XCOM 2
Shadow Chamber Kill Counter
54 kommentarer
Reiyn 21. apr. 2020 kl. 22:02 
I've just started using this mod in WOTC and seems to be running ok so far
花兔 18. juni 2019 kl. 4:26 
wotc?
Puremagi39 18. apr. 2018 kl. 3:31 
does this work with tacticalUI killcounter ?
btysgtmajor  [ophavsmand] 9. sep. 2017 kl. 8:26 
This mod hasn't been tested with WotC. Maybe I'll get around to that sometime.
BlueRaja 5. sep. 2017 kl. 6:12 
@pintocat It kind of works with WotC. The kill counter works correctly when there are no Lost, but when there are Lost the mission ends with half the bars full, even if you kill everything. I'm going to try this mod instead.
pintocat 2. sep. 2017 kl. 9:48 
Does this work ok with WOTC?
Dirigible 22. juni 2017 kl. 19:48 
This doesn't quite seem to work. I've hd a lot of missions where I would run into enemies in the fog of war, that weren't spawned after starting the mission, while the kill counter would be completely empty.
btysgtmajor  [ophavsmand] 22. mar. 2017 kl. 10:41 
Nope. Have a look through the code. The whole reason I made it was unaware of any that existed when the idea was put forth (had found it in a forum and did it all back in Sept of 2016). A duplicate ID is an unfortunate coincidence.
=[NK]= Col. Jack O'Neil 16. mar. 2017 kl. 5:16 
Did you rip this off tactical kill counter??? I'm getting a duplicate ID when having both of them and using alternate launcher
btysgtmajor  [ophavsmand] 18. feb. 2017 kl. 19:32 
Thanks! It's appreciated! And I might possibly sometimes in the future. Real life currently has a grip on me tighter than any Ethereal...
BlueRaja 3. feb. 2017 kl. 12:38 
I've added this to my popular Quality of Life collection. Nice work!
Have you considered adding MCM support? It's fairly easy [github.com].
btysgtmajor  [ophavsmand] 27. jan. 2017 kl. 18:32 
Not actually tried it, but it should be as this doesn't override any classes. Now, if other UI elements overlap it, well, that's another story. I haven't yet made it configurable to move it given that so many UI controls may be used. Maybe one day I'll just allow it to be set by screen coords.
The BlackVision 26. jan. 2017 kl. 16:26 
At first guess, should be compatiable given that LW2 doesn't change the functionality of the triggers this mod uses; but that's assuming LW2 doesn't just move the entire thing elsewhere - always possible. :P
ChaosMadeFlesh 21. jan. 2017 kl. 17:30 
I'm with Nitewolf on this one. Is it compatible with LW2?
Nitewolf 19. jan. 2017 kl. 11:03 
Compatibility with Long War 2?
Ushi 21. nov. 2016 kl. 16:50 
@thedwo: Well, many mods have files in them that aren't needed, most prominently the "Src/XComGame"-folder(if I remember the name correctly) and that might very well be the reason you found it in mods like that. Try googling for the alternate Mod Launcher for XCom2 if you want to search for possible Mod-Conflicts, as that should have a good probability of pointing towards possible ones, as others have said. (didn't try it myself, but I know it's helped some people but can of course give false positives too)
thedwo 21. nov. 2016 kl. 16:46 
Thanks for the help, pintocat and btysgtmajor.

@btysgtmajor - I can't blame you for that assumption, because wow, what was valve thinking with that ridiculous file location? Also, just so you know, changing the color didn't fix that app - I switched the counter to use green for dead, and yellow for mind controlled. And instead of the counters being black (even though the default dead is gray) they were all green. The first turn, they were red, then they all went green at the end of that turn. Or maybe it's because I changed the counter to count up instead of down? Don't know.

I did a file search in the steam workshop folder, looking for any files that contained 'tacticalhud' in the title, and found a number of mods do have files titled 'UITacticalHUD_(something)'. Even ones that don't make much sense, like one that adds minor armor piercing to swords and snipers. So, I don't think I can help you much there.
btysgtmajor  [ophavsmand] 19. nov. 2016 kl. 12:49 
Thanks @pintocat. @thedwo You're right, I made an assumption that any .ini files included with a mod all go in a predictable location, but I'm not exactly right. I apologize for that assumption. I'm going to update the description right now with at least the name of the .ini file. I think Steam handles things differently when downloading mods. Again, I apologize.
pintocat 17. nov. 2016 kl. 13:55 
C:\Program Files (x86)\Steam\steamapps\workshop\content\268500\759933045\Config\
XComTacticalHUD_KillCounter.ini
thedwo 17. nov. 2016 kl. 10:41 
I like the idea of this mod, but I have the same problem as warp.Ligia.obscura, where most of the pips are covered in black. I was going to try editting the colors, to see if that helped, but I couldn't find the relevant .ini file.

