XCOM 2
[WOTC] Execution
Коментарів: 74
[DG] Z Type Knight 30 верес. 2022 о 13:53 
Question: Does this bypass Sustain?
Udaya  [автор] 26 груд. 2021 о 15:52 
No problem!
Daevinski 26 груд. 2021 о 15:40 
@Udaya Great! Thanks for all the information and updates.
Udaya  [автор] 26 груд. 2021 о 15:36 
@Daevinski Oh, it looks like you're right. In that case, the quotation marks are just an arbitrary delimiter that you can either include or exclude when initializing name arrays.

You can use either:
+EXCLUSION_LIST=AdvCaptainM1

Or:
+EXCLUSION_LIST="AdvCaptainM1"

Both ways will accomplish the same goal (this also applies to the other mods you were talking about).
Daevinski 26 груд. 2021 о 14:29 
@Udaya I'm asking just to be sure, because both "Extract Corpses" and "Nonlethal Combat" have these type of exclusion list and both need the name of the unit between quotes.
Udaya  [автор] 26 груд. 2021 о 12:52 
@Daevinski Without quotes, of course! For example:

; List of units in the game that are excluded from this mod's Execute ability.
; Add more using "+EXCLUSION_LIST=UnitName".
+EXCLUSION_LIST=AdvCaptainM1
+EXCLUSION_LIST=AdvCaptainM2
+EXCLUSION_LIST=Cyberus
Daevinski 26 груд. 2021 о 10:32 
Amazing! But... with or without quotes?
Udaya  [автор] 26 груд. 2021 о 7:04 
@Daevinski Yes, there is a way to do that. I just added an array to the configuration today that lets you do so. If you want to exclude any specific units from this mod's Execute ability, just add them to the configuration (XComExecution.ini) via

+EXECUTION_LIST=UnitName

Where UnitName is the name of the CharacterTemplate associated with your target. For example, +EXCLUSION_LIST=SpectreM2 would exclude all Elite Spectres from this mod's Execute ability.
Udaya  [автор] 26 груд. 2021 о 7:00 
No problem, Maconnais!
Maconnais 26 груд. 2021 о 1:02 
@Udaya Thank you for the update, it's working great!
Daevinski 25 груд. 2021 о 12:55 
@Udaya There is any way to create a exclusion list? I want to make some ABA enemies immune to execution.
Daevinski 25 груд. 2021 о 8:51 
I can confirm, "Execution" it's working with "Nonlethal Combat" for both statuses set by the mod, "Unconscious" and "Stunned" (added in the latest "Nonlethal Combat" updated and you need to set the correspondent option it to true within "Execution" config file).

Only thing is that I had to subscribe to "Execution" twice after updating it and I had to save the changes again with AML in order to see the icons in-game. Not sure which of the two steps actually make everything work 100%, but at least it is all working as expected now.

Thanks @Udaya for the update. :cherrypie:
Udaya  [автор] 24 груд. 2021 о 21:30 
@Maconnais Sorry about the difficulties and the delay on my response. I updated the mod again, so it should be working as expected now.
Maconnais 21 груд. 2021 о 1:49 
For some reason this isn't working for me either. I'm using Amalgamation classes with Nonlethal Combat to get enemies unconscious. I wonder what's up on my end.
Lux Manifestus 19 груд. 2021 о 16:38 
what kind?
Shaggoth (Ищезаяц) 19 груд. 2021 о 13:40 
yeah, it also makes you coffee
Lux Manifestus 16 груд. 2021 о 16:40 
Does it reveal concealed units?
ScriptGenius12 15 груд. 2021 о 10:54 
I installed it, on Gatecrasher I knock an officer unconscious but the option to execute did not show up.
Shaggoth (Ищезаяц) 14 груд. 2021 о 22:44 
hmm it's not working for me too.. it should appear on any class, right? even modded ones?
Dragon32 3 груд. 2021 о 10:50 
@Gh0stmak3r
The mod's not changed since 2020 so the problem must be local to you.
https://www.reddit.com/r/xcom2mods/wiki/mod_troubleshooting
Gh0stmak3r 3 груд. 2021 о 8:24 
This mod worked for awhile but hasn't since August for me.
Aks 30 листоп. 2021 о 20:04 
Russian Translation
Thanks for this useful mod! Please add localization to your mod!

