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I've used both mods for together and have not noticed any issues.
At a cursory glance, spawn rates are slightly high, but it's pretty close to base game values. If every mod were printed like this, I'd never have needed to make the mods. It's 'close enough' to my balance that there's no real urgency for me to get it added in.
I recently released a port of the LW2/LWOTC Alien Pack for War of the Chosen (link below)
https://steamcommunity.com/sharedfiles/filedetails/?id=3005345170
I was wondering whether you would be interested in adding this overhaul to this ECP Pack at all?
If you'd like to discuss I'm around on the modding discord & would be happy to help with integration.
I have since done so anyway, just to be safe. It's just that I've had to reconfigure all my mods due to some unknown issue with Steam or AML that resulted in my mod list reverting to base config settings. So I just wanted to make sure I wasn't potentially wasting my time.
Maybe to other enemy mods. Yes in that it shouldn't 'break' them, NO in that they won't have the same level of balance this tries to create
https://steamcommunity.com/sharedfiles/filedetails/?id=1969247728&searchtext=diversity
If this cannot be done today, with this mod, it's okay. Beggars like me can't be choosers.
In any case, thank you for the reply and discussion ^.^
(2/2)
Again, please don't get me wrong. I'm not here to contest what highly experienced and talented modders like you say. I'm genuinely grateful to mod authors for sharing their creations as they come. I'm even more grateful if they take of their time to reply to comments to mine, and try to be helpful sharing their insight.
My goal is just to provide feedback as a mod user, to whom (and I believe many other people) this mod could be potentially extremely valuable, but in its current state is not.
(1/2)
INI files are not significantly harder to toy with, but they have the significant downside for me in needing to be documented (so they're not forgotten when coming back to play XCOM2 after several months years like I am) and maintained on the player's side, to avoid issues when mods gets updates for example.
In any case, thanks for creating and sharing the mod(s) with us.
EDIT : As far as I'm concerned, no need to be highly granular in the exceptions either. I will probably either want to use 100% of an alien mod or 0%.
PS : I feel like I opened a pandora's box with the B&T stuf lol. Just joined the Discord server and trying to figure out what is what.
LWotC has a completely different system for determining pods.
Alot of the work in this mod is already 'rebalanced' in Mod Jam itself .. for the rest of it you'll need the "Blood and Tears" collection from the LWOTC Discord for the 'same' style effect that the ECP's bring for non-LWotC players ... ...
Sooo, doublechecking... I can use ECP's with lwotc + Mod Jam, without the base ABA mod or any other enemy mod I don't wanna include?
Usually the interesting mods always have some comments in the comments section that a persons asks if it is lwotc compatible, but searching on ECP's comments I couldn't find any. I hope I 'm not annoying you too much, it's just that I am very interested in what your mods do :)
I think the 2nd part of your question is if you need the unused mods installed? If that's the case, then no, you don't.
For the second method of disabling mods I don't use, do I have to have the required mod installed or is it fine to just delete the EncounterLists.ini w/o installing these mods and ignore the red warning about missing mods at the start of the game?
(Just using Bio Division from this compatibility patch).
I'm worried this might run deeper than just bug hunt and I think it might be prudent to keep an eye on missions with enemies who's weight you've changed, and checking Launch.log afterwards. You run DABFL so the log will have report of what was rolled *using what weight* which in turn would allow for confirmation if other edits are actually getting applied or not.