XCOM 2
[WOTC] CommanderHUD
51 Comments
Furu  [author] 14 Sep @ 2:44am 
Sounds like some kind of mod conflict because when chosen spawns it spawns the icon behind the abilities and they sort themselves in correct order after your unit gets selected again
Ludwig, Shadow Protogen 13 Sep @ 7:18pm 
So when a chosen spawns on map, my CommanderHUD is replaced with Chosen info.
Are you doing a workaround for this?
Furu  [author] 10 Sep @ 8:06am 
@Sega I can't replicate this, but it crashes on stable CHL if you have more than 7 or 8 abilities in the CHUD, it's fixed in beta CHL
Sega 10 Sep @ 12:55am 
Moreover, the game may crash not immediately, but on the next turn when the camera starts switching to the soldier near the corpse or the door
Sega 10 Sep @ 12:54am 
In addition to everything said below, I noticed a bug, if you add a skill to the panel (CarryUnit, Interact_OpenChest, Interact_OpenDoor, MedikitStabilize, Sedate) or I suspect any skill that appears at the moment when a soldier approaches a door or a corpse, then the game 100% crashes
Furu  [author] 25 Aug @ 4:50am 
@MrMister crash fixed in latest BETA highlander 1.30.3
Furu  [author] 24 Aug @ 10:36am 
@MrMister Identified the crash, fixed and will be hopefully included in the next beta highlander
MrMister 24 Aug @ 7:32am 
Having 7 CHUD icons show up at once (plus the 6 vanilla ones) results in a CTD 100% of the time. 6 is fine.

Using LWOTC, though this happened without the LWOTC-added Command Range button being present.

These being Evac All, Overwatch All, Overwatch others, Surrender, Preview Corpses, Preview Mobility, Preview LoS.
HKR31 10 Aug @ 2:23pm 
Thank you
Wrell 10 Aug @ 11:11am 
Absolute legend, thanks so much :winter2019neutralyul:
Furu  [author] 10 Aug @ 8:51am 
Updated the mod for supporting [WOTC] Cost-Based Ability Colors, using it's logic to color the abilities
You can enable it in the config
Wrell 9 Aug @ 2:01pm 
Crazy coincidence, I was about to ask the same thing as HKR - I tried adding the abilities I wanted to the "Cost-based Ability Indicator" mod but it doesn't seem to apply the new colours when the icons are drawn on the CommanderHUD
HKR31 9 Aug @ 1:50pm 
Saladin 27 Jul @ 12:37pm 
Thanks so much! They work great.
Furu  [author] 26 Jul @ 3:33pm 
@Saladin Sure, I added two buttons for inspecting an unit and bringing up the pause menu, you can enable them in the config
Saladin 25 Jul @ 11:45am 
Would it be possible to add buttons for Unit Info (F1) and Menu (Escape) ?

I loved that in XCOM1 you didn't need the keyboard for anything.
Wolf Renegade 23 Jul @ 11:49pm 
Legend mate, cheers. :Honored:
Furu  [author] 23 Jul @ 8:42am 
@Wolf Renegade I've updated the mod to allow for the abilities to be double-clicked now
Wolf Renegade 22 Jul @ 12:06am 
Would it be possible to have the abilities be "Double-clickable", since currently that doesn't seem to function as before. An example I've tried this with was the Overwatch all/other mod.
Gerishnakov 9 Jul @ 1:40pm 
@Melan I use Soldier Select Icon and I altered the ini file to have it going down the left side of the screen in two vertical rows.
Melan 9 Jul @ 10:47am 
Is it possible, to make the new abilities attach as a new row instead of next to the existing ones?
I like to use Quick Soldier Info/Select Soldier Icon which is placed at the top.
Too many Commander abilities will mess this up.
Dragon32 4 Jul @ 10:17am 
OK
RolandJ 4 Jul @ 9:15am 
I referenced the discussion when I said "suggested config edits", yes. Implementing those via learning/understanding/implementing INI tweaks is the primary "technical barrier" I was referring to that a standalone mod would remove. Removing technical barriers is a good thing, where reasonable.
Dragon32 4 Jul @ 8:13am 
@RolandJ
Did you look at the Discussion?
RolandJ 4 Jul @ 7:52am 
This looks like a top-tier UX/UI improvement! Great job, Furu! It's already down to the top of the 2nd page of most recent mods, yet I don't see any standalone mods; mods whose content would basically be the suggested config edits . Am I overlooking one? And sure, unrelated mods can use this as a dependency to add abilities to this UI, but what about users who don't use such unrelated mods?

