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[WOTC] Universal Enemy Compatibility Patch
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10 sep, 2023 @ 16:55
27 jan @ 2:50
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[WOTC] Universal Enemy Compatibility Patch

I 1 samling av Rather Incoherent
Rather Incoherent's XCOM 2 Setup 2024
445 artiklar
Beskrivning
What's This Do?
If you've ever played a game with a lot of modded enemies and found some of them showing up far too often, and others not showing up nearly enough, this mod fixes that. This mod is plug-and-play and supports almost every mod on the workshop , without any additional user configs. Don't use it with total conversions or LWOTC though. Every known issue is listed below, but for 99% of users, this should just be subscribe and go.

How's It Work?
H4ilst0rm's Encounter List Replacer mod uses script to replace what information the game is given instead of using config files. I've configured ELR to support every single mod on the workshop, and rebalanced all of the weights by hand.

There are a variety of advantages to using ELR on the backend, but the most important one to you, the user, is that it includes a check to see if enemies are actually in your game. Previously, if a mod like this supported enemies using the original .ini files, the game would try to spawn enemies from mods you didn't have installed, and crash your game. With the ELR, that problem is no more, which allows a mod like this to exist.

Recommended Mods:
DABFL: is in no way a problem and will only ensure this mod does what it's supposed to do.
FL Extender: The vanilla Mutons/Sectoids/Vipers all fall off at Force Level 21. I've only made this change at FL21 instead of earlier so that people with more vanilla setups can retain those vanilla units.

Recommended Aliens:
A Better ADVENT and Standalone LWOTC Aliens create an excellent baseline for a fully fleshed-out ADVENT roster. I use and recommend a tremendous number of additional alien mods, but those two are a great place to start.

Gameplay Changes:
-Pathfinders restricted to theme pods rather than full compatibility to preserve original mod's play patterns.
-Any trooper variant that your game has a Faceless Imitator for will have a 1/5 chance of being that Faceless Imitator (SITREPs not withstanding).
-+2 Force Level to Bio Assaults specifically since they were egregiously out of line vanilla FLs.
-Countless minor changes to weights and followers. It's the entire mod's purpose.

I should mention that this mod doesn't make any balance changes to enemies (outside of their force levels). As much as I think many are out of line and imbalanced in various ways, changing that is beyond the scope of this mod, but I do have a mod for that!

The Catch:
There is a problem with the fact that this completely overwrites every encounter and follower list it touches. If a mod isn't supported, then it doesn't spawn outside of SITREPs, New Mission Types, and 3rd Party Factions. That's why I've painstakingly added support for over 100 mods across the workshop.

If a mod doesn't appear in the list of supported mods, feel free to post a comment or DM me on Steam/Discord. I'll add support for it as soon as I can.

Faction Mods and The Lost:
Faction Mods and mod-added SITREPs are untouched by this mod and should continue to function exactly as they did before this mod was installed. This mod only affects enemies spawning on the ADVENT faction. I don't touch the Lost at all, as there are only a small handful of Lost mods, and they are not in need of compatibility work in the first place.

The exception to this rule is when mod-added SITREPs or encounter lists allow for meaningfully improved cross-compatibility, such as adding Chryssalid Followers to Hive Lists or all trooper variants to Field Training lists, but at a delayed force level interval.

Various Mod Issues w/ Other Enemy Mods:
This section is primarily to document issues with other enemy mods that are beyond my ability to fix. These issues are easy to mistakenly think originate from the UECP, and some (though not all) have solutions from other patches.
  • WotC Without The Lost:
    This mod's removal of the SITREP is incomplete, resulting in calling the Default encounter lists. This means that on what would've been Lost+Savage missions, you'll now get Savage Missions that also have completely normal pods, ie just guys with guns on a savage sitrep.

  • DABFL + The Hive More:
    You'll want this compatibility patch .

  • DABFL + Double Enemy Pods:
    If you use these together, then the duplicated enemy pods will be fully rerolled by DABFL. On SITREPs that specifically add 1 copy of a unit, this means that the duplicated pods will reroll those SITREP units.

