XCOM 2
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Diverse Alien Pods WOTC
 
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0.510 MB
Oct 11 @ 2:31am
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Diverse Alien Pods WOTC

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Description
Allows alien pods to roll multiple different types of followers.

In vanilla, pods led by an alien only roll once to determine what follower they have, and then the rest of the group is filled out with copies of that same follower. Pods led by ADVENT roll once for each follower slot, so they can have multiple enemy types within a single pod.

This replaces the alien pod behavior with the ADVENT pod behavior (or the closest I could approximate, since we don't have access to that behavior code) so that pods led by aliens will have multiple types of followers.

This mod has been tested to be compatible with mods that add custom aliens, custom sitreps, custom schedules, and custom pods. There should be no compatibility issues.

This mod overwrites forced pod spawns (pods that have a specific makeup instead of rolling on the encounter tables). It has been tested with golden path missions, and there have been no ill effects, but I have not ruled out all possibilities so I have disabled golden path missions by default. You can re-enable them in XComDiverseAlienPods.ini that comes with the mod.

This mod does not (currently) overwrite reinforcement pods. There is an update to the Highlander that is in the works, and when that goes through, this mod will start automatically affecting reinforcements pods, with no further update needed.

FAQ
Q. This is boring!
A. That's not a question.

Q. Why didn't you make pods spawn with X criteria instead?
A. Because the object of this mod was me challenging myself to recreate the native pod creation routine in UnrealScript in a way that didn't slow down or crash your game. I may add a way to switch to using other criteria instead, in a future update.

Q. What if I don't want to install the Highlander?
A. Then this mod will do nothing. It will not break your game, but it also will not function.

Q. This isn't a port of someone else's mod!
A. I know. I made my own mod for once. Shocking.

Q. Vinala/LW2 when?
A. This mod might actually work with the vanilla/LW2 version of the Highlander, since the hook it uses in the WOTC Highlander was pulled from one or the other of those. You can give it a shot.

Special Thanks
MrShadowCX - testing the mod extensively, including with all of the CX enemy mods
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37 Comments
Ginger  [author] Nov 29 @ 5:36am 
@Rogue11 try posting one of your launch.log's on pastebin for me.

There's no reason that only stun lancers should be following sectoids, unless you have a mod that removes all the supported followers for sectoids that aren't stun lancers. Seeing a log will tell me more info about what's going on.
Rogue11 Nov 18 @ 7:54am 
Tried running this with a new campaign. After a few missions, I'm getting constant pods of a sectoid leader and 3-4 stunlancers. I thought it would be more varied? Even with a larger squad size, I can't clear out all those darn suicide stabbers.
Dragon32 Nov 6 @ 11:40am 
@Ginger:
Yeah, they're great! (but this is from someone who really likes reading changelogs...) It's interesting to peek under the bonnet a bit with those lines.

I've seen so many "Log: Done stuff! Yay!"-type events which make attribution somewhat hard without reaching for my grep program.
Ginger  [author] Nov 6 @ 10:25am 
God, I love when my log lines work out. That is exactly what the issue is. I’ll have to figure out how MOCX deals with multiple teams, since that’s what it does - its sitrep doesn’t affect Team Alien normally but DAP doesn’t check teams for the sitreps. I’ll need to figure out how it specifies which team it does its sitrep for and then check that when pulling the sitrep lists.
Dragon32 Nov 5 @ 1:26pm 
I think there's a weird interaction with a sitrep from the MOCX mod

Passed secondary check - Muton is an alien. Now selecting ListID
Result after checking Supply_D3_Standard for DefaultEncounterFollowerSpawnList: DefaultFollowers
Found SitRep MOCXRookiesEffect with DefaultFollowerListOverride: MOCXFollowers
Result after checking through SitReps for DefaultFollowerListOverrides: MOCXFollowers
Result after checking OPNx3_Standard for EncounterFollowerSpawnList: MOCXFollowers
Checking DarkRookie - Force Level: 1 <= 6 <= 8
Checking DarkRookie_M2 - Force Level: 9 <= 6 <= 14
Checking DarkRookie_M3 - Force Level: 15 <= 6 <= 20
compiled spawn list of length 0 and is now rolling on it 2 times
calculated total spawn weights of 0
rolled 0
rolled 0

So Muton was alone. I guess the MOCX units are supposed to replace followers but aren't in Muton's supported followers list?

Not sure if you want to code an exception just for that...

Really liking how this mod is working though!
Dragon32 Oct 30 @ 12:02pm 
@Ginger:
From the mod description: “so I have disabled golden path missions by default.”
Yeah... So I'm a forgetful idiot. I even asked about golden path missions a couple of weeks ago too...

And thanks for clarifying how these two (should) work together.
Ginger  [author] Oct 30 @ 11:47am 
I’ve posted the in-depth explanation on the IPSBFL comment section, but the short version is that IPSBFL and DAP should be compatible with each other.
Ginger  [author] Oct 30 @ 11:34am 
From the mod description: “so I have disabled golden path missions by default.”
Dragon32 Oct 30 @ 10:41am 
Hey Ginger, just spotted a comment by hectrzx over on their [WOTC] Increase Pod Size By Force Level discussion page:

hectorzx [author] 16 hours ago
Diverse Pods uses an algorithm to change ALL the followers [so] it will break fixed encounters

I guess that's the encounters on the Golden Path missions. Haven't got anywhere near those in my current campaign with this loaded so not able to verify.
hectorzx Oct 28 @ 10:33am 
Sure. I will do