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Allow unused 'Alien Sighted' narratives to be played properly again - #1500

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Tedster59 merged 2 commits into
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BlackDog86:1492-Narrative-Fix
Jan 11, 2026
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Tedster59 merged 2 commits into
X2CommunityCore:masterfrom
BlackDog86:1492-Narrative-Fix

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@BlackDog86

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Fixes #1492

@BlackDog86

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This will require some reasonably extensive testing to ensure there are no unintended consequences before merge

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BlackDog86 force-pushed the 1492-Narrative-Fix branch 7 times, most recently from f7fe32c to 1278b41 Compare August 25, 2025 08:06
@BlackDog86 BlackDog86 self-assigned this Sep 15, 2025
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BlackDog86 force-pushed the 1492-Narrative-Fix branch 2 times, most recently from bafe88b to 77f447e Compare September 20, 2025 13:46
@BlackDog86 BlackDog86 closed this Sep 20, 2025
@BlackDog86 BlackDog86 reopened this Sep 20, 2025
@BlackDog86 BlackDog86 closed this Sep 21, 2025
@BlackDog86 BlackDog86 reopened this Sep 21, 2025
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BlackDog86 force-pushed the 1492-Narrative-Fix branch 2 times, most recently from 97f97ac to a5897f2 Compare September 22, 2025 07:00
…are checked and the way that first sighted narrative moments are tracked
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Confident this is good to go now :)

@Tedster59 Tedster59 added this to the 1.31.0 milestone Dec 31, 2025
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@BlackDog86 - looking back through this, does this also handle cases of modded enemies that reuse a narrative moment, but are a different character group? currently, the various custom mutons from mods such as Muton Harriers, or LW2/LWOTC, all play the base muton narrative on first sighting. Should they?

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BlackDog86 commented Jan 3, 2026 •

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To summarise -

Base game:

  • Narrative moments are only played on the first sighting of a character group.
  • Some base game narrative moments remain unplayed because m2/m3 variants are in the same group as the m1 variant.
  • Adding a narrative moment to a modded enemy which is in an existing character group, will only play if it's the first unit sighted in that group.
  • Adding a narrative to a modded enemy in a new character group, will cause the narrative moment to be played again, even if it's been used already.

Adjusted behaviour

  • Narrative moments are played on the first sighting of a character template.
  • This allows the unused narratives to be restored to m2/m3 variants of units.
  • Adding a narrative moment to a modded enemy in an existing character group will play the narrative if it's not been played already.
  • Adding an already played narrative to a modded enemy in a new character group will no longer play the narrative.

Some modded enemies which have already reused cut-content narrative moments will find that those no longer play, unless that unit was sighted before the base-game one (e.g. If I create a unit which reuses the lancer M2 moment, but it shows up at a higher force level than the M2 lancer, likely it will never play because the M2 lancer has already used it).

Answers on a postcard as to whether this is a problem or not.

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Yeah, I'm not sure exactly what to do here, since one might consider this "breaking" for other mods. @BlackDog86 on point 1 of the adjusted behavior would a "new character template" play the narrative regardless of whether it has been played before? That seems to conflict with point 4.

@BlackDog86

BlackDog86 commented Jan 9, 2026 •

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In the adjusted code, each 'first sighted' narrative moment can only be played once. So if a cut content thing happens to use that narrative moment before a modded enemy that is set up to use the same one, the modded one won't play. Obviously if the modded one shows up first, it'll play, and the cut content one won't.

@Tedster59
Tedster59 merged commit dd571c5 into X2CommunityCore:master Jan 11, 2026
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@BlackDog86
BlackDog86 deleted the 1492-Narrative-Fix branch August 8, 2026 09:22
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VO For Upgraded ADVENT Units Doesn't Play

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