XCOM 2
[WOTC] Extended Vision
45 kommentarer
Shard  [ophavsmand] 7. apr. kl. 9:11 
@Jan3778 Thanks, glad you like it!

It would be possible, and not all that difficult, to tweak the vision range to only double rather than five times. There's either one variable in the files, or one per class which affects it.

Unfortunately, I don't have the files to hand anymore (they'll be somewhere in the depths of my hard drive), so I can't give you more guidance than that. But I encourage you to have a go yourself - this is, mechanically, a very simple mod. Most of the files are weapon range tables, which you shouldn't need to touch to affect the actual vision range!
Jan3778 7. apr. kl. 4:17 
Hello Shard and thank you for this mod.

Quick question - is it possible to make a "lite" version here? Like a 50% thingy?
Shard  [ophavsmand] 10. feb. 2024 kl. 7:42 
@Z405 You do (as far as I recall) need another program for the packaging (though just changing the .ini files is indeed the actual "modding" part). That said, the names in the .ini files aren't always intuitive!

Fortunately, it should be pretty easy to get ModBuddy, since you already have XCOM 2! In your Steam Library, look under Tools for the XCOM War of the Chosen Developer Tools. That should be it! (Note that you might have to ensure that it, XCOM2, and Steam are all installed in the same drive - a quick local test threw up errors for me, but honestly my file structure is a mess and I really need to just reinstall Steam.)

A quick search online also turned up this guide to getting a simple mod up and running: https://steamcommunity.com/sharedfiles/filedetails/?id=956935800 .
Z405 8. feb. 2024 kl. 14:34 
Hi Shard and thank you for your reply even in 2024! Truth be told, I wouldn't even know where to start to look or what to change. I originally assumed that altering an .ini file I changed out of curiosity from one of the mods, would suffice, it ended up doing nothing, even though it was a simple change to should have been easily experience-able. I'm guessing I might need an extra program to perhaps decrompress/unpack a mod, alter it and then compress/pack it again for it to actually work?
Shard  [ophavsmand] 6. feb. 2024 kl. 11:57 
@Z405: It's been a while, but I think I might have a reason for you.

While I did increase the number of "active" enemies available, there's still a cap. This is probably what's causing the issue you're seeing - only a certain number of enemies are permitted by the game to engage XCOM at once, and if more than that know where you are they'll waste their turns rather than rush in and overwhelm you. Normally that's well hidden, but when you can see most of the map you can also see this happening.

It's probably an easy enough fix if you want to dive into the files. I forget the exact variable that switches it up, but increasing it might fix what you're after.
Z405 6. feb. 2024 kl. 10:42 
I think this is a great mod, but after using it, it seems that some of the enemy AI has no clue what to do with the extra range. They just walk back and forth ending up completely wasting their turn. While I am obviously using different mods, I did not experience this behavior prior to adding this mod to the list. Don't think this is your fault, but maybe just an AI thing.
Shard  [ophavsmand] 5. juli 2023 kl. 13:17 
@Смиеклīгс Цилвēк: There's a variable you can tweak for it, yeah. I believe it's [eStat_SightRadius]. One for each type of character.
Nothing. 5. juli 2023 kl. 13:16 
@Shard ah thanks! I see, this helps a lot!
Shard  [ophavsmand] 5. juli 2023 kl. 13:15 
@Nothing.: Hrrm. I don't have a mod of that spec lying around, sorry. It's been a hot minute since I've worked on this one too, so I can't say off the top of my head the exact steps to make one yourself.

HOWEVER, I thoroughly encourage you to have a go! If you download this mod, you should be able to look through its files (that's how I figured out how to make the dang thing, using the mod credited in the description). All you should have to do is remove the lines that affect non-XCOM units, and then bam!

