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[WOTC] Golden Path Missions Revamp
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Feb 7 @ 11:19am
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[WOTC] Golden Path Missions Revamp

In 1 collection by MrShadowCX
CreativeXenos WOTC mod collection.
25 items
Golden Path Missions Revamp is just what it says.

The Golden Path Missions are all of the main story missions in the game. I personally got sick of fighting the same base game boss pod and reinforcement pods on the main story missions.

On the Blacksite mission, no matter the difficulty setting, you always ran into base Mecs and tier 1 Advent troopers. Same with the Forge mission, always 1 Sectopod or on the highest difficulty setting, 1 sectopod and 2 Mecs. In the final mission, I REALLY hated the pods all being forced and it being the same boring base game enemies ALL THE TIME!!!!!

Made the game way too easy and if you held off on doing the Blacksite or Forge and so on, once you had better weapons and armor, the forced boss pods would never change. So while Xcom's power creep would just keep going up, the enemies you faced seemed to just never stack up.

So... now on all these missions, the forced pods are mostly gone. What i mean is they still have some forced pod leaders like the Sectopods and Gatekeepers and so on. But now all their followers and the reinforcements are all from random spawn groups. What this means is now, not only will you see a better random enemy group overall. Anyone playing with other enemy mods, can have those enemies also show up in these missions a lot more.

Which now means these missions will only get tougher as the game goes on and they should be more challenging because their once "Forced pods" are no more and those pods will get stronger depending on YOUR CURRENT FORCE LEVEL. You get stronger, so do they ;)

I tested this for the last week and I had no issues but not saying something wont come up, so please bring any issues to me so i can try and correct them ASAP.

This mod was tested with...
All current CX enemy mods
Advent Sniper mod
ABA (A Better Advent)

Not Compatible with...
ABC (A Better Campaign)

Will not work with ABC because both override the same Golden Path Missions. Difference is ABC adds ABA enemies to all these missions for an even better ABA experiance. Where as this mod allows all modded enemies to show up in these missions as it pulls enemies from the game's encounter lists, not forced lists.

Have fun and keep me updates on what you think.
Popular Discussions View All (1)
Feb 7 @ 11:43am
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MrShadowCX  [author] Aug 11 @ 12:35pm 
agreed 100%
Dragon32 Aug 11 @ 12:29pm 
Thanks for the info, MrShadowCX

Working out what's important and what isn't in launch.log is really annoying...
MrShadowCX  [author] Aug 11 @ 12:16pm 
no. its just the game saying it doesnt like it but they are false positives. It does the same thing any time someone adds more XComEncounterList.ini additions. The red screens are more or less it saying, why didnt you just add all this to that same base game group instead of a new group.
Dragon32 Aug 11 @ 11:34am 
I'm seeing a lot of redscreen errors in my launch.log, like:
Error: Redscreen: ImportText (ConfigurableEncounters): Duplicate key index in: (EncounterID="GP_Fortress_MidBoss_01b" [...]

A grep search for "GP_Fortress_MidBoss_01b" only shows this mod containing that string.

An eyeball check seems to indicate an error's created for a number, but not all, of the entries in XComEncounters.ini

I don't see a Redscreen for "GP_Fortress_MidBoss_01a", "GP_Fortress_Midswarm_D" and anything beyond the "Purge Groups" comment in the .ini

Are these Redscreen errors something to be conerned about?
Jester Jul 19 @ 6:54am 
Children of the King and this have worked for me
| Oz | Vash Apr 16 @ 8:00pm 
Ok cool awesome ya I seen those in there ill do some research for it. So the Advent Avenger's Complete AI will work with the stand alone mods like this and [WOTC] Children Of The King, [WOTC] Bio Troops, [WOTC] CreativeXenos Archons, [WOTC] Advent Psi Ops, ADVENT Warlock - WotC, and [WoTC] Pathfinders im using all of them now and they are all working. So far.

Sorry for cluttering this page but if anyone was wondering all those mods above do work with this one so far =).

Vortex ♀ Pixalation Apr 16 @ 6:48pm 
I use Advent Avenger's Complete AI overhauls with base game enemies that are altered, however standalone Ai mods in theory won't conflict, but all the configs are basically located with in the game's files, they are pretty simple to read if you ever messed with .inis located in "Steam\steamapps\common\XCOM 2\XCom2-WarOfTheChosen\XComGame\Config"
| Oz | Vash Apr 16 @ 5:24pm 
@Vortex Im still learning how to. Is there a guide or can you tell me where to start I have an idea but haven't touched it yet. Also from what i read all the stand alone AI mods should work together have you tried that?
Vortex ♀ Pixalation Apr 16 @ 5:18pm 
Legend isn't really that hard, if you need it to be harder I'd advise altering the configs your self, that's what I had done and it made the game a lot better for me
| Oz | Vash Apr 16 @ 5:16pm 
Im running it now seems to be but I also added other stand alone ai mods because it was to easy. Ill keep going but i feel like its still to little im just blowing through them... Im using AML to and have no conflations with the stand alone ai addons like ADVENT Warlock - WotC. Even did a fresh install so maybe im still to early im about to do the black site now. Thanks!