XCOM 2
Reliable Ever Vigilant
44 Comments
Noredemption1 Apr 30, 2020 @ 11:36pm 
Hi -bg-

Thanks so much for the amazing mod.

For this line: "+TurnEndEventPriority=50" how much should I change the value to if I want Ever Vigilant to stack with Deep Cover at all times?

Is there a limit to the value? Does it already cause Ever Vigilant to stack with Deep Cover all the time at the default value of 50?
Ioulaum Feb 22, 2020 @ 1:53am 
@General Disarray
Hi Sir, would you mind release the WOTC fix?
-bg-  [author] Dec 15, 2019 @ 9:16am 
oh I never released this for WOTC because I always thought it is already rolled in one of the other ability fix mod someone else made, if you already ported it you can just release it yourself. Theres a couple mod fix I made for vanilla released in wotc version by someone else already anyways.
General Disarray Dec 14, 2019 @ 1:05pm 
Hey _bg_. I have managed to get the mod working for WOTC. Let me know if you want to post it and I can send it your way
Sixgun Jul 6, 2019 @ 8:38am 
I tested this mod with an existing WotC save and it does not seem to work. My Ranger's have Deep Cover & Ever Vigilant. Before the mod only DC would trigger; with the mod neither triggers so it appears not to work with WotC.
-bg-  [author] Sep 11, 2018 @ 8:50am 
Yes the Ini lets you add what is aways allowed and what is always disallowed
Tayron Sep 9, 2018 @ 10:31pm 
is reload an something you can do and still have ever vigilant take place and if it not is it possible to add in the ini
AdmiralPrice May 23, 2018 @ 9:39pm 
Thanks so much for this. What line do I add to have ever vigilant ignore free reload?
Mavoc May 9, 2018 @ 7:07am 
Does this work with WotC or is they any other WotC mod that has these fixes?
Nasarog Aug 29, 2017 @ 11:13am 
Will this be updated for WotC?
BMarsh2.0 Aug 15, 2017 @ 3:57pm 
Yeah that's exactly what I'm looking for. 95% of the time I want EV to be active, but there's that occasional 5% where I want to get close to an enemy and I can't without it killing them on overwatch. That would be awesome to have the option to skip EV on a turn.
-bg-  [author] Aug 15, 2017 @ 9:15am 
nope, the point of EV is to dash overwatch.

Maybe I can add an optional button to disable EV for the turn.
BMarsh2.0 Aug 15, 2017 @ 1:10am 
What I mean is, is there a way (which I'm guessing probably not) to prevent EV when you dash? Can't hunker. If not, that would make for a cool mod. "Optional Ever Vigilant" or something. No idea how that would work though or if it would even be possible. Maybe a UI button that comes up after dashing.
-bg-  [author] Aug 14, 2017 @ 9:58pm 
you can stop ever vigilant usually by hunkering down

EverVigilantStopOnAbility is used for some ability that count as movement but you don't think it should allow ever vigilant after it.
BMarsh2.0 Aug 14, 2017 @ 7:22pm 
I'm just a touch confused on the +EverVigilantStopOnAbility=. What would be an actual example for this? And is there a way to stop Ever Vigilant without using an ability? I never take Ever Vigilant because there's times that I want to skulljack an enemy. With ever vigilant it can be impossible sometimes because they get killed by the reaction shot. Especially since I use my specialists for the skulljacking so the ever vigilant is often being triggered at a very close range.
Militus Immortalis Jul 27, 2017 @ 6:01am 
Could this possible mess with mission.ini ? I added five mods before starting a new game, and since then I have an issue as seen here..