I believe there's one variable (possibly one per class?) that affects vision; the rest of the code will be weapon range tables. Good luck!
Sam 28. juni 2023 kl. 8:29 
Is there an ini file that increases how far you can see?
Nothing. 21. juni 2023 kl. 8:20 
do you also happen to have a version with only XCOM getting like 3x vision range?
I simply would like to reduce random pod RNG and this concept is phenomenal, not to mention the mod works great, but often times I can see across the entire map, and so can the enemy.
I hope it isn't too much to ask if you happen to have a mod lying around that only increases player vision by 3x or something.
Jukse 4. jan. 2023 kl. 15:09 
Don't mention it - thank you for all the work, even going the extra mile with the range tables! Essential on all my campaigns.
Shard  [ophavsmand] 4. jan. 2023 kl. 11:25 
@Jukse: Glad you're having fun with it, and thanks for sharing updated enemy listings for people to try out!
Jukse 2. jan. 2023 kl. 15:34 
Updated the previous file with all NightNinja54 + RealityMachina ME enemies: https://pastebin.com/48XP2htH
Jukse 29. dec. 2022 kl. 15:45 
Additional support for a few enemy mods I'm using: https://pastebin.com/XnJTSEXW . Copy and paste to steamapps\workshop\content\268500\1721551490\Config\XComGameData_CharacterStats.ini to work with:

Custodians
Exalted Custodians
Alien Elite Pack
Armored Viper
Berserker Omega
Muton Harriers
Purge Priests
The Hive
ADVENT Assault Troopers
LeyShade 26. dec. 2022 kl. 9:56 
Well this gives us an idea....
Hiro 13. feb. 2020 kl. 16:28 
Absolutely love this mod and actually brings alot of immersion to the game.

But I'm kinda having a problem (and frankly I 'm suprized noone mentions it yet). With the adjesments to visual range I believe that skills are being affected too. For instance skill that attack in a cone patern are straight lines to infinity with very difficult time to actually hit/target anything at close range (where they are supposed to be used).

Any tip on how to fix/adjust this, but keeping the mods main feature alive? Heck I ll still keep the mod active and stop using said skills lol. But killzone, area suppresion and other useful stuf will get benched and it's a shame.
Franimus 12. jan. 2020 kl. 17:08 
Yeah I like 2x vision best so far. Even 3x vision was often making me engage all enemies on the entire map at once. I'm leaving the weapon ranges as you put them for my current playthrough because I'm not 100% certain how to adjust those. The longer weapon ranges is still pretty nice combined with only 2x vision, though if I had my druthers the weapon ranges would be based on maybe 3x or 4x vanilla instead of 5x.
Shard  [ophavsmand] 2. nov. 2019 kl. 8:25 
@ Theamson: Sorry, I've no plans to convert this for non-WOTC. That said, I encourage you to have a go at doing it yourself! This is a pretty basic mod from a technical standpoint, it just takes time.
@SomeoneYouKnow: That's weird, I've not seen that. I'll take a look though, thanks for letting me know. Glad you liked it regardless!
Teamson 2. nov. 2019 kl. 4:55 
Any way for a non wotc version?
Smooth Brain 16. sep. 2019 kl. 9:13 
@Shard, heads up I tried this mod and it was cool but not for me. I unticked it and unsubbed it, but it stayed active until I verified the game files, which fixed it. Thought you'd like to know, cool mod anyway.
slomoloblo 27. juli 2019 kl. 9:24 
I have to say this mod is a gem and should actually be getting a lot of attention. I briefly uninstalled it because I've been trying to figure out what mod was causing to despawn turrets (not this one) and immediately began to miss it.

