XCOM 2
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Alternative DLC Integration
   
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Apr 1, 2024 @ 9:38am
Nov 11, 2024 @ 5:55pm
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Alternative DLC Integration

Description
An Alternative to XCOM War Of The Chosen DLC Integration

This mod aims to replace the War Of The Chosen Integrated DLC content option upon a new campaign launch. As with the vanilla option, the nest and lost tower missions and narratives are deactivated (such as the button for the standard Integrated DLC option), but the elements of Alien's Hunters and Shen's last Gift are introduced differently into the game.

Ruler's Hunt
The Rulers are not anymore tied to facilities and can now appear randomly in the course of the campaign (this is the same mechanism as playing with DLC integration and Alien's Hunters narrative content both disabled)
The hunter weapons have no longer an associated research and are now directly collectable with the locator beacon POI, which has been restored (same mechanism as when playing the DLC integration off, but with Alien's Hunter narrative content enabled)

Julian's Return
The infamous Julian is now back in the game (even with restored voicelines for his sectopod form). Upon reaching force level 5, there will be a chance (by default 30%) to spawn a new sitrep, Robotic Uprising, which will add a pod containing Julian and some derelict mecs (5 by default), behaving as a raider faction (they will shoot upon ADVENT as well as XCOM). The mission can become quite difficult, especially in a light modded playthrough, but most parameters have also been made configurable to remediate it if needed.
Upon Julian's defeat, an AI Core is automatically collected (and the Robotic Uprising sitrep will stop to spawn). This item unlocks a new research project, necessary in order to build Sparks in the proving ground.

Recommended mods
Ruler Rework : The Rulers can now appear very early in the campaign, and this mod make them more managable in this regard.
Unit Flag Extended : With this mod, Julian and its acolytes will use a new color for their healthbars (instead of the same red as the aliens, which could be confusing)
Faction Anchor : On missions where all ennemies must be killed, this mod will prevent a premature ending when all advents unit have been defeated (even if Julian is still alive)

Configuration
The following parameters are open to config in the ini files :
  • The number of MEC with Julian
  • The Robotic Uprising sitrep minimal forcelevel and its probability of occurrence
  • The Robotic Uprising sitrep can be made to appear indefinitely (instead of disappearing after Julian's defeat)
  • Julian voicelines can be deactivated

Compatibility
Incompatible with Raiders And Resistance Strategic Spawning.
Works (and tested) with Covert Infiltration
Compatibility has been added for the mec trooper and Project:Final Spark mod or anything that needs Mechanized Warfare in its tech tree : deciphering Julian'Core will now also count Mechanized Warfare as completed

Credits
A big thanks for all modding tutorials and discord that are golden mines of informations. Also, the Julian sitrep wouldn't have been possible if it wasn't for the highlander and already existant functions managing raiders spawning.
112 Comments
william09703 Feb 28 @ 11:40am 
got it
Epigamesh  [author] Feb 28 @ 11:40am 
@william09703 Yes, it should also stop the sitrep from appearing
william09703 Feb 28 @ 9:04am 
will it do if I just comment out the line +SitReps="RoboticUprising"?
Epigamesh  [author] Feb 28 @ 8:40am 
@william09703 Yes. There should be a config for the minimal forcelevel where Julian sitrep appears. Just replace the value with 99, so that it can never be reached.
william09703 Feb 28 @ 2:00am 
am I able to disable Julian sitrep in config? since I'm only interested in dlc integration part
Epigamesh  [author] Feb 23 @ 6:50pm 
@Felonious Monk Normaly, it should be the POI spawning for the first successful mission after the blacksite reveal
Felonious Monk Feb 23 @ 4:54pm 
By when should the Alien Hunter POI trigger? I have factions but not the broken mod and am wondering if there's something else preventing this mod from firing. Its now April and no items yet.
Epigamesh  [author] Feb 14 @ 4:18pm 
@Xddc I would suspect a compatibility problem (but have no idea why the audio would be so strange)
Xddc Feb 14 @ 4:08pm 
For me it crashes every time, I am experimenting with load orders.
I noticed the audio for the intros is extremely silent and echoed.
Odd as never has any "reduce VO" been used in options.
I'd do a welfare check this 2025, and do a mod welfare check monthly.
Epigamesh  [author] Nov 18, 2024 @ 9:20pm 
@Deacon Ivory Thanks ! Glad to know you're enjoying it.