XCOM 2
[WOTC] Golden Path Missions Revamp
102 Comments
mayrenise123 Dec 16, 2024 @ 12:36am 
is this good with Lwotc?
Mask Mar 9, 2024 @ 11:38am 
Thx for your help. I'll see if there is any problems.
Dragon32 Mar 9, 2024 @ 7:56am 
@Mask
I guess not then. It's not going to be exactly the same though, they're different mods.
Mask Mar 9, 2024 @ 4:57am 
Yeah I did and the line I should remove doesn't exist. So there is nothing I should do right?
Dragon32 Mar 9, 2024 @ 3:05am 
@Mask
I misunderstood what you wrote. DABFL is derived from Diverse Alien Pods not a clone of it. You'd need to compare its .ini to what's written here.
Mask Mar 9, 2024 @ 2:37am 
Am I searching for the wrong folder then? I can't find the lines. Could you guide me to the folder where I should remove these lines?
Dragon32 Mar 9, 2024 @ 2:18am 
@Mask
I'd say to still use it.
Mask Mar 9, 2024 @ 12:10am 
Mm. There is no line you mentioned in Diverse Aliens By Force Level WOTC. Is it not necessary now?
Kinsect Oct 6, 2023 @ 8:41pm 
Does this work alongside UECP?
SuperDigga Oct 23, 2021 @ 1:20am 
LWotC compatible?
DragonKingAbashī Aug 14, 2020 @ 3:18pm 
By all accounts, you seem to be the only person to report this issue. If others are not suffering with issues regarding the mod's purpose or experiencing issues upon uninstalling it, then it has to be on your end. Therefore, there is nothing more to discuss. Being hostile doesn't help your case or solve the problem. Nor does it gain you any respect from the modding community, who are willing to help in nearly any situation.

I am sorry you do not like the mod and are having issues. Hopefully, they will be resolved with a fresh reinstall and mod purge.
Vortex ♀ Pixalation Aug 14, 2020 @ 1:21pm 
@Paw Paw hmm okay that was a very odd response, have a good one, the way this mod works literally can not break your game, source: I modded this game extensively, its legitmately impossible

but ya know "Facts don't care about your feelings Paw Paw" ;)
DragonKingAbashī Aug 14, 2020 @ 6:54am 
Personally, I have used this mod for many different campaigns and test runs. I haven't experienced any issues with it. In fact, I would say this mod has improved the gen game and recommend it to anyone. Since I tend to save the story missions for later (FL 7 to 13 for the Blacksite) due to my game's difficulty, its nice to have equal level enemies in those earlier missions. That's really all this mod does.

If you are experiencing issues, you might need to do a config clean or purge your modlist. Sometimes, the workshop doesn't remove all of the mod when you unsub. That is a common Steam Workshop issue. Finally, using the AML is very helpful in that situation. Its almost required now with how the default launcher causes a lot of problems.
Vortex ♀ Pixalation Aug 6, 2020 @ 3:51pm 
Just a disrespectful mod user who broke their game and blamed it on the modders
Dragon32 Aug 6, 2020 @ 9:02am 
@Nightsail
I'm partway through my second campaign with this mod (so far of the golden path missions I've only done the Blacksite).

That said I don't recognise your description of the mod. What makes it unbalanced as fuck?
djpaulycee Jul 27, 2020 @ 6:15am 
@MrShadowCX Will this work with the "advent to galactic empire" conversion mod? And by that, i mean that will the new pods be composed of the conversion star wars equivalent of the base game units? Or it wont work with the conversion mod? Thanks
Stafford Jun 1, 2020 @ 7:09am 
I have been using this mod for my last few campaigns. I find that it grossly unbalanced the Shadow Chamber mission.

There are a large number of aliens in this mission. But vanilla has a large number of them as Chysalids. Not exactly the most dangerous of late game aliens. The mod replaces them with multiple Andromodons, Mutons, Berserkers, Archons, Heavy MECS.

Anyway, with this mod, Shadow Chamber becomes the toughest mission in the game.
Video Games Exist May 5, 2020 @ 10:25pm 
I wonder if this theoretically makes, say, the Blacksite easier if you rush it since the enemies will forcibly all be Force Level 1.
GargakOfTheEast Apr 7, 2020 @ 7:37pm 
I am not sure if Avatar Project Reworked or this mod caused this problem, but completing the Blacksite mission did not reduce the progress of the Avatar Project.
redsky14 Mar 29, 2020 @ 3:12pm 
im in the middle of campaign, can i remove ABC and turn on this mod? Im specially interested in last GP mission, do you think your mod is harder then ABC, at least in last mission?
Cyberdisc Jan 28, 2020 @ 5:28pm 
Awesome, thanks.
MrShadow  [author] Jan 28, 2020 @ 5:25pm 
it will work fine
Cyberdisc Jan 28, 2020 @ 5:22pm 
Is this compatible w/ Diverse Aliens By Force Level? Any ini changes needed like with Diverse Alien Pods?
EvKLaZ Jan 28, 2020 @ 3:55am 
Thank you.
MrShadow  [author] Jan 28, 2020 @ 3:49am 
Yes
EvKLaZ Jan 27, 2020 @ 10:14pm 
Is it works normal with "LEB's Lategame Enemies"?
tastiger841 Jan 21, 2020 @ 8:33pm 
No worries, thanks.
MrShadow  [author] Jan 21, 2020 @ 8:30pm 
not off hand no
tastiger841 Jan 21, 2020 @ 8:18pm 
I love to have a go at modding xcom 2, but I have limited bandwidth (since the SDK is a huge size).

