XCOM 2
Landed UFOs From Day 1 WOTC
97 Comments
mayrenise123 16 Dec, 2024 @ 12:24am 
shame that you can barely see them in Lwotc : (
Old Ben 30 Apr, 2024 @ 3:48pm 
Nearly finished with LWOTC and not a single UFO has landed anywhere. I had them during WOTC but now not with LWOTC, so I assume it does not work for it.
XpanD 26 Aug, 2021 @ 1:56pm 
Just finished a campaign with about 280 mods, this one included, and had no major issues! Thanks for putting this up.
Gutted 21 Jun, 2021 @ 5:32pm 
@Dragon32

Thanks. I'll probably do that for now. That way if i decide to remove the mod one day i won't have to remember to put the value back to 50 in the default config files.
Gutted 21 Jun, 2021 @ 5:22pm 
I looked at the mod's sources and compared it to a copy of the original function. I didn't realize Landed UFO spawning logic was tied to supply missions in general. I knew they were gated by whether you had seen a UFO, but i thought they were just normal random missions, and not replacing a supply raid. Just never put two and two together i guess.

I might still mod it so that after you've seen or been intercepted by UFO, the chance is the default 50%, but before that it's a much lower %. I dunno, dont really feel like downloading the entire SDK right now.
Dragon32 21 Jun, 2021 @ 2:10pm 
@Gutted
Just create a text file in this mod's Config folder. Call it XComGameData.ini and have text like this in it:

[XComGame.X2StrategyElement_DefaultMissionSources]
-PercentChanceLandedUFO=50
+PercentChanceLandedUFO=40
Juravis  [author] 21 Jun, 2021 @ 1:11pm 
You dont need to credit me if you recode it entirely, its all yours captain.
Juravis  [author] 21 Jun, 2021 @ 1:11pm 
Sorry its how firaxis made it, they made it either a Supply or UFO and did not roll separately. I did not want to go into massive restructural changes, this only exposes the % chance from within the function and as such ensures maximum compatibility and reduces the chances of the game crashing since its entirely their code.
Gutted 21 Jun, 2021 @ 1:06pm 
Shouldn't the % chance for this be a separate value configurable in the mod's own config files?

Why do it through a global default value that can affect the way regular landed ufo missions occur? Seems counter-intuitive if you ask me. 50% is way too high for a supply raid to be a ufo mission. But i'm afraid that if i lower it it will make regular ufo missions even more rarer than they are.

[edit] Seeing as you're not modding anymore (as you said)... I'm probably just going to make the change to the mod myself. If i upload it i'll give credit and link to the original.
Juravis  [author] 13 Jun, 2021 @ 10:20am 
I'm not modding anymore, you can probably add manually some files to the mod itself (there shouldnt be much text in this in fact I'm surprised this would need to be translated)
ПРОЛЕТАРИЙ 13 Jun, 2021 @ 7:02am 
Can you add localization files, that would be possible to translate this mod into other languages?
Juravis  [author] 20 Mar, 2021 @ 8:11pm 
No they are all affected
BurgerKing 20 Mar, 2021 @ 7:55pm 
This is for the 1st Supply Raid mission only and all other "Supply Raid" missions are not affected?
Darklingtw 28 May, 2020 @ 4:51pm 
Ah, okay. Thank you!
Juravis  [author] 28 May, 2020 @ 3:47pm 
No i don't filter mission types
Juravis  [author] 28 May, 2020 @ 3:47pm 
Maps sorry
Darklingtw 28 May, 2020 @ 2:08pm 
What do you mean with "maos"?

