XCOM 2
[WOTC] Golden Path Missions Revamp
102 kommenttia
mayrenise123 16.12.2024 klo 0.36 
is this good with Lwotc?
Mask 9.3.2024 klo 11.38 
Thx for your help. I'll see if there is any problems.
Dragon32 9.3.2024 klo 7.56 
@Mask
I guess not then. It's not going to be exactly the same though, they're different mods.
Mask 9.3.2024 klo 4.57 
Yeah I did and the line I should remove doesn't exist. So there is nothing I should do right?
Dragon32 9.3.2024 klo 3.05 
@Mask
I misunderstood what you wrote. DABFL is derived from Diverse Alien Pods not a clone of it. You'd need to compare its .ini to what's written here.
Mask 9.3.2024 klo 2.37 
Am I searching for the wrong folder then? I can't find the lines. Could you guide me to the folder where I should remove these lines?
Dragon32 9.3.2024 klo 2.18 
@Mask
I'd say to still use it.
Mask 9.3.2024 klo 0.10 
Mm. There is no line you mentioned in Diverse Aliens By Force Level WOTC. Is it not necessary now?
Kinsect 6.10.2023 klo 20.41 
Does this work alongside UECP?
SuperDigga 23.10.2021 klo 1.20 
LWotC compatible?
DragonKingAbashī 14.8.2020 klo 15.18 
By all accounts, you seem to be the only person to report this issue. If others are not suffering with issues regarding the mod's purpose or experiencing issues upon uninstalling it, then it has to be on your end. Therefore, there is nothing more to discuss. Being hostile doesn't help your case or solve the problem. Nor does it gain you any respect from the modding community, who are willing to help in nearly any situation.

I am sorry you do not like the mod and are having issues. Hopefully, they will be resolved with a fresh reinstall and mod purge.
Vortex ♀ Pixalation 14.8.2020 klo 13.21 
@Paw Paw hmm okay that was a very odd response, have a good one, the way this mod works literally can not break your game, source: I modded this game extensively, its legitmately impossible

but ya know "Facts don't care about your feelings Paw Paw" ;)
DragonKingAbashī 14.8.2020 klo 6.54 
Personally, I have used this mod for many different campaigns and test runs. I haven't experienced any issues with it. In fact, I would say this mod has improved the gen game and recommend it to anyone. Since I tend to save the story missions for later (FL 7 to 13 for the Blacksite) due to my game's difficulty, its nice to have equal level enemies in those earlier missions. That's really all this mod does.

If you are experiencing issues, you might need to do a config clean or purge your modlist. Sometimes, the workshop doesn't remove all of the mod when you unsub. That is a common Steam Workshop issue. Finally, using the AML is very helpful in that situation. Its almost required now with how the default launcher causes a lot of problems.
Vortex ♀ Pixalation 6.8.2020 klo 15.51 
Just a disrespectful mod user who broke their game and blamed it on the modders
Dragon32 6.8.2020 klo 9.02 
@Nightsail
I'm partway through my second campaign with this mod (so far of the golden path missions I've only done the Blacksite).

That said I don't recognise your description of the mod. What makes it unbalanced as fuck?
djpaulycee 27.7.2020 klo 6.15 
@MrShadowCX Will this work with the "advent to galactic empire" conversion mod? And by that, i mean that will the new pods be composed of the conversion star wars equivalent of the base game units? Or it wont work with the conversion mod? Thanks
Stafford 1.6.2020 klo 7.09 
I have been using this mod for my last few campaigns. I find that it grossly unbalanced the Shadow Chamber mission.

There are a large number of aliens in this mission. But vanilla has a large number of them as Chysalids. Not exactly the most dangerous of late game aliens. The mod replaces them with multiple Andromodons, Mutons, Berserkers, Archons, Heavy MECS.

Anyway, with this mod, Shadow Chamber becomes the toughest mission in the game.
Video Games Exist 5.5.2020 klo 22.25 
I wonder if this theoretically makes, say, the Blacksite easier if you rush it since the enemies will forcibly all be Force Level 1.
GargakOfTheEast 7.4.2020 klo 19.37 
I am not sure if Avatar Project Reworked or this mod caused this problem, but completing the Blacksite mission did not reduce the progress of the Avatar Project.
redsky14 29.3.2020 klo 15.12 
im in the middle of campaign, can i remove ABC and turn on this mod? Im specially interested in last GP mission, do you think your mod is harder then ABC, at least in last mission?
Cyberdisc 28.1.2020 klo 17.28 
Awesome, thanks.
MrShadow  [tekijä] 28.1.2020 klo 17.25 
it will work fine
Cyberdisc 28.1.2020 klo 17.22 
Is this compatible w/ Diverse Aliens By Force Level? Any ini changes needed like with Diverse Alien Pods?
EvKLaZ 28.1.2020 klo 3.55 
Thank you.
MrShadow  [tekijä] 28.1.2020 klo 3.49 
Yes
EvKLaZ 27.1.2020 klo 22.14 
Is it works normal with "LEB's Lategame Enemies"?
tastiger841 21.1.2020 klo 20.33 
No worries, thanks.
MrShadow  [tekijä] 21.1.2020 klo 20.30 
not off hand no
tastiger841 21.1.2020 klo 20.18 
I love to have a go at modding xcom 2, but I have limited bandwidth (since the SDK is a huge size).

