XCOM 2
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[WOTC] UFOpedia & Bestiary
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317.347 MB
9 Jun, 2022 @ 9:38pm
9 Aug, 2024 @ 8:15pm
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[WOTC] UFOpedia & Bestiary

Description
What is this?
An update and improvement to the XCOM Archives, found in the Commanders Quarters.
It aims to bring some life, style and colour to one of the most dry sections of the game.

It is a mod of passion with the occasional core piece of lore, written, illustrated, coded and created by members of the XCOM2 Modders community.

For Players
Please enjoy the works presented.

The 2D UFOpedia Archives will unlock and complete as you progress through the campaign. Keep checking back for new entries. This will also expand as future updates bring more completed entries and artwork into the mod.

The 3D Bestiary will slowly fill up as you kill enemy units. You can also use BattleScanners and Gremlins/Bits to scan enemy units for the Bestiary. If you have a new unit to view the Commanders Quarters will have a highlight border and the new entry in the list will have an amber exclamation!

For Modders
No further work is required in mods with "old" X2EncyclopediaTemplate.ini entries.
This mod will still work with those.
BUT if you want to specifically support the UFOPedia in your mod, please see the TemplatesandInstructions.txt for information (or look at the examples in this mod)

Config Entries?
YES! .. Everything about the UFOPedia is config entries, except for the UI framework that this mod provides. A lot of the settings for the pages and bestiary can be adjusted.

The scanning perk can be completely adjusted for costs, charges and cool-downs. It can also be given to other items too (such as the Holotargeter from LW2 Secondaries, which is in the default configs)

Please see the configs and TemplatesandInstructions.txt's for guidance on creating your own entries.

Known Issues/compatibility
Sometimes the very first entry/move/access/view into the Bestiary (after the intro movie) may lock the UI. In this case either push the ESC key twice or the number1 key and it should unfreeze. Further access to the Bestiary should not have this issue.

If using Yet Another F1 - Autopsy Required , the stats and abilities displayed in the Bestiary will also be obfuscated until the autopsy is done. This behaviour can be turned off in the configs.

Should work in all modes of play. Covert Infiltration, RPGO etc
Bestiary should work with *most* modded enemies.

No known compatibility issues. :( There's always one :(
Does not work with WC_Labyrinth both mods MCO the Archives. No this can not be easily fixed.
.

Has an MCO for UIAvengerShortcuts.uc, this is optional and can be turned off with no major drawbacks. This MCO controls what base game buttons are shown on the Avenger HUD menus.

The MOCX mod required some very specific handling for MOCX units, so we have released an additional plugin to handle this; see here for MOCX Bridge Plugin Addon
This plugin also serves as an example for adding 'other' new barracks into the Bestiary rotation and display.

Has built-in compatibility with MEMEBots these units will show up as 'fake' crew so you can view them. You can disable this is the MEMEBots configs.

LWOTC Issues;
Should work fine with LWotC v1.03 onwards
  • There may be some issues with Bestiary units becoming floating heads.
    There is currently nothing we can do about this issue.
  • There are some issues with the Bestiary only showing the units that were present in your last mission. This issue has a temporary workaround until LWotC can be updated.
  • If you do this you should consider adding the standalone Tactical State Cleaner mod in its place (which does not suffer the issue the outdated LWotC integrated version does) ...

Future Plans
This mod has plans to expand with more entries in the future. We have been working on it at a reasonable pace and we will continue to add entries and update.

Credits & Special Thanks
Many thanks to Kexx for envisioning this project, creating the artwork, and Head Writer.
Many thanks to RustyDios for designing the entire UI, and Bestiary.
Many thanks to Xymanek and Iridar for guidance and examples of UI code.

Many thanks to the writer team: renegade_ginger, CerebralCloud92, novaseer, and GameBreaker for additional writing of entries.
Please also see the Tactical Unit Descriptions by Aquilio

Many thanks to the countless people that done beta tests for this mod.
Many thanks to Krakenhous for helping test the temporary fix to the LWotC Issue of the Bestiary missing units after each mission.

Many thanks to the MEME and XCOM2 discord communities.

~ Enjoy !! and please buy me, RustyDios, a Cuppa Tea [www.buymeacoffee.com]
~ Enjoy !! and please buy Kexx some pizza too [www.buymeacoffee.com]
Popular Discussions View All (2)
42
11 Dec, 2024 @ 3:44pm
PINNED: BUG REPORTS
RustyDios
0
9 Jun, 2022 @ 10:18pm
PINNED: Localisations
RustyDios
208 Comments
Selmo 14 Apr @ 7:56am 
Yes, I gave them shields via loadout so that is why not shows up.
RustyDios  [author] 14 Apr @ 4:15am 
So, the Ablative stat in the bestiary can be a bit misleading. This is due to how the game does most ablative perks. The stat readout reports any permanent [eStat_ShieldHP] from the character stats and attempts to find any bonuses from equipped items.

The issue with ablative on most units is that it's not normally part of their character stats or from an item (like a vest) but actually a "temporary" buff applied on tactical mission start. Obviously as the bestiary is *not* a tactical mission it can't always report this stat correctly.

Even your example with Ballistic Shields actually uses the tactical-start-buff method for applying the ablative ... it is impossible for the bestiary to get this information as it only has the strategy layer/basic information to utilise.

The bestiary can only display information it is given access too.
I hope this explanation helps to clear up any confusion in the readout.
Selmo 13 Apr @ 6:38pm 
I think you misunderstood, I'm talking about the bestiary. It clearly shows an ablative values but for some reason it's -- everywhere, despite some of the enemies should have some. And I checked my soldires here and still nothing but the picture #17 shows otherwise, so either my end or yours have a problem, thats why I asked where should the mod read the values.
Kexx  [author] 11 Apr @ 5:37pm 
This mod doesn't alter gameplay behavior. Enemies and soldiers having or not having ablative armor is not pertinent to our mod. I suggest checking your other mods :)
Selmo 11 Apr @ 4:50pm 
Where should this mod pull the ablative values? I just realized none of the enemies have ablatives despite some of them have some, and I testet my soldiers with ballistic shields and they don't shows any ablatives either.
QueenofSparrows 20 Jan @ 9:17pm 
yeah :yellowwizard:
Ayanami 8 Jan @ 6:54pm 
yeah:shen:
XpanD 8 Jan @ 4:12pm 
yeah
Valor 8 Jan @ 2:11pm 
yeah
RustyDios  [author] 8 Jan @ 2:10pm 
additional addon?

you mean the required mod ?