  • LWOTC:
    Don't. I mean, you can try. I've included the framework to try to support LWOTC with this mod, but it is very much untested and not intended to be used. There's really no reason to though, since ModJam essentially covers every enemy mod that has been balanced (or rebalanced) for LWOTC and already balances their spawn weights

  • Total Conversions:
    Total Conversions, by definition, remove things from the game. That is directly opposed to the goal of this mod, and this mod does not and cannot support those.

  • The Mass Effect Enemy Mods:
    See the discussions post for more information, but most of these have been commented out because the majority of users for them have converted them to raider factions. Additionally, there's an issue where the Mass Effect enemy mods, the ones that weren't converted to raider factions, appear to use some sort of script to insert themselves into nearly every encounter and follower list in the game.

Mid-Campaign Un/Installation:
To my knowledge, it should be safe to both install and uninstall mid-campaign, but do so at your own risk as I haven't extensively tested this.

Advice for Editing The Mod Yourself:
If you want to tweak this mod yourself, it's vastly easier to do than normal encounter list editing. I've done my best to include a Readme and comment on what I'm doing and why. Best of luck.

Credits
Obviously, to every mod author who's works I've supported with this mod.
H4ilst0rm for the absolute black magic that is the Enemy List Replacer and their advice about it.
LordAbizi, Tedster, FearTheBunnies, EvilBob, and many more from the modding discords for advice and help in the construction of this mod
Populära diskussioner Visa alla (1)
23
5 dec, 2024 @ 9:20
KLISTRAD: List of Supported Mods
Rather Incoherent
141 kommentarer
Pixy 20 mar @ 19:45 
Thank you so much for making this mod, it's a godsend for anyone using mod-added enemies ^^ I was wondering, though, do you think you'd be able to add support for the Sundowner encounter? I've tried to poke around in the configs and add it myself, but I'm unsure how to replicate the Ruler-esque behavior where he has a greater chance of showing up the more missions go by without him...there's probably something obvious I'm missing, but still ^^;
EvilBob22 17 feb @ 11:07 
This mod doesn't touch the story missions. It does touch the default enemy lists though, so if another mod replaces the hard-coded enemies in story missions with enemies pulled from the default lists, this mod will affect those missions indirectly.
DuchessConstance 17 feb @ 10:54 
Does this mod touch the main story missions or should I install a different mod for that
Rather Incoherent  [skapare] 6 feb @ 17:22 
@Velvet That's outdated documentation that needs to be changed. I'll sort it shortly. EvilBob and Tedster helped create a way for ELR to check if mods were active and automatically disable enemies if certain mods were missing, which let me use that feature to only enable "psudeo-basegame" enemies if the player had the mod that finished them.
Velvet 6 feb @ 14:28 
So I noticed in your supported mods discussion that you should have to edit the .ini to allow the Neonate Viper to spawn if you're using the mod that adds them to the campaign. Thing is, I added it mid-campaign and decided not to bother as I was pretty sure they were going to stop showing up soon anyway... but they're spawning anyway. At first I was concerned it was a sign the mod wasn't working somehow, but they seem to be enabled by default in the .ini.

I'm not sure if you changed the default behavior, but if that's unintended I figure you might want to go in and make them disabled by default again.
Joe Marotta 30 jan @ 7:30 
I am curious if anyone is having issues with MOCX spawning. It is hard to state as fact, but I am getting crashes during purple reinforcements everytime MOCX is called in.
Bilge-Soup Head 12 jan @ 22:56 
I just wanna say thank you for stating very clearly and early that mixing this with LWOTC is like mixing wine and beer.
Maddogjoe15 7 jan @ 22:24 
No clue if this was on your radar, but I found this mod. Which adds a new Archon variant
https://steamcommunity.com/sharedfiles/filedetails/?id=3394453485
Dęąth Viper 6 jan @ 23:27 
Would mind adding support for This? thanks!