A standalone mod would be great, as it would remove most/all of the technical barriers to benefiting from this mod, plus its generality should help it suit a larger number of people.
Canthyse 27 Jun @ 11:28am 
Found out that you can bind these abilities.
Interface - Key Bindings - Tactical Shortcuts, then search for Command Ability at the bottom.
Theres 5 bindings, and the 1st one its for Call Skyranger, and the next ones are the custom abilities, it doesnt show the names but it seems it takes the specified number priority.
Now its more fast to Overwatch all.
jat11241976 25 Jun @ 8:33pm 
Nice :steamthumbsup:
spooky ghost 25 Jun @ 8:15am 
@jat11241976 created the discussion for you buddy
jat11241976 25 Jun @ 5:05am 
Not at my PC right now, but I'll open a discussion later to suggest added abilities, so we don't clog the comments
Joker_Newbee 25 Jun @ 3:32am 
Okay, now with the ability patcher it will be a really great mod! Thanks for this!
jat11241976 24 Jun @ 4:19pm 
Perfect for the added ability patcher, thank you!
:steamthumbsup:
Canthyse 24 Jun @ 3:37pm 
working nice on LWOTC, thanks
Dragon32 24 Jun @ 3:03pm 
Oh, nice. Thanks again, Furu
roughlobster 24 Jun @ 2:49pm 
Now super easy to put surrender ability on the CommanderHUD. Brilliant mod.
Furu  [author] 24 Jun @ 2:19pm 
Update: I've added an ability patcher, so users can modify abilities to become commander abilities from the config file
Furu  [author] 24 Jun @ 1:08pm 
@Zelfana I suppose, I'll work on that later, thanks
Zelfana 24 Jun @ 12:53pm 
Seeing what's inside the demo mod you could have just added config driven OPTC in this mod to do that with so it's super easy for anyone to put other stuff in the commander HUD.
jat11241976 24 Jun @ 12:13pm 
Yeah, good point. :steamthumbsup:
Furu  [author] 24 Jun @ 11:44am 
Updated the mod to be compatible with LWOTC now, force a mod update by unsubscribing and resubscribing to the mod
Dragon32 24 Jun @ 9:35am 
@jat11241976
I did ask the question in that mod's comments, not too hopeful as I don't think the grimsqueaker is active in XCOM 2 modding anymore.
jat11241976 24 Jun @ 7:40am 
Surrender ability would be awesome up here. Lost a few by accidentally clicking that
spooky ghost 23 Jun @ 3:07pm 
now its just figuring out what abilities should go up there
Furu  [author] 23 Jun @ 4:06am 
@What's An Airport? I think there is enough space for like over 30 abilities, I haven't calculated it exactly since the icons are placed dynamically
What's An Airport? 22 Jun @ 8:35pm 
Now I got to wonder, what is the limit? How many abilities can fit up there?
TROCH22 22 Jun @ 8:12am 
Wow! Nice Furu
Furu  [author] 22 Jun @ 6:03am 
@Joker_Newbee Yes, abilities with the flag set go to the top-right of the screen instead of the ability bar. I created this because of the many rarely-used abilities "cluttering" the ability bar, now they have a separate place to go to
Joker_Newbee 22 Jun @ 3:25am 
Only to avoid misunderstanding: Is this an additional place for ability icons or a replace?
Does it means abilities with bCommanderAbility flag set to false are in the normal ability bar and with set to true in the CommanderHUD.
When yes, this will be awesome to avoid to many ability icons in the ability bar.
Iridar 21 Jun @ 10:31pm 
Hell, it's 'bout time.
jat11241976 21 Jun @ 8:55pm 
Oh wow, this is amazing! Looking at the configs, it doesn't appear to be possible to add abilities via configs into a local mod, right? Thumbs up for this and the LOS addon :steamthumbsup:
Hudson Savage 21 Jun @ 6:45pm 
Oh, the possibilities :steamhappy: