XCOM 2
[WOTC] Speed Up Aliens Turn
20 Comments
Flauxhawk 31 Oct @ 2:55pm 
@LeyShade - I did not. I'll turn it off, thank you.
LeyShade 29 Oct @ 5:14pm 
@XpanD - "I'm wondering about that as well, when I did something similar for my console commands I was told that speedups could cause issues with cutscenes." - Depends on the scene. If it's set to play animations in sequence, moving actors to a predefined motion, or is synced to another variable such as audio playbacks, speed ups shouldn't effect it past making it faster. If it's pre-rendered, works on timing instructions, or requires measurement of actors proximity to objects to inititate animations, it will probably break. Has been this way with Unreal since the original UT, and is still an occasional issue even in 5.
LeyShade 29 Oct @ 5:10pm 
@Flauxhawk - You do realise most mods don't function correctly if Zip Mode is enabled, don't you?
XpanD 29 Oct @ 2:27pm 
I'm wondering about that as well, when I did something similar for my console commands I was told that speedups could cause issues with cutscenes. May be worth testing if not done yet, especially in things like Chosen fortress/chamber assaults.

(hope everything works, this would be very useful)
MrT 29 Oct @ 2:04pm 
Without mods if you use numpad + and - you can speed up all tactical animations and sometimes come out of a freeze or extra slow event. Might just need to start the game in review mode or something if I recall.

Curious how this mod is different from using those keys? Does it prevent animation bugs or crashes that are associated with those keys?
Flauxhawk 29 Oct @ 5:10am 
Thanks for this. Even after Zip Mode, Quit Wasting My Time (Again), and the like it can be tedious watching large amounts of modded units moving around and slow cinematic animations.
Ori <3 28 Oct @ 7:02pm 
Is it intended to not speed up Lost or Resistance army turn automatically?
Cooper  [author] 28 Oct @ 3:21pm 
@Wolf Renegade, I haven't found a mod that would speed up enemy animation without pressing any additional switches
Wolf Renegade 28 Oct @ 1:05pm 
Congrats on the release mate. I have just one question, what's the difference between this and the other turn 'sped' mods and also simply using + / - ? (Unless I misunderstood something)
Lazytown_1111 28 Oct @ 12:29pm 
Simply awesome mod that should have been included in some way in the base game! It is soooo much nicer fighting those larger battles now!
Cooper  [author] 26 Oct @ 4:08pm 
@RambelZambel, hmm, I thought I checked to see if it worked, but if not, I'll fix the settings saving soon, thx for the feedback
RambelZambel 26 Oct @ 4:01pm 
i know, it was just suggestion to integrate it, so you can switch between a higher baseline speed and the acceleration one,
thx for letting this option in
bug or not? mcm settings are not saved, new start of the game sets the values back to the settings in the config
Cooper  [author] 26 Oct @ 3:42pm 
I left this option to rewind long animations during the player's turn
Setting the base speed higher than 1.0 by default leads to incorrect camera movements.
Cooper  [author] 26 Oct @ 3:37pm 
@RambelZambel, baseline speed? the default speed is 1.0, it has not been changed, if you press the acceleration hotkey, it will be changed to the value specified in the settings
Cooper  [author] 26 Oct @ 3:34pm 
@RatboyW, it is possible, but if you need to move speed indicator you can change X,Y position in config XComSpeedUpAliens.ini
RambelZambel 26 Oct @ 3:32pm 
if i may, i would suggest a second toogle for baseline speed, so can switch between 2.0 and 4.0 for example
RambelZambel 26 Oct @ 3:10pm 
i guess it is, so now you can speed up both sides seperately, should write it in the description
thx for the mod
RambelZambel 26 Oct @ 2:46pm 
is this an upgraded version of "fast foward my game? cause in the ini is the gamespeed toogle aswell
RatboyW 26 Oct @ 2:03pm 
Would it be possible to allow moving the speed indicator via MCM, similar to Quick Soldier Info?
RatboyW 26 Oct @ 1:57pm 
Ooh this is great, ty for the config options!