You say 'details in the .ini file.' Yeah, but, which .ini file, where is the file, and if it's a common .ini, what are the lines called? There are a lot of .ini files in a number of locations. I looked through several of them, and I didn't find any file titles or command lines that resembled either the mod name or your user name. Any help?
btysgtmajor  [ophavsmand] 14. nov. 2016 kl. 17:43 
@Rabbitness Thank you! I try never to be the first one to say "I love you".
Rabbitness 14. nov. 2016 kl. 17:37 
Excelently mod, i love you
btysgtmajor  [ophavsmand] 5. nov. 2016 kl. 15:42 
@pintocat Thank you very much for your kind words! I hope it remains useful for you!
pintocat 4. nov. 2016 kl. 17:10 
I still love the mod :) Very nice
btysgtmajor  [ophavsmand] 4. nov. 2016 kl. 16:32 
@pintocat Yeah, as stated in the description, it only uses the initial number from the Shadow Chamber, so things like extra chrysalids and reinforcements aren't picked up by it and aren't meant to be. It's by design. I might make that an option at some point, though. Thanks for checking out the mod though!
pintocat 2. nov. 2016 kl. 20:26 
I'm not sure if it's from a mod, but reinforcements don't seem to tick up the counter. So I kill enemies numbering the same amount as there was before reinforcement, and then it's an empty bar but there remain enemies numbering in the amount from the reinforcement.
warp.ligia.obscura 4. okt. 2016 kl. 5:42 
Guess I'll just have to live with it, then.
btysgtmajor  [ophavsmand] 3. okt. 2016 kl. 22:24 
I honestly couldn't tell you without looking into each and every one of those mods. My mod doesn't override anything but the location of the control on the HUD can't be guaranteed to not cover up other mods (as this would be impossible to detect).
warp.ligia.obscura 3. okt. 2016 kl. 6:19 
Weird... The other mods I have that affect UITacticalHUD are:

Stabilize Me!
EU Aim Rolls
LOS Preview Ability
Configurable Protect Device
Evac All
Katana Pack Reloaded
Overwatch All/Others
30 Ability Icons
Show More Buff Details

Any idea if any of those are responsible for causing the damage number to be covered up?
btysgtmajor  [ophavsmand] 2. okt. 2016 kl. 15:51 
@warp.ligia.obscura: Nope, it shouldn't conflict with anything as no overrides were created in the making of the Kill Counter mod. Let me know if you experience any issues, though you shouldn't.
warp.ligia.obscura 2. okt. 2016 kl. 1:49 
Do you know if this has any conflict with 30 ability icons https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=694455263 ?
btysgtmajor  [ophavsmand] 27. sep. 2016 kl. 14:35 
@krj12 for now, the starting enemy count is based on what the Shadow Chamber count for the mission. May adjust that later.

@zyxpsilon No problem! Thanks for the ideas! Now that I'm back around hopefully in the next couple weeks I can get to some of this!
Zyxpsilon 16. sep. 2016 kl. 18:40 
@btysgtmajor, really looking forward to seeing what any of your newest features will add to this cool device and many thanks for considering the suggestion! :)
krj12 (Ken) 16. sep. 2016 kl. 16:51 
I just ran this through the Alien Hunters mission. Anyway the enemy count can be adjusted up as new mobs are added to the mission or is the starting enemy count all that can be determined?
btysgtmajor  [ophavsmand] 16. sep. 2016 kl. 16:34 
@zyxpsilon totally willing to give you credit for the idea, as per the forum!

I'll totally throw these into the queue for when I'm back from out of town. The placement of the HUD should be straight forward enough. As for the the enemy counter, I'd need to see about how to get around needing to use the actual Shadow Chamber function to get that number. I know someone else had requested a running tally, but, I know that's different. I'll definitely see what I can do, though!