With this and RealityMachina's mod with the raider factions, you can walk into situations where a bunch of situations that feel like just absolutely bananas chaos. This is great. Thank you
Shard  [ophavsmand] 14. juli 2019 kl. 8:16 
Hey, glad you're enjoying it! I did seriously consider 3x rather than 5x - mostly for the reasons you mentioned. I ultimately left it as it is because squadsight always seemed a little weird to me anyway.
If you do go for 3x, the value you're looking for (for most units) would be sight radius = 81. Let me know how you find it!
Franimus 13. juli 2019 kl. 22:48 
Great mod! It is awesome that you even thought to set the sight radii for everyone else's mods! I do, however, think 5x is a bit too far. Most of the time it seems I can see the entire map, and it renders Squadsight/Long Watch useless. My gut says maybe 3x would be an optimal balance (although I think the weapon range tables might be fine as they are now); I'm going to try it out that way...
Shard  [ophavsmand] 12. juli 2019 kl. 8:44 
Hmm, it shouldn't do, no. It shouldn't affect spawn rates at all - just how far away you can see them.
slomoloblo 11. juli 2019 kl. 17:00 
Is there any chance this mod makes turrets stop spawning?
Facenor 19. juni 2019 kl. 23:03 
That's cool! Thank you for the update. I'll check what to edit in the ini files.
Shard  [ophavsmand] 19. juni 2019 kl. 12:22 
I agree! I've pushed a small update that should make the Assassin still able to reduce your vision to scarily small values. :)
The mod you point out actually overwrites the same value by the looks of things, setting it to 0.5 like the blind grenades they add. You may need to do some manual .ini editing to make the two play nicely together.
Facenor 19. juni 2019 kl. 10:00 
Actually I planned to install a mod that make flashbangs blinds (https://steamcommunity.com/sharedfiles/filedetails/?id=1634977635) .
So yeah, IMO the blind multiplier should be adapted to match vanilla's, otherwise the blind effect is kinda pointless.
Shard  [ophavsmand] 19. juni 2019 kl. 7:31 
This also should be easy to change in the mod though - if you think the blind grenade should darn well blind people then I'll think about an update to the mod to reduce the blind multiplier proportionally.
Shard  [ophavsmand] 19. juni 2019 kl. 7:28 
Hmm, good question! Can't say I've ever seen this from the Assassin (she tends to just kill me), but I dug into the files to see how it works. Looks like the grenade multiplies your sight radius by 0.278 - reducing it to just over a quarter. As the mod increases sight by five times, you'll still see a little further than in normal XCOM2 after being hit by it, but you won't be able to shoot across the map anymore.
Facenor 19. juni 2019 kl. 6:13 
Interesting mod! I'll try it on my next campaign. With the increased line of sight, does the blind effect apply properly ? (from the assassin grenade for example)
Shard  [ophavsmand] 27. maj 2019 kl. 11:56 
They can indeed! Enemies will still try to close in on you though, to get a better shot.
Jukse 16. maj 2019 kl. 10:01 
Underrated mod. This + Podless = Whole new way to play the game.
ctzodiac 9. maj 2019 kl. 23:01 
I think I'll have to play this one with smaller pods, unfortunately.
Player 27. apr. 2019 kl. 8:59 
Very interesting idea, thanks, should change the feel of the game a lot
Shard  [ophavsmand] 27. apr. 2019 kl. 5:17 
I haven't seen it running dramatically worse than usual with this mod alone, but running a whole bunch of mods does tend to impact my performance.
That said, I imagine that if there's to be a big performance hit it'll be on larger missions with more enemies. I've seen it handle a moderate number of Lost without too much issue though.
If I (or anyone else) notice anything especially prominent, I'll add a note to the description.
✪🔞ILOKANA🔞✪ 26. apr. 2019 kl. 20:44 
Would this affect performance?
Shard  [ophavsmand] 25. apr. 2019 kl. 8:08 
Ah, so it's not just me then. Good to know!
Mr. Nice 24. apr. 2019 kl. 17:32 
Shard: Yeah, your name/description get nuked on updates, I tend to have a browser tab open on the edit name/description page so I can save it back straight after an update! Also also, don't switch from private to public until you're all done :steammocking:
Tauntingwolf 24. apr. 2019 kl. 16:53 
Lol i was like wtf is going on?
Shard  [ophavsmand] 24. apr. 2019 kl. 12:26 
Damn, damn, damn, accidentally deleted the title/description. I'm new at this!
Kakroom 24. apr. 2019 kl. 11:24 
is this loss
Tauntingwolf 24. apr. 2019 kl. 11:22 
How so? i don't know what i am looking at
CaseyAnthony 24. apr. 2019 kl. 10:47 
okay, this is epic