XCOM 2
[WOTC] Simple Red Fog
111 kommentarer
zin 20. apr. 2023 kl. 4:33 
zin 8. apr. 2023 kl. 11:35 
I’d love an updated version that’s not broken, as this is a really cool idea for a mod.
Maniak85 30. jan. 2023 kl. 1:00 
Same as the two guys below me. Some stats stay permanently after battle.
HaziTru 23. dec. 2022 kl. 8:26 
Same as below some stats permanently stays after battle.
Zelfana 26. okt. 2022 kl. 22:07 
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. juli 2021 kl. 7:34 
How compatible is it to modded enemies? Would they get red fog (or its immunity) as well?
Zero 5. apr. 2021 kl. 14:19 
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. maj 2020 kl. 8:09 
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. maj 2020 kl. 8:02 
"RedDobe Apr 11, 2019 @ 9:51am
the entire HP pool is considered health.
Stardust 🌠 14. maj 2020 kl. 1:35 
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 kl. 8:34 
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 kl. 11:25 
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 kl. 11:16 
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. juni 2019 kl. 7:32 
Man I love you!
Larsen 28. maj 2019 kl. 12:36 
Great mod thanks.
RedDobe 11. apr. 2019 kl. 6:51 
@ Beagle the entire HP pool is considered health.
Beagle 9. apr. 2019 kl. 21:11 
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 kl. 10:56 
@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 kl. 10:26 
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 kl. 19:45 
Thanks man. I appreciate it! :steamhappy:
RedDobe 6. jan. 2019 kl. 19:15 
You can adjust the percentages how you want. These are kind of extreme.
RedDobe 6. jan. 2019 kl. 19:15 
make sure semicolins are in front of any of the other ones that you aren't using
RedDobe 6. jan. 2019 kl. 19:14 
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 kl. 18:21 
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 kl. 13:44 
@nickaepi1 You'll want to make sure for multiplicative that you use decimal numbers like .75, .6, .5. etc.
nickaepi1 6. jan. 2019 kl. 9:34 
@reddobe Thank you. I left everything true but did bPercentage{0}=false for offense.
RedDobe 6. jan. 2019 kl. 6:05 
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 kl. 14:51 
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 kl. 17:29 
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 kl. 9:20 
No, they aren't immune by default.
Tardo The Ass-Monkey 14. aug. 2018 kl. 23:08 
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. juli 2018 kl. 5:21 
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. juli 2018 kl. 5:21 
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 kl. 11:20 
So... abandoned and broken mod, meaing useless as it simply does not work?
Teridax 29. mar. 2018 kl. 2:14 
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 kl. 2:49 
Ah, so I had to remove the semicolons- thank you!
Lampros 9. jan. 2018 kl. 15:15 
Charmed,

Thanks for the quick answer!
Charmed  [ophavsmand] 9. jan. 2018 kl. 13:00 
@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 kl. 11:13 
Militus Immortalis 9. jan. 2018 kl. 10:48 
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 kl. 7:56 
Does "red fog" linger on units healed, if in the same battle?
Charmed  [ophavsmand] 9. jan. 2018 kl. 7:54 
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 kl. 6:24 
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 kl. 6:19 
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 kl. 17:54 
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 kl. 6:29 
This is not working
Militus Immortalis 14. dec. 2017 kl. 5:50 
Yeah can't get it to work xD
Militus Immortalis 3. dec. 2017 kl. 14:44 
Hum.. So example ";+arrImmuneToRedFog=ChosenAssassin" ?
Militus Immortalis 3. dec. 2017 kl. 14:40 
Thanks. I'll try that.
Charmed  [ophavsmand] 2. dec. 2017 kl. 15:51 
@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.