XCOM 2
Scanning Sites Plus
286 Comments
meowbaawoof Oct 5, 2024 @ 9:34pm 
@Kiyohime
Honestly, I don't think it's necessary to switch to that. This mod still works very well, it has been running stably for eight years and doesn't require other mods to help it work.
Dragon32 Feb 10, 2024 @ 2:24am 
@Kiyohime
I haven't tried it but they certainly know their way around the SDK.
Kiyohime Feb 10, 2024 @ 12:58am 
@Dragon32, is the one made by Mitzuru better? Im still using this and it works fine for me as intended.

@bmoses00, it only spawns guerilla atm, you can choose a different mod, start your own covert OP but afaik it doesn't have a council mission.
Housenflou Apr 19, 2023 @ 2:10am 
This mod is really useful as it gives me lots of opportunities early game to train up rookies.
Jinxie Sep 22, 2022 @ 1:20pm 
Does anybody know what would happen if, as with this mod, I adjusted the XP requirements part-way through a playthrough?
PRAXULON Sep 9, 2022 @ 1:35pm 
kk, well none of the configs seem to be working so i give up for now. there was an attempt
Dragon32 Sep 9, 2022 @ 11:33am 
@PRAXULON
Grimy left the XCOM 2 modding scene some years ago and is unlikely to reply. There are a number of his other mods ported to WotC, with appropriate credit given. I think doing what they've done would be the way to go.
PRAXULON Sep 9, 2022 @ 10:01am 
Hi, im working on porting this mod to LWOTC for personal use, if It works well do you mind if I reupload it? full credits of course
Fiard Jul 17, 2022 @ 9:54am 
Yes, I can confirm. Now when I modified DayMod values to absolute values I wanted, it started to give me adequate numbers on scanning sites. You DON'T need to divide by 24 in this stroke:

NewScanningTime = POIState.GetNumScanHoursRemaining()/24
Fiard Jul 17, 2022 @ 9:48am 
Or the problem also might be that GetNumScanHoursRemaining() actually returns time in days as well. And should not be divided to 24 in this case.
Fiard Jul 17, 2022 @ 9:38am 
Mod has obvious bug in source about DayMod.
It results in all my scan sites are 1-3 days now.

Here you divide hours to 24 and present DAYS
NewScanningTime = POIState.GetNumScanHoursRemaining()/24;

Here you add DAYS to DAYS stored before
NewScanningTime += MyScanMod.DayMod;

And here you set total DAYS into HOURS api func.
POIState.SetScanHoursRemaining(NewScanningTime,NewScanningTime);

What you should do here, is multiply NewScanningTime to 24 first.
bmoses00 Mar 20, 2021 @ 6:41pm 
Is there any way to make missions such as Council Missions spawn?
DabHand Mar 9, 2020 @ 12:55pm 
This works with LWOTC but you will have to increase the config DAYS modifier for each event as they appear to be read AS IS rather than a modifier. I guess the POI in LWOTC are derived some other way.
The BlackVision Jan 22, 2020 @ 8:01am 
Just not sure if the things this patch overrides are still in those locations/variable names/etc for the new missions in the basegame/DLCs since this patch was made.
The BlackVision Jan 22, 2020 @ 8:00am 
It's just a case of adding "+*insert level type name here*" where all the others are already, but you've got to go and find those missions in their own ini for those specific names.
Araon Jan 20, 2020 @ 12:31pm 
Soo... I know it's kinda grasping at straws here, but anyone figured out how to edit that .ini files to have other mission types spawn?
[DG] Z Type Knight Jul 29, 2019 @ 2:58pm 
Works fine with War of the Chosen, though I undid the increased XP requirements to offset the fact that we have soldier fatigue now.
Nitsah May 17, 2019 @ 9:21pm 
What are the new mission type names? Anyone tried this?
The BlackVision May 11, 2019 @ 8:12am 
Thanks, will do when I get round to it.
Kiyohime May 10, 2019 @ 4:29pm 
@TheBlackVision,
new mission types in WOTC are not included here. You can try configuring the ini ifles and adding the new mission types, haven't tried though cause it might cause glitches.
jesullivan Feb 11, 2019 @ 12:48pm 
Which ini, and where do I change to spawn missions? For some reason it isn't anymore.
SGMRock Jan 20, 2019 @ 10:54am 
@PizzaSHARK! The mod wasn't make for WOTC and if you look at the publish date it was released before WOTC and not updated since it came out so I'm sure you would probably have to look into the ini's and see if you can tweak any of the stuff on your own if you want to use for WOTC.
BTAxis Jan 9, 2019 @ 5:28am 
Hey, I know it's late in the day but I have a suggestion for an improvement to this mod. Rather than (or possibly in addition to) lowering the mission difficulty for scansite missions, lower the effective force level for those missions, so you end up facing weaker enemies on those missions, as opposed to fewer ones. I don't know if that's possible to do. I'd love it though!
PizzaSHARK Nov 27, 2018 @ 2:22am 
Default XP increase values are WAY too high for WotC, you *VERY* quickly get outscaled by enemy forces and since you can't hunt chosen for shit (because you can't ever actually level up), it's just an endless death spiral.

