XCOM 2
[WOTC] UFOpedia & Bestiary
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 ?
Valor 8 Jan @ 2:05pm 
Strange, because i cannot. meby i should download additional addon? Like a: "X2WOTCCommunityHighlander v1.29.0"? Because no matter what i do, i restarted steam multiple times, turn it off and on again, and nothing chenges.
RustyDios  [author] 8 Jan @ 1:56pm 
That's not very descriptive of any issue you are having. I'm 100% certain the mod works as many people including myself use the mod.
Valor 8 Jan @ 10:17am 
I dont think it works
RustyDios  [author] 6 Oct, 2024 @ 9:01pm 
Unlikely to be this mod crashing your game to be honest. And it's been tested by myself and the LWotC dev (and others!) to work perfectly fine together. If you can't even finish the first mission then something else is likely to be an issue. Please feel free to join the XCOM2 Modding Discord or the LWotC Discord and share your modlist, logfiles and AML profiles and someone should be able to help you get set up.
Yushiko67 6 Oct, 2024 @ 4:38pm 
So, i started a new game with LWOTC and dependencies and i installed this mod too but idk why this thing crash my game, i cant even finish the first mission, i love the concept but i love playing the game too, pls fix it :(
Madzak 30 Sep, 2024 @ 11:48am 
thank you! :steamthumbsup:
RustyDios  [author] 30 Sep, 2024 @ 11:06am 
to turn off an MCO you comment out the line in the XComEngine.ini by adding a " ; " to the start of it ... but if you want to turn off the notification, there is an entirely different config toggle for that in the XComUI.ini > "bEnableBestiaryAttention" .. set this to false
Madzak 30 Sep, 2024 @ 10:09am 
"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."

How do I turn it off? Delete it? Will this disable the notification on new enemy in bestiary?
RustyDios  [author] 21 Sep, 2024 @ 11:11am 
Bestiary scan Unit.. is from this mod and is a scan to get that new unit into the Bestiary without the need to kill them. It's in place if someone wanted to turn off "auto register on kills"

It's not a "scan to reveal/target define" an unit
Ray 21 Sep, 2024 @ 9:58am 
This is an amazing mod just wanted to ask what the interaction with your [WOTC] Holographic Scanning mod would be like since I scanned a unit and saw it become fully blue until the scanning was over before reverting back to normal totally not a big deal read through that mod description saying it's a part of vanilla game for it to remain blue if you scanned the unit from the other mod. I actually think I'll try scan a unit and then mind control/dominate it to see if it stays blue/holographic or revert back to normal.
starlancer 23 Aug, 2024 @ 11:31am 
Thanks for this gem mod ! Awesome one !
Soul 11 Aug, 2024 @ 7:50am 
I did get the chosen twice in a row on normal non-plot missions,like once or twice in the ton of hours I had with this mod.But heh it was the smallest of all the things that could've happen lmao
Sinapus 11 Aug, 2024 @ 5:54am 
Oh, that's an unsettling thought: Instead of teleporting to their fortress they end up stuck in the Bestiary unit on the Avenger.
RustyDios  [author] 10 Aug, 2024 @ 9:59pm 
Yeah, super unlikely but technically possible. All of that extra stuff would have been super unlikely but technically possible. But it was possible. The most common manifestation though was the talking. The post-death talking was actually coming from the "alive" chosen in the Bestiary, and the Comms scripts just looking for "any alive in play/active" chosen ...
Sinapus 10 Aug, 2024 @ 9:55pm 
Yikes. Never saw multiple Chosen, so it might be a rare occurrence.
RustyDios  [author] 10 Aug, 2024 @ 1:34pm 
Yeah, for a while I actually considered gating the 'fix' behind a config toggle so people could decide to have the 'bug' or not ... but then I looked a little deeper into what the 'fix' also affects/fixes and decided that it 100% should not be an option!

-- Lets just say my discoveries were alarming and I'm shocked the bugged version didn't cause any 'more' issues (double/triple chosen spawns, more than one chosen dropped at any time, different chosen version in tactical to strategy, incorrect chosen strengths/weaknesses on the UI compared to the actual unit, more chances of chosen dropping in for missions back to back) ..... and possibly some other stuff .... and all this for the sake of [1] missed variable setting!!
Sinapus 10 Aug, 2024 @ 6:46am 
Aww... I figured it was this mod, since it started happening after I loaded it and encountered the Chosen on a mission. I liked it, figured they were sulking and such while being placed in the sarcophagus. Or maybe the Warlock is weeping into a tub of ice cream or something. A nice bit of unintentional hilarity. :-D
Soul 10 Aug, 2024 @ 6:32am 
(read patchnote) WAIT THIS WAS THE ONE MAKING THEM YAPPING AFTER DEATH???
I legit never thought it would affect that lmao so I never tried disabling it while looking for the culprit!
You know,in a way I got so used to it I might actually miss it.
Gguy 7 Aug, 2024 @ 2:52am 
@RustyDios Well, I already started my own custom campaign, but I'll keep your work in mind for future plays. Thanks for the clear up and good luck on future project.
RustyDios  [author] 6 Aug, 2024 @ 5:27pm 
@Gguy
For OddCom Season8 it was indeed part of the rules that the VIPS/DarkVIPs have no bio's.
It's less work/stress on the character reviewers (Kexx and Neaye) :)
Gguy 6 Aug, 2024 @ 1:05pm 
@RustyDios I just mentioned it cause I've recently seen the Let's Player ChristopherOdd play the game, and I've noticed the custom vips lacked descriptions. I just figured that was a bug, but by your response I'm guessing the character designers just didn't add the description.
RustyDios  [author] 5 Aug, 2024 @ 3:23pm 
Descriptions on VIPs is on you to do in your own Character Pool? They should get an auto-generated backstory if it is a non-pool-rng sci/eng.