Thanks again!
Zyxpsilon 16. sep. 2016 kl. 13:04 
I'd be willing to use this if you just could find some (simple) ways to create a few more optional features for it;

-- Be it unfair or not ;) .. a config setting to allow the Counter to *always* show up even if the "ShadonChamber" hasn't been built yet.

-- A special HUD system that would let me adjust the exact relative location(s). (Top, Bottom, Left, Right, Centered, etc)

Please? Great work (and idea - -a'hem!) nevertheless.
btysgtmajor  [ophavsmand] 14. sep. 2016 kl. 19:24 
@krj12 your request has been implemented. Check out the accompanying .ini file in the mod now. You can both configure colours as well as the bar "style".

To everyone else, as I have time, I'll implement more suggestions! Thanks for your patience!
ivancsy.gabor 14. sep. 2016 kl. 11:36 
Could you expand it, so that if shadow chamber is not yet built, it counts only enemies that you have seen? SO it starts with 0, and jumps to 3 when your first pod acivates, and so on.
Hayaku 14. sep. 2016 kl. 7:29 
Would it be possible to show enemies left as a number? Seeing 10 is easier than having to count the blips
btysgtmajor  [ophavsmand] 13. sep. 2016 kl. 8:59 
Thank you all for the feedback!

@krj12 I'll have a look into that.

@McDougal Thanks! I'll also take your ideas into consideration and see what I can do.
McDougal 12. sep. 2016 kl. 11:10 
A welcome addition to my HUD! :D

It'd be great to see it differentiate between the enemies I haven't found and the ones I got "eyecontact" with (regardless if in stealth or not).

> How about a lighter red for those the Soldiers can't see right now?

That way it'd be easy to spot at one glance how big those 2 or 3 pods you accidentally activated really are.

Or

> Additional red marks inside the blips for the enemies you can see and crossed out grey blips for the dead ones?
krj12 (Ken) 11. sep. 2016 kl. 5:03 
Any way you can make the colors configurable? When I looked at the above screenshot, the red dot makes me think it's something I've killed, which is opposite of your description.
I'd rather have a kill count bar that "fills up" as I progress.
d_valroth 10. sep. 2016 kl. 18:30 
Cool, I like how this integrates with the Shadow Chamber.
btysgtmajor  [ophavsmand] 8. sep. 2016 kl. 21:01 
Thanks to @robojumper and his suggestion, I think I've weeded out the compatibility issue (as well as fixed a couple other minor issues). Woohoo!
btysgtmajor  [ophavsmand] 8. sep. 2016 kl. 10:11 
@robojumper
Great! I will most definitely check that out when I can! I spent most of last night pulling my hair out trying different things so this sounds promising. Thanks again!
robojumper 8. sep. 2016 kl. 9:47 
@btysgtmajor
The mod "NobodySawThat" has a good way to listen for the ShotHUD without overrides, you might want to check that out.
btysgtmajor  [ophavsmand] 8. sep. 2016 kl. 8:31 
@Kexx: Thank you!! I did try to consider that when making the mod.
btysgtmajor  [ophavsmand] 8. sep. 2016 kl. 8:30 
@fireborn: No. As stated in the notes, this ONLY counts against the enemy count that the Shadow Chamber predicted. I wanted to keep things a bit fair here. Maybe in a future release (or a different but similar one) I'll just track those that you've killed. That'd actually be easier!
btysgtmajor  [ophavsmand] 8. sep. 2016 kl. 8:25 
@Ser Lancelot: Yeah, I made note of that in the "Compatibility" section of the notes. I was THIS close to having it working without needing to override anything, but there's an issue with making sure the display hides/reappears when the targeting HUD comes up/goes down. :( Until I can figure that out, I have to override the UITacticalHUD class. Sorry. :(
Ser Lancelot 8. sep. 2016 kl. 7:50 
I stick to my previous comment, but sadly, this conflicts with a ton of mods:

Conflict found for 'UITacticalHUD':
Shadow Chamber Kill Counter
* Eu Aim Rolls
* Evac All
* Katana Pack Reloaded
* Long War Alien Pack
* Long War Perk Pack
* Longwar Toolbox
* LWPP Spec Ops Class
* Overwatch All
* Spec Ops Combat Knives
* Squad Cohesion
* Stop Wasting My Time
* Tower Detection Bug Fix