Default settings definitely need some tweaking. You can't take most of the extra potential missions, anyhow, because there are far more important things that need doing. I like the concept of the mod but I'm gonna disable it in my next playthrough because it takes a lot of playtime to really determine whether or not the increased XP requirements are "fair" or not.
The BlackVision Oct 24, 2018 @ 4:05pm 
Having issues getting this working with WOTC - I can see the increased number of scan sites and scan types, and the adjustments for site scan times are working, as are the experience reductions, but I'm not getting any missions beyond the usual guerilla ops, etc. Any ideas? Got no conflicts showing with other mods.
Rarky Jun 12, 2018 @ 4:20am 
Does the double XP requirement work with A Better Rookie?
thinkbomb Oct 10, 2017 @ 7:51pm 
i decided to look through the ini and saw your note about "should mission sites counter dark events". IMO - that would make a brilliant scanning site reward: scan for +4 days, get a mission that will counter a random dark event. / obviously adjust it to be a rare one and yada yada, but that's my 2 cents.
copyrite Sep 24, 2017 @ 3:42pm 
@boisegangpc I had this happen to me as well, both mods you mentioned were applied.

To anyone else, a word of warning: Don't use this mod with Mission Penalty Rebalance, you might lose your starting region entirely.
macelharen Sep 21, 2017 @ 2:44am 
i'm not noticing any reward for the "assorted loot" (which should, by all rights, be 'alloysElerium', correct?)
+SCAN_TIMES=(POIName=POI_AlloysElerium, DayMod=0, MissionName=GrimyOp_AlloysElerium)
but there is no corresponding reward name, yes?

the mission summary has a blank reward for the assorted, but the geoscape lists "assorted" for the mysterious stranger scan site.

some say the reward is delayed but so far i see nada
marshmallow justice Sep 3, 2017 @ 11:57pm 
@feo
yeah, I experienced that a day or two after i saw your comment -- first scanning site mission, Chosen Assassin and Lost.. hmm!! :P
feo. Sep 3, 2017 @ 4:54am 
@marshmallow justice
seems like the game is designed to let the chosen appear on the 2nd mission in the game
normally that'll be the faction mission (after the guerilla op)
with this mod you might trigger a random scan mission (to get the scan award) before the faction mission so the chosen will appear on 2nd mission be it normal guerilla op or scan mission whichever comes 2nd
marshmallow justice Aug 30, 2017 @ 6:59am 
@feo
what do you mean?
feo. Aug 29, 2017 @ 1:04pm 
this works with WotC
BUT it speeds up a bit of new features
*no spoilers*
macelharen Aug 23, 2017 @ 8:49am 
i'm with necro55 on this one. fatigue+notoriety+longer campaign
DewFuel Aug 15, 2017 @ 7:56pm 
anyone having impossible missions with ABA2? It's like May 2035 and I'm getting missions spawned by this mod that are with 7-9 pods, whereas normal missions are like 4-6 pods.
thinkbomb Jul 22, 2017 @ 10:04pm 
do you know if there would be a conflict with this mod? --> http://steamcommunity.com/sharedfiles/filedetails/?id=649645807
Boisegangpc Jun 21, 2017 @ 8:46pm 
I have had an issue that I'm not sure was supposed to happen. I'm using the Mission Penalty Rebalance mod and Scanning Sites Plus. I scanned a PoI, and when I saw that none of the rewards were worth risking my soldiers, I skipped it.