Can't have Bradford without him pretending to hold a gun, sorry :(
Gguy 5 Aug, 2024 @ 3:17pm 
This is an incredibly amazing undertaking, but one I will wait on for a little while. Do you intend on making descriptions appear on VIPs and making bradford not hold an invisible gun on inspection?
Leokosta 24 Jul, 2024 @ 7:51am 
Thank you, friend :)
RustyDios  [author] 23 Jul, 2024 @ 6:40pm 
That is on the list of things "to do" :)
Leokosta 23 Jul, 2024 @ 3:02pm 
Is it possible to add a button on the soldier screen ( accessed from Armory ) to view the soldier on the Enciclopedia, and then back ? Thank you
Sunbach 11 Jun, 2024 @ 1:26pm 
@RustyDios: I found a bug, Central Bradford is supposed to be holding a gun but said gun is missing (see screenshot)

https://imgur.com/v7mwxDU
Jestimac 27 May, 2024 @ 10:20pm 
To the creators. This is a cool mod. It does bring a nice flavor to the game. Also, viewing the XCOM soldiers with their actual weapons (mods or Xskin) is a real plus. A good idea really well implemented. Congratulations.
RustyDios  [author] 28 Mar, 2024 @ 9:30pm 
Okay. If we were to add something like this it would read directly what the unit has set for Corpse, Timed and Vulture loot. By default it would respect any mod that alters those.
I've added it to the "todo" list now. I might even make it as a plug-in mod.
Ironmonk 28 Mar, 2024 @ 9:32am 
And if you guys really end up implementing it, please add support for " [WOTC]Corpse Replacer " mod, it allows to overwrite a non-exposed loot table with a new one or simply creating a loot table that didn't exist in the first place... so it should take precedence over the original... that mod is awesome.
Ironmonk 27 Mar, 2024 @ 10:23pm 
It could show like this:

LOOT TABLE:

Corpse (ItemTemplateName)
___Drop Chance = 100%
___Quantity = 1
Supplies (Supplies)
___Drop Chance = 50%
___Quantity = 5-10

So:
Item Name (Template Name)
___Drop Chance = X%
___Quantity = Min-Max

*I liked it a lot that you guys reveal the template name, it helps a ton!
RustyDios  [author] 27 Mar, 2024 @ 9:58pm 
An interesting idea! There are currently no plans to include such a feature, but I have noted it on our "todo" list. I'm not really sure how such a display would work as all loot generation is completely down to the RNG on each mission, and depends on if a unit wins the chance to even roll for loot.

For example; we could display that Sectoids will drop their corpse and a 50% chance of an Elerium Core (as per the loot table). But that does not mean that ALL Sectoids will even get the 50% chance. So out of 100 Sectoids you still might get none dropping a E-Core.
In which case our presented information looks false and we look like we've lied. Which would present quite a conundrum.

Still, an interesting idea is always valid and we will think about how to achieve this.
Ironmonk 27 Mar, 2024 @ 7:36pm 
Nice mod!

Any plans to also add a tab with the loot table (item/chance/quantity range)?

Thanks!
Leokosta 22 Feb, 2024 @ 7:11am 
Thank you for the response :)
RustyDios  [author] 21 Feb, 2024 @ 12:46am 
@Big Rigs
Not fully possible under the current system, sorry.
There is a config value "bOnlyRegisterOnXComKills" in the XComBestiary.ini that limits entry creation to only on xcom team. Turning this off will mean any kill from any team will register.

@Leokosta
Yes should be safe mid-campaign with the caveat that it is not 'retro-filling'. It can't know what happened before it's own installation.
Big Rigs: Over the Road Racing 20 Feb, 2024 @ 9:54pm 
Hey, absolutely loving this mod guys. I just have one request, I use a lot of mods that add third party factions to the game, and I was wondering if there's an option or config that allows AI on the resistance team to add bestiary entries? I understand if raider factions killing enemies or vice versa wouldn't give you bestiary info, but guys on the resistance team would realistically give you the info on dudes they kill? If that isn't possible, that's fine, thought I'd ask. The mod is absolutely one of my favourites though, good job.
Leokosta 19 Feb, 2024 @ 7:22am 
Thats amazing. Safe to install mid game ?
Kexx  [author] 16 Jan, 2024 @ 4:56pm 
The vast majority is taken from the base game, though there are a lot of gaps in the lore that we extrapolate information from. There are a few entries were we took more creative liberties due to the game/franchise being too vague about it. We do take Enemy Unknown/Within in consideration for canon.
What's An Airport? 16 Jan, 2024 @ 4:42pm 
Are the lore entries in here supported by official media or fan made lore?
DozenthTurmoil 26 Sep, 2023 @ 8:34am 
perfectly understandable!
thank you for the comment!