XCOM 2
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Configurable Pod Sizes
 
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Jun 27, 2018 @ 2:37am
Jul 1, 2018 @ 2:49pm
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Configurable Pod Sizes

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Description
Configurable Pod Sizes by Kvalyr


NOTE: Load the game as far as the main menu once after installing the mod, quit; then relaunch the game. This will ensure it works. A future version will fix this.


=== FAQ ===
Q: What are pods?
A: Pods are the 'groups' of enemies you encounter in tacical missions. Normally they can range in size from a single unit to a dozen, depending on difficulty and the type of enemy units in that pod.

Q: What does this mod do?
A: Each pod has a list of enemies that it can contain (from Troopers to Andromedons, and even The Lost and The Chosen).
All pods have a 'MaxSpawnCount' that determines how many enemies should spawn for that pod. This mod lets you scale the 'MaxSpawnCount' for all pods in the game by a multiplier. e.g.; Set the multiplier to 1.5 in the mod options to get 50% bigger pods. It also includes filters, so that you can ignore pods designed to only spawn 1 unit ever (such as bosses), or ignore pods that spawn friendly resistance units on terror missions.

Q: How does this mod work?
A: Most pod modificationss work through adjustments to DefaultEncounters/XComEncounters.ini, with painstaking, manual editing by the modder to make targeted changes. This mod instead looks at what pods have been defined in the ini files and loaded by the game, modifies the data dynamically in-memory (instead of in .ini files) according to your options.

Q: Why does this need the highlander? Other mods that modify pods don't.
A: Dynamically modifying the Encounter definitions was made by possible by changes in the Community Highlander. Those changes give modders better access to things in game memory than Firaxis' original code allows us.

Q: Will this mess with my ini files?
A: No. This mod just looks at what has been loaded already and modifies it in-memory. When you exit the game, everything goes back to defaults (or back to whatever pods you've got from another mod).

Q: I set the multiplier to 10 (!!) and I'm still just seeing pods with 1 Sectoid and 4 Troopers. Why?
A: The number of a given type of unit that can spawn in a pod is capped in EncounterLists.ini. Make sure "Adjust Spawn Lists" is enabled if you want really huge pods of enemies.

=== Requirements ===
* Requires WOTC.
* Requires XCOM2 Community Highlander: https://steamcommunity.com/sharedfiles/filedetails/?id=1134256495
* Requires MCM: https://steamcommunity.com/sharedfiles/filedetails/?id=667104300

If you experience crashes, double-check that the Community Highlander is installed. This mod absolutely will not work without it.

=== Compatibility ===
* Does NOT require a new game. Removing this mod should also restore Pod sizes to their defaults in an ongoing game.

* This mod applies its affects AFTER .ini files have been loaded. It should not have ini conflicts with mods that add or remove Encounters/Pods.

* That means that this mod IS compatible with other mods that adjust pod sizes, such as "[WOTC] Larger Enemy Pods" by Charmed: https://steamcommunity.com/sharedfiles/filedetails/?id=1125516692

=== How to use ===
* Adjust values using the Mod Configuration Menu (link above).

* This mod won't have any perceptible effect on your game unless you change some of its default values.

=== Known Issues: ===
* PodSizeMappings in this mod's .ini currently have no effect. Feature will be restored later.

=== Planned Features: ===
* Adjust pod sizes by their EncounterID

* Add/Remove ForceSpawnTemplateNames to Pods by EncounterID

* Filter by individual unit types in settings. (E.g.; "Don't adjust Chryssalid pods", etc.)

https://github.com/Kvalyr/XCOM2Kv_PodSizes
Popular Discussions View All (1)
5
Jul 13, 2018 @ 2:08am
BUG LOST >>> ADVENT SOLDIERS?
PathFinder
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81 Comments
Beagle Apr 13 @ 5:10am 
Anyone know how to stop this mod from messing with what spawns? It seems to be making Faceless a normal enemy and making them appear quite commonly as pod leaders. Unless that's vanilla behaviour that I don't remember.
yates00 Mar 16 @ 4:33pm 
it isnt working with ABA, other than that im back in action with 100 aliens on the screen, 22 soldiers
Cúchulainn Feb 19 @ 10:42pm 
In the Mod Configure Menu, I see that I can set this at 0, does that mean the multiplier is at 0 so no change to the Pod Size?
𝕯𝓲𝓰𝔞𝓷 Jan 26 @ 2:12pm 
So i get crashes SINCE TLP dlc came out AFTER a mission completion, during the loading into the ship:O could this cause it?
Valvatorez Jan 26 @ 12:12pm 
So mod is broken and have to use something else to make it even with increased squad sizes.
BTAxis Jan 7 @ 10:56am 
How does this mod round?
「 LiTe Em uP 」 Jan 2 @ 9:16am 
does this work with A better Advent??
ManChildOfDoom Dec 27, 2018 @ 1:55pm 
I hope he gets around to fixing this next year in 2019, this needs to work with all the enemies mod that this said would work but doesnt work with it. Half them mods I had with aliens didnt work, it crashed like crazy, and didnt work with the ABB mod. Its all needs to be updated along with the TLP dlc. god I cant wait either way, only top notch mod for more than what I already use now.
Genghis chan Nov 4, 2018 @ 4:22pm 
Does this mod work for Advent to Galactic Empire [WOTC] mod?
Spotter Oct 30, 2018 @ 9:19pm 
@Endersblade and @Captain Taz, what other mods are you using that's causing this? The mod works fine for me with just some cosmetic clothing, voice packs, and Persistent Healing.