And then the region was disconnected. I didn't even notice until today(it was about 3-5 days ago that this happened) because there was no pop-up. This was my home region, so I've lost my HQ and cannot reconnect with the region. Here's a screenshot: http://steamcommunity.com/sharedfiles/filedetails/?id=952165231
quarterpi Apr 7, 2017 @ 12:56pm 
read comment before (continues)

I have realized that this is maybe the conversion to seconds for the MissionDuration variable, where MissionDuration is hours (60 minutes x 60 seconds/minute = 3600 seconds=1 hour)

So... I tested changing this value in the XComMoreScanningSites.ini to... double, let's see.. 7200.0 and... thatcham! I had an infiltration time of almost 2 days!! Test it with 18000.0 and you will eventually get around 5 days for the infiltration.

Believe me, it works.

Sry to GrimyBunyIP for digging in your code that way, but I wanted desperately run this awesome mod in LW2.

And sorry for my poor english, it's not my native language.
Cheers all.
quarterpi Apr 7, 2017 @ 12:55pm 
@marshmallow justice:
Hi there, I had the same 1-day time limit for the infiltrations in the spawned missions, that made some of those... ahem... difficult to handle...
Well, as I love this mod, I digged a bit in the code and found something maybe useful for you: the mission duration, i.e. the time left to be forced to complete it is calculated in the following code line::steamhappy:

MissionDuration = (default.MissionMinDuration + `SYNC_RAND_STATIC(default.MissionMaxDuration - default.MissionMinDuration + 1)) * default.DURATION_MULT;

Where default.DURATION_MULT is the configuration variable located in the file XComMoreScanningSites.ini with the default value of 3600.0

continues -->
Dragon32 Feb 23, 2017 @ 11:24am 
@Anomaly Of Awesome:
Point. Guess if Grimy updates the mod it'll be re-downloaded but he seems to be MIA these days.
Zigg Price Feb 23, 2017 @ 3:06am 
Or just delete the entire xpdata.ini file.
Dragon32 Feb 19, 2017 @ 5:02pm 
@necro55:
Comment out all the lines in:
Steam\SteamApps\workshop\content\268500\665703787\Config\XComGameData_XpData.ini

That'll return number of kills for a promotion to the default.
necro55 Feb 19, 2017 @ 4:32pm 
Hello, if you do not mind a request for your mod. I am really enjoying the mod, but I am playing a longer campaign as well as the new fatigue mod, and with needing 3, sometimes 4 full squads the XP increase is making it kinda trough. Without those other mods I think it is 100% balanced, but, would you consider making one without the XP changes to play better with the mods I mentioned?
I am modding some, but I typically will not take someone's mod and edit it without permission, which I can, (new to Xcom, but have modded in the past, still learning the ropes here), but I thought I would put the request in here first.
Black Raven Jan 31, 2017 @ 3:48am 
not related to this mod, but figure I ask, but is they way to fix the no scan site spawning in vanilla game? maybe console overide or something, anything!
marshmallow justice Jan 22, 2017 @ 9:28pm 
any1 know if this is OK to use with LW2? when I use it, all the POIs that pop up are 1-day events only
Dragon32 Jan 19, 2017 @ 12:46pm 
@Bro-Doper:
That's characteristic of a mod conflict:
Troubleshooting: Mods not working properly / at all
Jink-Jaeger Jan 18, 2017 @ 5:44pm 
Has anyone else had serious fram rate issues in the geoscape using this mod?
=[NK]= Col. Jack O'Neil Jan 2, 2017 @ 2:39pm 
You can edit in the ini the amount of time it takes
Belhedler Jan 2, 2017 @ 12:47pm 
Seriously, I seem to almost never get this kind of sites. So I would say, don't care it's balanced! Also it takes slightly longer to scan for scientist or engineer. To be clear I get almost all of mine through concil missions.
Stallion Jan 1, 2017 @ 9:36pm 
How do you stop the player from just scanning multiple engineer or scientist sites making the game easy?