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That doesn't sound great, sorry for the difficulty
:)
It would require a refactor of the mod, and without looking at the code I'm not sure it's 100% possible. I'm not actively modding at the moment so I'm unable to commit to the changes, apologies
@J_Gaming
Sounds like there might be a conflict unfortunately
Hm, someone was mentioning a similar issue with the Reaper/Collector raider faction. I'm uncertain of the root cause issue.
Thank you
This is a piece of yellow alert gameplay that players requested so that they could use with LWOTC, this will be incompatible and not necessary with yellow alert gameplay.
No, there's only so many 'Teams' to add these additional units too. So if these particular sitreps occur in a mission simultaneously, there will be overlap.
@Sir
Sweet
Is there anything I can do to separate them?
Like, how many end up in the battle? You can edit these values:
TierOnePodSize=3
TierTwoPodSize=4
TierThreePodSize=5
in: "XComGameData.ini" file in the 'RaiderFactionCerberus' mod folder
That's true, I don't recall if I made those flags open in the configuration files for this mod however.
@Felonious
Uncertain, glad to hear a reset resolved it though (sorry for late response)
I believe there is a way to do this, however not under the current implementation.
@Felonious Monk
Apologies for delay, did you increase the number of enemies these incursions spawn? The log points to there being too many enemies to spawn causing the crash. (Scroll all the way to bottom).
Hmm okay, mind sending me your launch.log file? I can take a look for you,
[C:\Users\You\Documents\my games\XCOM2 War of the Chosen\XComGame\Logs]
The game throwing that error about the sitrep missing after you removed the sitrep makes sense.
However, in regards to the game entering non-responsive status, can you ensure you have all required mods installed? The sitrep expects all enemies associated with the cerberus faction to be present.
Also, the highlander is required for raider factions to work.
Use this: supplemental mod
Clearly cause of CTD, but if I put it back in, original issue of "Not Responding" returns :( might need to restart campaign
Hi, not under this current implementation
@Peacemaker
Appreciate it, no plans at this time
@Agoraphobic Daedalus
It's a quirk from the base enemy archetype I've leveraged to create these units.
Expand your modding footprint! Thankyou.
I cannot speak to the data-retrieval missions, unfortunately. However, I am glad to hear the sitreps are triggered and the enemies are spawning when they do. I cannot advise on the base missions.
Oh, thank you ;)
Please use this mod as it will fix that automatically for you:
https://steamcommunity.com/sharedfiles/filedetails/?id=2294234510
It does happen, part of the way the hostile AI is implemented I assume. It seems appropriate enough.
@Dark_Street
Glad to hear