XCOM 2
[WOTC] Simple Red Fog
111 Comments
zin 20 Apr, 2023 @ 4:33am 
zin 8 Apr, 2023 @ 11:35am 
I’d love an updated version that’s not broken, as this is a really cool idea for a mod.
Maniak85 30 Jan, 2023 @ 1:00am 
Same as the two guys below me. Some stats stay permanently after battle.
HaziTru 23 Dec, 2022 @ 8:26am 
Same as below some stats permanently stays after battle.
Zelfana 26 Oct, 2022 @ 10:07pm 
There seems to be a problem with this mod's stat bonuses staying on some units permanently if they leave a battle wounded. Seeing as the mod hasn't gotten any updates for 5 years it's probably a good idea to not use this.
Retheri 1 Jul, 2021 @ 7:34am 
How compatible is it to modded enemies? Would they get red fog (or its immunity) as well?
Zero 5 Apr, 2021 @ 2:19pm 
Something for the devs:
Uses XModBase 2.0.1

Could it be upgraded to 2.0.2 or later? Otherwise this mod will be undoing a Highlander fix:
https://x2communitycore.github.io/X2WOTCCommunityHighlander/tactical/GetStatModifiersFixed/
RedDobe 14 May, 2020 @ 8:09am 
Shielding doesn’t count as health, therefore red fog won’t apply when the shield is removed. It’s only the white bars.
nickaepi1 14 May, 2020 @ 8:02am 
"RedDobe Apr 11, 2019 @ 9:51am
the entire HP pool is considered health.
Stardust 🌠 14 May, 2020 @ 1:35am 
Do shield HP points lower the red fog?

Like the hp that shield barers give for example. Does their "Orange hp" active red fog if it is destroyed? Or does it only count for the main HP pool?
RedDobe 20 Sep, 2019 @ 8:34am 
Yes it works. The offense percentage doesn’t work but the subtraction does, so you will be good with your settings.
Zigg Price 19 Sep, 2019 @ 11:25am 
For instance, will this work?

StatList[0]=eStat_Mobility
LightEffect[0]=0.90
ModerateEffect[0]=0.75
SevereEffect[0]=0.60
bPercentage[0]=True

StatList[1]=eStat_Offense
LightEffect[1]=-5
ModerateEffect[1]=-15
SevereEffect[1]=-25
bPercentage[1]=false

StatList[2]=eStat_HackDefense
LightEffect[2]=0.90
ModerateEffect[2]=0.75
SevereEffect[2]=0.50
bPercentage[2]=true

StatList[3]=eStat_Will
LightEffect[3]=0.90
ModerateEffect[3]=0.80
SevereEffect[3]=0.70
bPercentage[3]=True

StatList[4]=eStat_Dodge
LightEffect[4]=0.90
ModerateEffect[4]=0.75
SevereEffect[4]=0.50
bPercentage[4]=True

StatList[5]=eStat_Hacking
LightEffect[5]=0.90
ModerateEffect[5]=0.80
SevereEffect[5]=0.70
bPercentage[5]=True

StatList[6]=eStat_PsiOffense
LightEffect[6]=0.90
ModerateEffect[6]=0.80
SevereEffect[6]=0.70
bPercentage[6]=True
Zigg Price 19 Sep, 2019 @ 11:16am 
Does the mod work, yes or no?

The percentage variables would obviously be preferable, but if it works with just taking straight numbers away, that's fine, too.
BigRowdy 25 Jun, 2019 @ 7:32am 
Man I love you!
Larsen 28 May, 2019 @ 12:36pm 
Great mod thanks.
RedDobe 11 Apr, 2019 @ 6:51am 
@ Beagle the entire HP pool is considered health.
Beagle 9 Apr, 2019 @ 9:11pm 
How does this interact between soldier HP and armor HP?

If a soldier has 4 natural HP and 5 granted by the armor they're wearing, for example, do red fog penalties only start kicking in once the actual armor is breached and the natural hp is hit, or does it just treat the entire HP pool as 'health'?
nickaepi1 1 Feb, 2019 @ 10:56am 
@DabHand I use Gotcha Again WOTC , detailed soldier stats and a few cosmetic mods with this and it works fine. Try deleting your my games, xcom2 config folder and verifying game files. That seems to be a sure fire way to clean any leftover mod files that might conflict with this.
DabHand 28 Jan, 2019 @ 10:26am 
Does this work for TLE? I installed this as is with no conflicts but see no reductions from injured advent (as read from additonal information). Given perfect info and perfect info plus are borked in their own way (and am not using) l suppose they MIGHT be impacted and additional info mod is not updating to show it??

Can anyone confirm?
nickaepi1 6 Jan, 2019 @ 7:45pm 
Thanks man. I appreciate it! :steamhappy:
RedDobe 6 Jan, 2019 @ 7:15pm 
You can adjust the percentages how you want. These are kind of extreme.
RedDobe 6 Jan, 2019 @ 7:15pm 
make sure semicolins are in front of any of the other ones that you aren't using
RedDobe 6 Jan, 2019 @ 7:14pm 
simple is active by default.
StatList[0]=eStat_Mobility
LightEffect[0]=0.75
ModerateEffect[0]=0.5
SevereEffect[0]=0.25
bPercentage[0]=true

StatList[1]=eStat_Offense
LightEffect[1]=-17
ModerateEffect[1]=-34
SevereEffect[1]=-51
bPercentage[1]=false

StatList[2]=eStat_Will
LightEffect[2]=0.75
ModerateEffect[2]=0.5
SevereEffect[2]=0.25
bPercentage[2]=true

StatList[3]=eStat_PsiOffense
LightEffect[3]=0.75
ModerateEffect[3]=0.5
SevereEffect[3]=0.25
bPercentage[3]=true

