bg-  [author] Oct 18, 2022 @ 9:49pm 
ya, but note that code basically just make the targets considered as flank properly for effects that care about flanking purposes, if you solely want to adjust for aim, you can always just have the hit mod adjustment effect instead, which i have the other mod that does that - ignore partial cover
Darkling Oct 15, 2022 @ 8:22pm 
Could I use your code to ignore cover for overwatch shots as part of this mod ? Full credit will of course be given.
-bg-  [author] Aug 22, 2022 @ 2:36pm 
the message show up by detecting the Long war 2 highlander that also did their own aim roll patch. So if any mods that uses that are enabled it will cause the message to appear so you should do the same config changes.
Martian Aug 22, 2022 @ 7:59am 
I’m getting the “bad config for LW2” message on startup, but I don’t have LW2 installed. I’m running a covert infiltration campaign, do the same config changes have to be made?
Gguy Jul 31, 2022 @ 10:04am 
Honestly, this is just too damn amazing. I always preferred the way EU and EW did rolling, and it's nice to have something similiar for wotc. I'm already having a lot more fun than I did before.

The "flanking guarantees crit" is also a thing that I like seing brought back. It makes you focus a lot more on keeping your soldiers flanks covered, and it makes it more benefical for you to try and surround your foes.
Kamen42 Jun 2, 2022 @ 8:36am 
@-bg- Thanks for the answer, I only need this mod then.
-bg-  [author] May 31, 2022 @ 11:48am 
this mod has a config to customize that called ONEHUNDREDPERCENT_CANCELSDODGE
Dragon32 May 31, 2022 @ 9:32am 
@Kamen42
Both mods override the same classes so probably don't work together.

I think if you crit with this mod the target can't dodge, you can edit the behaviour somewhat in the .ini but I don't believe Mr Nice's mod can be duplicated.
Kamen42 May 31, 2022 @ 1:41am 
@-bg-
quick question - in vanilla, if you have 100% hit chance, it removes all dodge chance from the enemy. How does this mod handle this? From the flowchart it looks like the dodge may still occur even on 100% hit.

I also installed this mod to preserve the dodge chance on 100% hit and i realized there may be a conflict between these two mods.
https://steamcommunity.com/sharedfiles/filedetails/?id=1130400927
Saxit May 20, 2022 @ 7:03am 
What's the difference between ABILITY_AIM_OWNERONMISS and ABILITY_AIM?
-bg-  [author] May 3, 2022 @ 8:48pm 
this mod does not really do much calculations beyond the vanilla behaviour, and those log stuffs are just for animations timings (I may implement a log level setting in the future if i have stuff to update). Random long lags are caused by conflicting overwrites, if the mere act of writing these logs causes the lag (which mind you only happens when animations are playing), you have actual disk issues as xcom write logs to disk directly rather than memory.
Daywalker May 3, 2022 @ 7:07pm 
I'm not sure how it works, but I had some time lags for 10-30 seconds when this mod was busy with calculations or something like that, and it can be clearly seen in the log file. After I removed it, game started to run faster again. And there is nothing to do with hard drive speed. Have a latest Samsung SSD with 32 GB of RAM, modern CPU.
-bg-  [author] May 2, 2022 @ 11:32am 
if writing a < 1 KB log slows down your game drastically you need to check your hard disk
Daywalker May 1, 2022 @ 11:35pm 
the mod is very bugged, i looked at the log file it generates multiple messages like these: [1349.84] EUAimRollsVis: Pre block notified
[1349.84] EUAimRollsVis: Pre block got context
It slows down the game drastically.
Dragon32 Apr 21, 2022 @ 4:32pm 
@Terrance The T-Rex
I'd say the vanilla game behaviour is more consistent, in that an entity in cover who's hit will be consistently critical hit.
TeRa Apr 21, 2022 @ 4:00pm 
ngl I am very confused by all this text, would you say this is more consistent than the default?
Dragon32 Mar 2, 2022 @ 10:43am 
@Rossocuore
Again, a sizable chunk of time between the last event written to the log and the crash event. Five seconds this time
[3640.98]
[3645.22]
If you've got a repeatable crash then try a binary search to find the problem mod.
https://www.reddit.com/r/xcom2mods/wiki/mod_troubleshooting#wiki_binary_search
Rossocuore Mar 2, 2022 @ 8:06am 
@Dragon32
Thanks for the Pastebin tip. Didn't know about that one. Here I attach another example:

https://pastebin.com/ahr8P877

What do you think?
Dragon32 Mar 2, 2022 @ 6:49am 
@Rossocuore
There's about 10 seconds between the EU Aim Rolls event and the crash event. Also, use something like Pastebin for text files, they're not images
Rossocuore Mar 2, 2022 @ 12:04am 
I suspect this mod being involved in crashes with my configuration; these are the last lines of the crash log:

https://ibb.co/4SdnJmj

What do you people think about it? Thanks.