XCOM 2
Not enough ratings
(DEPRECATED) Rain Rebalance: Enemy Compatibility Patch
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
635.862 KB
26 Jul, 2022 @ 9:49am
3 Aug, 2022 @ 2:18pm
7 Change Notes ( view )
You need DLC to use this item.

Subscribe to download
(DEPRECATED) Rain Rebalance: Enemy Compatibility Patch

Description
-----------------------------------------------------------------------------------------------------
This mod is now deprecated. I've published a more expansive and more compartmentalized successor to this mod. The Enemy Compatibility Patches do the same thing, but with more mods and broken up across "Overhauls," "Advent," Mutons," and "Other."

There's nothing wrong with this mod, I've just stopped updating it in favor of a different/better distribution method once I wanted to expand the mod.
-----------------------------------------------------------------------------------------------------



This is a psuedo-compatibility mod. It changes the Spawn Weights and Supported Followers of several popular enemy mods. The mods that I'm trying to get to play nice are: ABA, Bio Div, Frost Legion, The Hive, Generals Revamped, Purifiers Revamped, Berserker Omega, Muton Harriers, Purge Priests, LEB's Lategame Enemies, Black Ice Codexes, World War L, Drome Dome, and Sectoid Commander.

By default, most mods have very different weights due to differing mod philosophies, and no mod without explicit support can have its followers spawn under other leaders, or vice versa. This mod balances the weights of these enemy mods and incorporates them into each other's Follower lists.

Also: I've removed the ABA Chryssalids in favor of The Hive's Chryssalids.

The way this mod works, all of the enemy mods that it touches are hard requirements. If you don't have them, it will try to spawn those enemies into missions, and crash on mission start. It is also for that reason that I will not be adding new enemy mods to this mod, though I may in the future make a second one following the same methods as this one as more enemy mods get released / if people ask for the support of other enemy mods.

If you want to skip one of the mods that is required, then your two options are:

1) Edit the Encounter Lists INI and comment out everything for the mods you don't run to remove them from the pool.
2) Install Choose Your Aliens and add lines to remove every alien from the mods you don't run.

Included in the Preview Images is a link to a far too long video explaining all 4 of the Rain Rebalance mods I've just released, with timestamps for each specific submod.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2818924435 Is My Mod Collection that this was originally meant as a Metamod for.

The requirements for this mod are Hard requirements, ie game crashes without them.



This mod wouldn't be possible without those who made the mods who's configs I'm editing:

Team Creative Xenos for Bio Div, Berserker Omegas, Purifiers Revamped, & Generals Revamped
Claus for Muton Harriers and Purge Priests
DerBK for A Better ADVENT
Mitzruti for Frost Legion
Ashylnne_Lee for Black Ice Codez
TePª for The Drome Dome
LeaderEnemyBoss for Leb’s Lategame Enemies
Hectorzx for Sectoid Commander
ObelixDk for World War L


Anyone is free to use any part of my mod in their own works, just be sure to give credit to myself and the original mod author's where it's appropriate.
29 Comments
Rather Incoherent  [author] 4 Aug, 2022 @ 12:29pm 
@blackclove I'm just the guy who got them all to take turns harassing XCOM lol. The original mod creators did most of the work.
blackclove 4 Aug, 2022 @ 12:18pm 
I'll switch over after the current game finishes up. Just wanted to say it's been fun having a swarm of awful new enemies. As many of them are tougher (I'm looking at you, frost necromancers) the turn limits can get pretty rough early game. I hadn't had a squad wipe in a while until I added this mod ;)
Stratejik Skum 4 Aug, 2022 @ 5:09am 
Yeah I just noticed the advent enemy rebalance you posted. It actually uses everything I run so its a perfect fit thanks for the mods
Rather Incoherent  [author] 4 Aug, 2022 @ 5:06am 
@Stratejik Skum Although I would recommend using the new ECP stuff I just posted instead. The same exact logic applies there though.
Rather Incoherent  [author] 4 Aug, 2022 @ 5:05am 
@Stratejik Skum The mod is organized with each enemy mod in its own folder. Every mod's enemies are confined to that mod's encounterlists.ini in said folder.

So to remove the changes to Bio Division you would go into the Bio Division folder, open encounter lists ini, and comment out/remove everything in there. Any other references to Bio Division outside that folder are harmless and won't matter. It's just the encounterlists.ini inside of a mod's folder that makes the mod a hard requirement, and without it no other changes to Supported Follower lists will do anything.
Stratejik Skum 4 Aug, 2022 @ 12:32am 
So for an example if I dont use the Bio division I'd just go into the ini files and delete the lines with bio troopers etc. ?
Rather Incoherent  [author] 30 Jul, 2022 @ 9:22pm 
@The Worst That'll work fine. The Sectoid Commander in Advanced Aliens is the same enemy in the code, so it'll be just fine.
Who 30 Jul, 2022 @ 5:07pm 
Question. I use the advanced aliens mod, which includes the sectoid commander along with a new viper and muton variant. Will this mod still work as intended with that mod in place of the sectoid commander standalone? It adds 2 new enemies that aren't on the required mods list, but also has the sectoid commander.
Rather Incoherent  [author] 30 Jul, 2022 @ 9:41am 
@ Malek Deneith
1) 100% correct. No reason to remove an uncalled Encounter List. It could only ever cause problems, since it won't have any effect unless I've got a mod that needs that list to be filled.
2) Oh yeah, I completely skipped over the Encounters file there. Thanks for the heads up.
3) I am not running Better Missions
Rather Incoherent  [author] 30 Jul, 2022 @ 9:40am 
@ Król Aiman LWOTC is a compatibility nightmare. My mod shouldn't be any less compatible than base enemy mods, but I've balanced my spawn weights around ABA + Vanilla enemies, and not around whatever the weights are for LWOTC's new enemies. As well if there are any new buckets added by LWOTC I haven't added compatibility for any of that at all. This should still work to even out the spawn rates of all the mod added enemies with each other in LWOTC, but I don't know how it actually fits together with LWOTC's new enemies at all.