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I think the only mod that I have that can touch this mod is (Advent officer - call reinforcement)
i will link my mod just in case :
extra weapon upgrade slots
enhancing objects
its just a scratch
more squad size upgrades - legacy
xcom energy shields
shield vest
super shield
ammo and vest slots
ammo pocket fix
ultimate workshop
spark ammo slot
both perks when leveling up
show ennemies on mission planing
gotcha again
perfect information
elerium core crafting
hack plus
commanders choice
vindictus female hairstyles
more enemies
buffed spark
Advent officer - call reinforcement
(not LW2 compatible) Mercenary plasma weapons
Some minor issues with large pods dropping paper doll models from dropships but animations do kick in after the AI starts to move them.
Yes, there are some inis, one for the basegame and one for every dlc which contains the podsizes. Its only one number you have to change, but i dont know the name anymore, sry!
Shame, was a great mod and I can't remember any updates being applied that may have broken it.
See my post below, if the other mod changes the standard settings for "ConfigurableEncounters" in XComMissions.ini then they will be incompatible.
Every number is rounded up, so in the first mission you get one group with 3 enemies and one with 5 enemies.
My two other mods that increases the podsizes do the same only in the first mission. Maybe the max count in the first mission is capped anywhere.
@Anomaly Of Awesome
Interaction with mods that modify the missions.ini should work as long as the other mods add NEW pods or modify the InclusionExclusionLists->change which kind of enemies can be in a pod.
My mod just change the size of pods in every "ConfigurableEncounters" set and would be incompatible to every mod who do the same.