And maybe I wasn`t clear enough with my question. I want landed UFOs half the time and regular Supply Raids like the convoys or trains thje other half of the time. I don`t want the supply missions where you have to mark crates.
Am I good if I use this mod or do I need this mod to enable UFO missions without the Avenger Defense AND another mod to disable the missions where you have to mark crates?
Thanks for your patience with me? ;)
Juravis  [author] 28 May, 2020 @ 1:53pm 
If you put 100 in this mod you will always get the desired effect. however i suggest using another mod to remove maos instead
Darklingtw 28 May, 2020 @ 10:47am 
If I want UFO missions from the start and no more supply crate extractions is this mod enough or do I need another mod like for example "No Crate Missions" from Formerly Frank, too?
Juravis  [author] 20 May, 2020 @ 1:24pm 
It is. Any bonus you get is incidental. But a landed ufo has on average IIRC from the Ini file 50 percent more stuff. It also doesnt havent time constraints for crates
Dragon32 20 May, 2020 @ 12:45pm 
I didn't know that :) I'd always seen the benefit of the mod as more variety in the Supply Raid missions.
Lampros 20 May, 2020 @ 11:55am 
Ah, ok; thank you so much for the explanation!
Juravis  [author] 20 May, 2020 @ 9:20am 
Landed UFOs provide more loot provided you dont explode the core
Lampros 20 May, 2020 @ 6:09am 
What is the benefit of this mod, may I ask? Don't supply missions give you more loot?
Video Games Exist 6 May, 2020 @ 6:58pm 
It seems incredibly obtuse to lock such a fun mission type behind something as arbitrary as the avenger defense mission. Thanks for making this :D
Tim_ 8 Oct, 2019 @ 6:03pm 
I just completed a WOTC campaign with 104 mods including this one. This one works fine.
yes_commander 27 Nov, 2018 @ 7:44pm 
@Dragon32 Thanks for the comment. I realized I hadn't cleaned the DefaultModOptions in a few weeks. :/ It was... beefy. Made a shortcut to it for my XCOM folder so I can just clean it on a whim in the future without having to recall the exact file path. As for the mission, I loaded a save just prior, ended up getting a different map for the landed ufo and it ran just fine (this was before cleaning DefaultModOptions of duplicates). Been trying to keep good modding habits but lost track of the magically duplicating ini there.
Juravis  [author] 27 Nov, 2018 @ 5:00pm 
This mod would definitely not cause freezes. But i sumpathize.
Dragon32 27 Nov, 2018 @ 4:30pm 
@yes_commander:
Not me. Although I haven't had a UFO supply raid post-TLP, had a number pre-TLP without that problem and I really dont think TLP's affected that bit of the main campaign.

If you've tried the usual stuff:
Troubleshooting: Mods not working properly / at all
Mod not working? Mods still have their effects after you disable them?
And if you use the Firaxis launcher: https://www.reddit.com/r/xcom2mods/wiki/wotc_modding/guides/fix_duplicateactivemod

Then use a binary search [www.mwmythicmods.com] (link's for Morrowind, principle works for any modded game) on a pre-mission Avenger save. Sounds a faff but is surprisingly quick. Best with a pre-misson save as saves mid-tactical can get all screwy when you're disabling mods.
yes_commander 27 Nov, 2018 @ 12:33pm 
So I get recurring freezes on landed ufo maps that require a full system reboot to even be able to close the game. I realize the issue is almost certainly related to map mods, not this one, but I'm posting here to see if anyone else has similar problems, and if they have any tips for resolving it.
Dragon32 28 Aug, 2018 @ 4:50pm 
Thanks, Grimm V™

Although you had me worried until I read all of your post...
Juravis  [author] 26 Aug, 2018 @ 9:53am 
I dont think reported is the word you were looking for.
GRIMM 26 Aug, 2018 @ 2:42am 
@dragon32 I've reported you on steam. You are by far the most helpful and communicative person I have ever seen for a game, with almost every single Xcom 2 Vanilla/dlc mod's comments page having some sort of help/communication from you. You do the human race credit sir.. :xcom2specialist:
Sir Luis 14 Aug, 2018 @ 10:32pm 
using the console commands take away from the feel of gameplay.
Juravis  [author] 14 Aug, 2018 @ 10:30pm 
You could force a UFO mission by using the Developer Console and use the Spawn command.
Sir Luis 14 Aug, 2018 @ 9:43pm 
i wish there was a way you could force this mission to happen on command. like maybe from the commander quaters you could upgrade it and it cost like 1000 supplies and 5 power to make it.Maybe it would have a ngineer slot as well. so as long as that slot is manned the avenger gains a chance to shot down ufo's. so the avengers actively seeks ufo as it flies to normally around the map from scan site to scanm site and while in route maybe shoot the ufo down.
Juravis  [author] 26 Jul, 2018 @ 6:01pm 
100% of my gatecrasher issues were map-mod related as i mentioned. The closest thing i got with gatecrasher problem-wise was color issues and i dont remember what mod caused that i think it was a night-sky mod maybe?
Dragon32 26 Jul, 2018 @ 1:44pm 
@Sumatris and ADVENT Avenger:
Little late...