http://steamcommunity.com/app/268500/discussions/2/1291817837623588163/?ctp=5
-bg-  [author] May 31, 2017 @ 10:11pm 
yes
Praefectus May 31, 2017 @ 9:14pm 
So +EverVigilantIgnore=Stock_LW_Bsc_Ability And so on?
-bg-  [author] May 31, 2017 @ 9:03pm 
Stock_LW_Bsc_Ability, Stock_LW_Adv_Ability, Stock_LW_Sup_Ability
Praefectus May 31, 2017 @ 3:41pm 
+EverVigilantIgnore=SteadyWeapon *
Praefectus May 31, 2017 @ 3:40pm 
And what is the Steady weapon command? I thought it was SteadyWeaponIgnore, but apparently it isn't
-bg-  [author] May 28, 2017 @ 9:17am 
Yup
Praefectus May 27, 2017 @ 5:20pm 
@-bg- So I have the evac corpse mod going, including the harness thingy to take the corpse, so how do I include in the list? Is this something like this?
+EverVigilantIgnore=DeployFultonHarness
Alexandr May 13, 2017 @ 11:48am 
@Zerazar Have you tried Grapple and GrapplePowered? That seems to be the names for the skills.
-bg-  [author] Apr 28, 2017 @ 1:58am 
No, please keep it activated until you go back to the strategy layer.

Do not toggle ability modifying mods in tactical saves as that's a sure way to cause unexpected behaviour.
Benedict Apr 27, 2017 @ 11:47pm 
Really like the mod, unfortunately it causes a CtD if you deactivate it and try to load a tactical save made while the mod was on. Any chance this can be fixed?
[TuP]tammi Apr 9, 2017 @ 7:37am 
@Dragon32 thks, you save my day.
Zerazar Mar 26, 2017 @ 8:17am 
Great mod, I'm a fan of your work. Quick question, what do I add to the ini for Ever Vigilant to work with spider grapple? I tried searching the config folder for 'spider' and 'grapple' but couldn't find the name for the ability.
ebeneezerdahk Mar 22, 2017 @ 10:15pm 
Great mod, fixes some annoying issues with vanilla EverVigilant. Not encountered any issues with LW2 or any other mods.
Dragon32 Mar 18, 2017 @ 10:37am 
@[TuP]tammi:
Did you add this line to XComGame.ini
+EverVigilantIgnore=FreeReload
[TuP]tammi Mar 18, 2017 @ 9:52am 
i'm playing lw2 and using "free reload anytime" and use free reload ability, it's still block my ever vigilant :'(
-bg-  [author] Mar 13, 2017 @ 5:05pm 
For vanilla I mean when the free reload is in modded, lw2 did not change how free reload works
Ganches Mar 13, 2017 @ 2:47pm 
You say it doesn't work reliably for vanilla, but free reloads doesn't work for lw2 either.
-bg-  [author] Mar 7, 2017 @ 10:12am 
You'll need free reload anytime mod and add FreeReload abiloty, as there's no way to properly detect if a reload is a free reload reliably for vanilla.
RADIALTHRONE1 Mar 7, 2017 @ 9:41am 
Is it possible to add free reloads to the exception list (autoloaders)? Because it's exactly that, a 'Free' reload
-bg-  [author] Mar 6, 2017 @ 12:51pm 
@Truefell mostly in XComClassData.ini, otherwise you have to look for `CREATE_X2ABILITY_TEMPLATE in the source files

@ADVENT Avenger this mod does not fix the visualization bug related to multiple overwatch abilities.
Juravis Mar 6, 2017 @ 11:52am 
Just tested this, Ever Vig+Sentinel, soldier stepped out, fired, fired again but did not return to his original tile behind cover.
Vullcan Mar 6, 2017 @ 10:21am 
Fantasitc News ! Next QLL Mod to Library.
Truefell Mar 6, 2017 @ 5:50am 
I've been waitiong for such fix for EverVigilant long time. Greate job. I also have a question: where can I find list of all abilities(and their names in actual code) avalible to Xcom, so I could modify EV even more?
-bg-  [author] Mar 5, 2017 @ 6:08pm 
Long watch won't work as currently it only can afford actions that takes exactly 1 action points.
Lux Manifestus Mar 5, 2017 @ 4:23pm 
You are the bug squashing king!
Rifle Man Mar 5, 2017 @ 4:21pm 
Thank you, -bg-! I will try Snap Shot, Ever Vigilant & Long Watch combination tonight.
-bg-  [author] Mar 5, 2017 @ 11:20am 
Yes, you just need to add its overwatch ability into the config
Rifle Man Mar 5, 2017 @ 5:00am 
Could this mod make Snap Shot overwatch workable with Ever Vigilant?