You must be busy with all the great mods (and yet to coming ones). Is there a template or instruction for cloning a commander with all the skills from the last mission?
MrShadow  [tekijä] 21.1.2020 klo 20.03 
no
tastiger841 21.1.2020 klo 18.11 
Thank you for your reply.

I can't remember much of the final mission since I haven't played xcom 2 for the last 9 months , though I finished the game few times already.

Is it difficult to clone a commander?
MrShadow  [tekijä] 21.1.2020 klo 13.08 
The problem is story wise, the commander doesn’t quite get his Avatar upgrade until just before the final mission. So it wouldn’t quite fit the story.
tastiger841 20.1.2020 klo 22.59 
Hi Archmage of Xcom, is it possible to make the commander available sooner? It is kinda wasted because he/she only appears in one mission only.

Just say the commander needs to have some practice runs before the final big mission.

I asked Deadput (who also has a new outfit for the commander) few days ago, but he is not familiar with script.
MrShadow  [tekijä] 16.9.2019 klo 16.43 
Are you playing with any other mods that add new enemies or any of the ABA mods?
MrShadow  [tekijä] 16.9.2019 klo 16.43 
Care to explain what you mean by didnt appear? The Seccond Avatar spawned in and didnt have any followers you mean?
the_moidart 16.9.2019 klo 16.14 
Did a playthrough with this. I guess its the interaction of the mod with the weak pods for the vanilla versions of these missions but some of the spawned enemies, especially in the last mission, simply didn't appear. The second Avatar's escort for example. Plus in the whole final mission, while Avatar #3's escort were all mod enemies, all other spawned and patrolling enemies appeared to be the mandated weaklings.
Syro System 18.8.2019 klo 19.16 
I know. I meant the pods that spawn in will be as big as lost swams.
MrShadow  [tekijä] 18.8.2019 klo 18.01 
you dont fight lost in the final mission
Syro System 18.8.2019 klo 13.44 
Ouch, I might have to adjust the pod size settings before going on the final mission then. Otherwhise reinfocements the size of lost swarms will pour through those gates every turn XD
MrShadow  [tekijä] 18.8.2019 klo 11.06 
Yes to all.
Syro System 17.8.2019 klo 14.53 
If I'm reading this right, this mod makes it so that the enemies that come through the portals in the final mission will no longer be "3 faceless, 3 codex, 3 cryssalids" etc, but rather roll every enemy that spawns individually from the full enemy list, including modded enemies.

Does it change the number of enemies that come through those portals in any way (or allow pod size modifyers to change those numbers)?
Lebowskichild 26.7.2019 klo 17.21 
Thanks for the answer @Shadow.
MrShadow  [tekijä] 26.7.2019 klo 17.10 
it should be yes
Lebowskichild 26.7.2019 klo 15.13 
@MrShadowCX would you happen to know if this mod is compatible with [WOTC] Increase Pod Size By Force Level?

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1550396115

It has a similar function as Diverse Alien Pods but also adds a configurable incremented increase in od sizes.
MrShadow  [tekijä] 28.6.2019 klo 18.57 
small update top a few of the mission spawn lists to allow even more randomness


if you happen to be using the Diverse Alien Pods mod and want the Golden Path Missions to continue to allow a better mix of enemies youll need to go into that mods ini file and delete these lines and save.

+BarredMissionNames="SabotageAdventMonument"
+BarredMissionNames="RecoverFlightDevice"
+BarredMissionNames="AdventFacilityBLACKSITE"
+BarredMissionNames="AdventFacilityFORGE"
+BarredMissionNames="AdventFacilityPSIGATE"
+BarredMissionNames="CentralNetworkBroadcast"
+BarredMissionNames="AssaultFortressLeadup"
+BarredMissionNames="DestroyAvatarProject"
+BarredMissionNames="TutorialRescueCommander"
+BarredMissionNames="TestingMission"
+BarredMissionNames="DefeatHumanOpponent"
Dragon32 17.4.2019 klo 9.16 
Thanks for the update, I'm using Diverse Alien Pods but I hadn't noticed any problem as I'd only got as far as the Black Site mission. That worked splendidly though.
Inkasaurus Rex 12.4.2019 klo 21.19 
Are there any issues with using this mod on a game I've already started? Thanks!
MrShadow  [tekijä] 2.4.2019 klo 20.48 
this mod does not have a pod modifier
Frozium 2.4.2019 klo 18.07 
Does this mod also have a pod modifier like the one from ABC? I use more enemies aside from the ones from ABA, but I really would like to have that feature.
DragonKingAbashī 31.3.2019 klo 10.13 
Alright, thank you. Somebody should report him in that case. I mean seriously, it might be nice to have those difficulties on the game, but if you do not give credit to the actual modders or ask their permission, then it is so not worth it and is pathetic.