I wanted to do a Gatecrasher mission just to see how my mod list for my next campaign was doing. I remembered this post from Sumatris. My experience, in running this mod with ~350 others, was a succesfully completed Gatecrasher and return to the Avenger without issue.
Sumatris 20 Jun, 2018 @ 6:09am 
@ Dragon32: The former - the missions skip from the intro video straight to the "mission failed" screen aboard an empty Firebrand, complete with the Speaker gloating her nonexisting balls off about XCOM's defeat.

@ ADVENT Avenger: Thanks for the advice, but I'm well aware of the config refresh shenanigans. I used them extensively during my search for the root cause - delete configs, disable one mod, load game, start new campaign. If Gatecrasher went belly-up instantly, exit game, rinse and repeat until suddenly things were back to normal after I disabled the Day-One UFOs. Tried it another two times just to be certain, with the same result, so I have little choice but to blame this mod, unfortunately. Fortunately (?), I got the UFO Defense mission in my current campaign's third month, so now I can go back to raiding flying saucers the old-fashioned way ^^.
Juravis  [author] 19 Jun, 2018 @ 7:26pm 
It can be sneaky too, because the game doesnt warn you when you load your game that the mods arent loading correctly. It wont spit out a list of "this content is missing".
Juravis  [author] 19 Jun, 2018 @ 7:25pm 
The best medicine to not working mods is to flush out the CONFIG folder (the one in your docs folder, NOT the game ones). Then run the game, let the files regen, exit, the relaunch the game.

As a point to see if all my mods have kicked in correctly i use Instant Avenger Menus. If i dont get instantly inside my facility when i click, my mods haven't "kicked in correctly". Every once in a while i need to flush out my files for the game to work correctly.
Dragon32 19 Jun, 2018 @ 6:09am 
@Sumatris:
By "auto-failed the Gatecrasher and tutorial missions" do you mean that you'd start the mission and immediately get a Mission Failed message? Or would the game crash on loading Gatecrasher? Or something else?
Sumatris 19 Jun, 2018 @ 5:35am 
I don't have any map packs installed, so I'd be surprised if that's what's causing the problem.
Juravis  [author] 18 Jun, 2018 @ 11:04am 
This is a known issue and not related to this mod. Its a map issue and in my experience mostly prevalent with Mandarbs map pack. Its also not 100 percent so it might work sometimes and sometimes not even then.
Sumatris 18 Jun, 2018 @ 6:09am 
After a day of searching for the reason why my game suddenly auto-failed the Gatecrasher and tutorial missions upon starting a new campaign, I eventually narrowed it down to this mod. I have no idea why, but once I disable it (configs and all), everything's running fine again. Unfortunate story, really; I very much enjoyed this mod during my last campaign. Perhaps something can be done about it.
Tim_ 6 Mar, 2018 @ 6:56pm 
Just completed a WOTC campaign with 63 mods including this one. All ran perfectly. I like this mod, I will use it again.
Juravis  [author] 27 Oct, 2017 @ 6:41am 
You can adjust that in the ini files. Also a supply raid is a supply raid, both provide materials. I can post the difference i guess between both
Mr. Someguy 27 Oct, 2017 @ 3:37am 
You might want to add a note that early UFO raids can give you a boost in Alien materials that you would otherwise not be able to obtain so early. Maybe it's common sense, but I wasn't thinking the mod would make the game easier when I got it. But hey, month 3 Psionic Lab, who's complaining?!
General Hawk 12 Oct, 2017 @ 4:44am 
Awesome thanks! Easy to adjust also thanks for instructions!
Juravis  [author] 6 Oct, 2017 @ 7:51am 
Has no relation to this mod