StatList[4]=eStat_Hacking
LightEffect[4]=0.90
ModerateEffect[4]=0.80
SevereEffect[4]=0.70
bPercentage[4]=true
nickaepi1 6 Jan, 2019 @ 6:21pm 
The code is confusing. It looks redundant to me. I have zero modding skills and rarely mess with ini files. I don't mind just using the simple addition mode but i can't tell which is active by default. If you have the entire config file that is working for you, can i just copy and paste yours?
RedDobe 6 Jan, 2019 @ 1:44pm 
@nickaepi1 You'll want to make sure for multiplicative that you use decimal numbers like .75, .6, .5. etc.
nickaepi1 6 Jan, 2019 @ 9:34am 
@reddobe Thank you. I left everything true but did bPercentage{0}=false for offense.
RedDobe 6 Jan, 2019 @ 6:05am 
Multiplicative works on all stats except for offense. You switch it by changing the bPercentage[0]=true in the config file.
nickaepi1 5 Jan, 2019 @ 2:51pm 
I want red fog. According to what most of you are saying, "addition mode" is working correctly. How do I activate addition mode and not use multiplicative? Where is this "switch button"?
Mozburg 22 Dec, 2018 @ 5:29pm 
Seems everything sans multiplicative red fog on aim is working for me as well.
Would've loved to see Charmed's planned features come to fruition.
RedDobe 15 Aug, 2018 @ 9:20am 
No, they aren't immune by default.
Tardo The Ass-Monkey 14 Aug, 2018 @ 11:08pm 
Are enemy MEC supposed to be immue to red fog right now? I'm having a problem where the ADVENT MECs aren't suffering from red fog while my SPARKS are. I haven't done any tweaking to the .ini files. Any suggestions?
RedDobe 10 Jul, 2018 @ 5:21am 
But am not sure if that is a problem because of the stat displaying incorrectly in the F1. I have tried opening up your mod in modbuddy and troubleshooting the problem, but can't figure it out.
RedDobe 10 Jul, 2018 @ 5:21am 
Charmed are you still around? Like others have said the multiplicative mode is not working. As far as I now it is only not working for the offensive (aim) stat. Mobility and the others are working as normal. The mod is displaying the offensive correctly on the F1. For example, if I am using .75 as my light effect percentage and my default aim is 60, the F1 shows 60-15 for aim. But on the screen final result calculation the Red Fog is showing as a bonus +45%. So it's using this formula 60*.75 = 45 and adding that as a bonus to the final aim hit result. If you go back to the .ini and change the percentage to -.25, that works correctly for the final hit penalty but on the F1 screen aim is showing as 60-105. I keep mine set at the negative -.25,-.50,-.75 numbers respectively for light, moderate, and severe offense so my penalties are correct.
DeBlue 14 Apr, 2018 @ 11:20am 
So... abandoned and broken mod, meaing useless as it simply does not work?
Teridax 29 Mar, 2018 @ 2:14am 
Multiplicative mode is broken for me
F1 screen and stat panel show stats correctly, but when trying to shoot something, aim is not multiplied by 0.9, but by 1.9, for example
Militus Immortalis 11 Jan, 2018 @ 2:49am 
Ah, so I had to remove the semicolons- thank you!
Lampros 9 Jan, 2018 @ 3:15pm 
Charmed,

Thanks for the quick answer!
Charmed  [author] 9 Jan, 2018 @ 1:00pm 
@Militus Immortalis what problem are you having? With that config I'd expect chosen and a couple other units to be immune. Delete or add semicolons before the chosen lines for them to be vulnerable to red fog like common enemies. Like this https://pastebin.com/dndYuzwE , unless I'm misunderstanding the issue you had.

@Lampros no, red fog is healed to milder tiers and cured at high or full health. There's no setting to change that.
Militus Immortalis 9 Jan, 2018 @ 11:13am 
Militus Immortalis 9 Jan, 2018 @ 10:48am 
Sounds good, Charmed. I'll get you a pastebin in a bit. Much appreciated.

@Lampros

Those are turned off by default, aye. I tried to change it but failed.
Lampros 9 Jan, 2018 @ 7:56am 
Does "red fog" linger on units healed, if in the same battle?
Charmed  [author] 9 Jan, 2018 @ 7:54am 
I've done some testing tonight and not had any such issues, additive or multiplicative mode work, as does making enemy types vulnerable to red fog. I can take a look at your config if you post it to pastebin.
Lampros 9 Jan, 2018 @ 6:24am 
But it says that by default Chosen - and a few others - are not meant to go into red fog? Or did you mean you try to mod it in, I see?
Militus Immortalis 9 Jan, 2018 @ 6:19am 
Some of it works, Lampros. I just can't seem to modify the gatekeepers, chosen etc to take red fog. So I would say try it. ^-^ It works for my units and most Alien/Advent units!
Lampros 8 Jan, 2018 @ 5:54pm 
So I take it this is not updated and currently working? I am going by the last few comments.

Too bad, as a mod that weakens hurt units really adds the realism. I still do not understand why Firaxis didn't implement the Second Wave options for this game.
Marcus 31 Dec, 2017 @ 6:29am 
This is not working
Militus Immortalis 14 Dec, 2017 @ 5:50am 
Yeah can't get it to work xD
Militus Immortalis 3 Dec, 2017 @ 2:44pm 
Hum.. So example ";+arrImmuneToRedFog=ChosenAssassin" ?
Militus Immortalis 3 Dec, 2017 @ 2:40pm 
Thanks. I'll try that.
Charmed  [author] 2 Dec, 2017 @ 3:51pm 
@Militus Immortalis Put semicolons in front of all the +arrImmuneToRedFog lines. The default settings are it affecting everyone except for that list. And leave bOnlyXcom false, of course.