You must be busy with all the great mods (and yet to coming ones). Is there a template or instruction for cloning a commander with all the skills from the last mission?
MrShadow  [author] Jan 21, 2020 @ 8:03pm 
no
tastiger841 Jan 21, 2020 @ 6:11pm 
Thank you for your reply.

I can't remember much of the final mission since I haven't played xcom 2 for the last 9 months , though I finished the game few times already.

Is it difficult to clone a commander?
MrShadow  [author] Jan 21, 2020 @ 1:08pm 
The problem is story wise, the commander doesn’t quite get his Avatar upgrade until just before the final mission. So it wouldn’t quite fit the story.
tastiger841 Jan 20, 2020 @ 10:59pm 
Hi Archmage of Xcom, is it possible to make the commander available sooner? It is kinda wasted because he/she only appears in one mission only.

Just say the commander needs to have some practice runs before the final big mission.

I asked Deadput (who also has a new outfit for the commander) few days ago, but he is not familiar with script.
MrShadow  [author] Sep 16, 2019 @ 4:43pm 
Are you playing with any other mods that add new enemies or any of the ABA mods?
MrShadow  [author] Sep 16, 2019 @ 4:43pm 
Care to explain what you mean by didnt appear? The Seccond Avatar spawned in and didnt have any followers you mean?
the_moidart Sep 16, 2019 @ 4:14pm 
Did a playthrough with this. I guess its the interaction of the mod with the weak pods for the vanilla versions of these missions but some of the spawned enemies, especially in the last mission, simply didn't appear. The second Avatar's escort for example. Plus in the whole final mission, while Avatar #3's escort were all mod enemies, all other spawned and patrolling enemies appeared to be the mandated weaklings.
Syro System Aug 18, 2019 @ 7:16pm 
I know. I meant the pods that spawn in will be as big as lost swams.
MrShadow  [author] Aug 18, 2019 @ 6:01pm 
you dont fight lost in the final mission
Syro System Aug 18, 2019 @ 1:44pm 
Ouch, I might have to adjust the pod size settings before going on the final mission then. Otherwhise reinfocements the size of lost swarms will pour through those gates every turn XD
MrShadow  [author] Aug 18, 2019 @ 11:06am 
Yes to all.
Syro System Aug 17, 2019 @ 2:53pm 
If I'm reading this right, this mod makes it so that the enemies that come through the portals in the final mission will no longer be "3 faceless, 3 codex, 3 cryssalids" etc, but rather roll every enemy that spawns individually from the full enemy list, including modded enemies.

Does it change the number of enemies that come through those portals in any way (or allow pod size modifyers to change those numbers)?
Lebowskichild Jul 26, 2019 @ 5:21pm 
Thanks for the answer @Shadow.
MrShadow  [author] Jul 26, 2019 @ 5:10pm 
it should be yes
Lebowskichild Jul 26, 2019 @ 3:13pm 
@MrShadowCX would you happen to know if this mod is compatible with [WOTC] Increase Pod Size By Force Level?

https://steamcommunity.com/sharedfiles/filedetails/?id=1550396115

It has a similar function as Diverse Alien Pods but also adds a configurable incremented increase in od sizes.
MrShadow  [author] Jun 28, 2019 @ 6:57pm 
small update top a few of the mission spawn lists to allow even more randomness


if you happen to be using the Diverse Alien Pods mod and want the Golden Path Missions to continue to allow a better mix of enemies youll need to go into that mods ini file and delete these lines and save.

+BarredMissionNames="SabotageAdventMonument"
+BarredMissionNames="RecoverFlightDevice"
+BarredMissionNames="AdventFacilityBLACKSITE"
+BarredMissionNames="AdventFacilityFORGE"
+BarredMissionNames="AdventFacilityPSIGATE"
+BarredMissionNames="CentralNetworkBroadcast"
+BarredMissionNames="AssaultFortressLeadup"
+BarredMissionNames="DestroyAvatarProject"
+BarredMissionNames="TutorialRescueCommander"
+BarredMissionNames="TestingMission"
+BarredMissionNames="DefeatHumanOpponent"
Dragon32 Apr 17, 2019 @ 9:16am 
Thanks for the update, I'm using Diverse Alien Pods but I hadn't noticed any problem as I'd only got as far as the Black Site mission. That worked splendidly though.
Inkasaurus Rex Apr 12, 2019 @ 9:19pm 
Are there any issues with using this mod on a game I've already started? Thanks!
MrShadow  [author] Apr 2, 2019 @ 8:48pm 
this mod does not have a pod modifier
Frozium Apr 2, 2019 @ 6:07pm 
Does this mod also have a pod modifier like the one from ABC? I use more enemies aside from the ones from ABA, but I really would like to have that feature.
DragonKingAbashī Mar 31, 2019 @ 10:13am 
Alright, thank you. Somebody should report him in that case. I mean seriously, it might be nice to have those difficulties on the game, but if you do not give credit to the actual modders or ask their permission, then it is so not worth it and is pathetic.