Русский перевод
Строчек не много, но тем ни менее...
Бросьте в папку локализации мода (...
\steamapps\workshop\content\268500\1519721906\Localization)
https://drive.google.com/open?id=1INFwmo1iTdHhYAy73YTe0x3eDYCtH7R7&authuser=axaaaid%40gmail.com&usp=drive_fs
Udaya  [автор] 31 серп. 2021 о 17:57 
I appreciate the explanation! Thank you for your help.
Alena Intevessa 31 серп. 2021 о 17:51 
No worries on the late reply, I'm just happy I was able to help explain what the other person's question was!
Udaya  [автор] 31 серп. 2021 о 17:31 
@Alena Intevessa @Frizzeldian12 Sorry for the late response, but I don't think this is a possible or feasible solution. The FactionAnchorMX unit is an invisible, unkillable enemy unit. They're immune to all damage types and effects, which includes the execute ability from this mod. If the game is stuck on an endless turn loop due to the faction anchor not dying at the correct time, your best bet is to simply allow console commands on your launch settings and use the command KillAllAis to get rid of it, as described in the mod's description. Alternatively, use X2AllowSelectAll and switch units until you reach the faction anchor unit. Then use SetHP 0 on that unit to get rid of it (or the suicide ability described in the mod's description).
Alena Intevessa 31 серп. 2021 о 4:52 
@Udaya I suspect the faction anchor they are speaking of is specifically related to the "Faction Anchor" mod, a method another modder came up with to make it so missions don't end when third parties are the only enemies left by having an invisible 'anchor' enemy. Frizzel was probably asking if you could make that enemy executable.
Udaya  [автор] 21 серп. 2021 о 20:33 
@Frizzeldian12 There's a faction anchor bug? Is this from a specific mod or something in vanilla, and what status effect(s) do the enemies you need to execute face when this bug happens? There may be a way to rig it so that such enemies are executable with this mod.
Dęąth Viper 21 серп. 2021 о 19:11 
can you add this to execute the faction anchor when it bugs?
Theobald 19 серп. 2021 о 9:08 
I don't get the prompt to execute MOCXs either
Lizard 28 берез. 2021 о 2:51 
Sorry to say that this is the first campaign I've played in a long time. I think my previous campaign was before August last year, but the mod was working then.
Udaya  [автор] 26 берез. 2021 о 16:13 
@Lizard That's strange. Was it working any time after the Aug 9, 2020 update to this mod? I don't believe that change should've had any specific effect on MOCX soldiers, but it may be worth checking out if that's the case.
Lizard 26 берез. 2021 о 4:44 
Dropped a MOCX soldier earlier in a mission, scurried over to execute them, but the option to do so wasn't there, only to revive or carry them. I remember it used to work as usual a while ago, but I'm not sure what could've changed to cause this.
Gabriel Cooper 22 берез. 2021 о 13:47 
hmm, i can't seem to get this skill to show up, even when i'm right besides a mocx soldier it just doesn't show up.
Udaya  [автор] 20 берез. 2021 о 21:51 
@123nick Yup, I agree! Which is why I added options in the configuration a while back to make it so you could include stunned, panicked, frozen, etc. as viable execution targets.
123nick 20 берез. 2021 о 21:31 
it would be cool if you could have a perk that adds more conditions too execute. IE, without the perk you can only execute unconscious and bleeding out, but with it you can execute stunned units, etc.
steven777 26 жовт. 2020 о 2:02 
I actually needed this today to kill a VIP who was already knocked out.

I didn't have it so I had to carry out the VIP and let one of my soldiers bleed out.

Installing now hope it works.
Kordeth Invictus 14 жовт. 2020 о 16:16 
@Udaya
ah, understood
Udaya  [автор] 14 жовт. 2020 о 13:32 
@Nobody This was mainly a niche mod I made for myself to kill off enemies that got knocked unconscious from abilities like Rage Strike and the Alien Ruler abilities. Since some mods have enemies that bleed out/go unconscious from mod-specific abilities, I figured some other people would find a use for it.
Kordeth Invictus 14 жовт. 2020 о 12:50 
i am a little lost tho, since no enemies go unconscious or bleed out, how is this useful unless it is changed to include stunned, panicked, frozen, and many other unit types to trigger the Execute ability.
neIVIesis 9 серп. 2020 о 18:44 
thanks!
Udaya  [автор] 9 серп. 2020 о 15:49 
@nelVlesis Alright, the new update should allow you to add that in the config.
neIVIesis 9 серп. 2020 о 8:30 
@Udaya yes, can we just add in the config any additional status conditions? Executing a defenseless stunned soldier would make sense.
Udaya  [автор] 9 серп. 2020 о 4:24 
@nelVlesis There are plenty of status conditions that it can include, like stun, panic, and being frozen. However, it currently only checks for unconscious and bleeding out units. Perhaps you mean a choice to include stunned enemies in the config?
neIVIesis 8 серп. 2020 о 21:29 
@Udaya. can this mod include stunned enemies?
KT Chong 17 трав. 2020 о 22:38 
Other than a knocked-out VIP, I've never seen an enemy (ADVENT) unconscious or bleeding out.
vandujr 1 лют. 2020 о 21:23 
still seems pretty niche.
Udaya  [автор] 1 лют. 2020 о 21:04 
@vandujr I mainly just made this mod for two occasions where enemy units could get knocked unconscious:
1.) An Alien Ruler (Berserker Queen or Archon King) used an AoE ability to knock a unit unconscious.
2.) An XCOM unit wearing a Rage Suit used Rage Strike on an enemy unit, knocking them unconscious.
vandujr 1 лют. 2020 о 11:54 
i mean yeah i understand mocx but that already has an execution mechanic built in.
vandujr 1 лют. 2020 о 11:54 
and why would an enemy soldier my bleeding out or unconscious?
Master Sheesh 31 трав. 2019 о 10:55 
well if you need to flee and the soldier that should carry him would be to slow for that
and you dont want him to get captured