XCOM 2
Оценок: 156
Configurable Pod Sizes
   
Наградить
В избранное
В избранном
Удалить
Размер файла
Добавлен
Изменён
250.835 KB
27 июн. 2018 г. в 2:37
1 июл. 2018 г. в 14:49
Обновлений: 8 (просмотреть)
Для использования необходим дополнительный контент.

Подпишитесь, чтобы загрузить
Configurable Pod Sizes

Описание
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
Комментариев: 125
vinistrifezza 1 фев в 2:13 
Hey guys
Does anyone know how to add more aliens to the mod?
because I have mods that add more aliens, like requiem for a man, hive, etc... But, apparently these mods with new aliens don't work with the pod increase mods (this mod, and the double pod, at least, These are the ones I know don't work)

Does anybody know how to solve this? Thank you very much for your attention
Baitman 20 ноя. 2023 г. в 7:47 
not using LWOTC, have WOTC, Highlander, and MCM, but this crashes my game when enabled even on default settings which isn't supposed to affect anything, I do have Larger Enemy Pods but this says its compatible so...?
DommyMothy 18 июл. 2023 г. в 15:51 
I actually had the same issue and I don't use LWOTC. Enemies no longer spawn when enabled.

It looks like editing the config breaks spawning entirely? But using MCM menus to make the exact same change works fine. I don't understand it but that's the workaround.
Gumball 29 янв. 2023 г. в 13:02 
does not work with LWOTC
Jawa Truka 14 янв. 2023 г. в 21:04 
Has anyone figured out what part of this mod causes no enemies to spawn when used with LWOTC?
Chancellor Palpatine 17 дек. 2022 г. в 18:30 
Played with 100+ mods. Confirmed work for LWOTC. Doesnt work if you already in a mission but anywhere else it will work.
DawnSTAR 4 ноя. 2022 г. в 18:41 
Still work but not for LWOTC, it will cause no pod spawn(no enemies).
Rovoska 8 мая. 2022 г. в 4:43 
For anyone looking, this mod does still work.
patrickevans61 1 янв. 2022 г. в 6:04 
thats a multiplier so you setting it to 10 times the normal amount
i did it to when i was figuring it out but the large lost pods will crash it when you get a pod spawn
ropya 3 окт. 2021 г. в 21:11 
Do not use this with Red Fog from the second wave mod. Disable red fog.
Took me hours to figure out that was my issue.
Basically the way red fog works it hooks every unit at the start of the mission.
If you have a lot of units loaded into a new mission, it will likely overload the game.

Nothing wrong with this mod, or Red Fog by themselves, just dont use them together.