XCOM 2
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Tags:  gameplay
File Size
Posted
Updated
289.802 KB
Apr 14, 2016 @ 9:21pm
Jun 10, 2016 @ 4:52pm
8 Change Notes ( view )

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Scanning Sites Plus

In 1 collection by GrimyBunyip
Grimy's Modular Overhaul
52 items
Description
Feature #1 Scanning Sites Award Missions
Scanning sites won't always award their loot immediately
They will, most of the time, spawn a mission you must complete to acquire the reward.
This feature can be disabled in the INI's

Feature #2 More Scanning Sites
More simultaneous scanning sites.
Old system wasn't very interesting, because you could often get to every scanning site.
With more scanning sites, you're actually forced to pick and choose between them.
The number of sites can be adjusted in the INI's

Feature #3 Balanced Scanning Sites
Not all scanning sites take the same amount of time to scan
Because an engineer scanning site is obviously a lot more valuable than 50-60 supplies.
The balance can be adjusted in the INI's

Feature #4 Doubled XP Requirements
This mod increases mission count by A LOT, so I thought it would make sense to increase xp requirements.
They are now doubled by default.

Feature #5 Easier missions for your B team
Scanning site missions are, by default, 1 tier less difficult than comparable guerilla missions for your point in the campaign. This will give a good opportunity to level up your B team

Compatibility
This mod has no mod class overrides, so there are no trivial mod conflicts
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.