XCOM 2
More Mission SITREPs
71 Comments
Drex 31 Jul, 2023 @ 3:13am 
il y a un moyens daugmenter les chances de sitrep? (100%)
Lobuno 3 Mar, 2022 @ 3:34pm 
@Earthbound 3: Yes, right.
space is cool 8 Feb, 2022 @ 10:44pm 
so if I have the multiple sit rep mod, this isn't needed right
Duchess 31 Jan, 2022 @ 11:43pm 
@Noob Train
Thanks, it didn't seem likely this was the culprit but it doesn't hurt to ask. It hasn't happened since that one time anyway :)
Noob Train 31 Jan, 2022 @ 9:14pm 
@Duchess
I've been using this mod for a long time and I've never seen the issue you are describing. Make sure all of your mods are compatible because I have over 240 mods and I've never had this problem.
Duchess 13 Jan, 2022 @ 5:07am 
Just wondering if this mod has any influence over chosen spawns on missions - I'm having a very curious issue where the chosen assassin is spawning twice on the same mission. Thanks!
Dragon32 6 Nov, 2021 @ 5:38pm 
@lol4mor
Yeah. I'd always say it's OK to add cosmetic mods, voice packs, UI mods and the like mid-campaign but be wary of adding more significant ones. And particularly removing them.
lol4mor 6 Nov, 2021 @ 2:26pm 
@Dragon32
Sorry for the late reply. Was doing some further testing, started a new campaign and don't get the crashes anymore, so I do apologize for my previous statement, but the reason I got to that assumption was cause I was able to reproduce the crashes toggling certain recently added mods on and off, narrowing it down to this one and chosen rewards variety. That's where the problem was. If you start a campaign with a mod list set from the beginning without messing with it, everything goes smooth, but it seems that if you change anything mid-way, the game doesn't like it too much and crashes for random reasons, whether its adding mods, or removing them,so a clean new campaign fixed it. Thank you for the reply nonetheless
Dragon32 5 Nov, 2021 @ 7:54am 
@lol4mor
Not for me it doesn't. You seem to be brandishing that accusation at a number of mods. Maybe work out what's actually causing it first?
https://www.reddit.com/r/xcom2mods/wiki/mod_troubleshooting
lol4mor 4 Nov, 2021 @ 8:24pm 
Letting others know, this mod makes the game ctd when the avatar project begins. Great mod nonetheless. Also, using covert infiltration mod
RadzteK 24 Oct, 2021 @ 6:01am 
Can you add exclusions for third parties like "Raider Faction" to NOT spawn(sitrep) in VIP missions? too many failed mission because third party activates VIP and gets killed.

If i were to modify config what would i put to exclude "Third Party" from VIP missions?
ZiggyTouyeul 18 May, 2021 @ 5:07pm 
@Gamafort Lol
Gamafort 18 May, 2021 @ 4:30pm 
Wow, my first retaliation mission with a Chosen AND swarms of Lost? This is gonna be awesome!!
(one hour later)
It wasn't.
Nero 10 Mar, 2021 @ 9:46pm 
does this work with multiple sitreps mod?
Dragon32 21 Dec, 2020 @ 9:21am 
@Maebalzurakin
I'm no modder but I think it may be possible. I'd suggest looking at Team Dragonpunk's XCOM 2: Intel Market .
Maebalzurakin 20 Dec, 2020 @ 9:16pm 
Is it possible to have a mod where you can spend intel to gain a desired sitrep?

I am thinking specifically of the sitrep that uses a satellite to reveal the entire map. Maybe start by researching satellite uplink tech, then build it as an upgrade in the comms center. From that point there would be a button to spend X intel to activate it on the mission launch window.
Seraphim Sword 7 May, 2020 @ 1:19am 
Great mod, but I have had rare instances of getting Low Profile on a council mission. Probably due to 1 of the other mods I am using that caused that though.
Creed 13 Feb, 2020 @ 4:01pm 
update: nope, it just defaults to 100% it seems, i set it to 500% and it was the same effect as having a 100% chance
Creed 13 Feb, 2020 @ 3:52pm 
If i set the sitrep chance above 100, like for example 200, does that mean 2 sitreps will be guaranteed as it is a 200% chance? I may test it and let you guys know, because if this is the case, well, utter chaos may ensue.
SpiralD 15 Jan, 2020 @ 2:06pm 
@crbd115 Just confirmed the rescue mission is not this mod, i still have not subbed too this mod and i just got that mission. (There was no civilians to save)

End note: An easy bypass is too load the auto save just before you get the mission as it reloads a different one.This is for anyone reading that has this issue.
SpiralD 13 Jan, 2020 @ 6:54am 
@crbd115 Yep i still don't know how or what triggered it but now i save before every received mission as it seems too be RNG generated.
Note: I haven't subscribed to this mod yet so i don't think it's this.
Crixen 15 Dec, 2019 @ 11:50pm 
Has anyone ever had a bug happen where you got the lost sitrep on a retaliation mission and there were no civilians to rescue so you just got an auto fail after extracting? wasnt sure if it was caused by this mod but i cant find any others i have installed that would cause this
Dragon32 26 Nov, 2019 @ 9:06am 
@alberto_adm:
Do you mean define the probability of a particular SitRep appearing? I think that would need a change to game's code and can't be done by a simple .ini edit.
alberto_adm 26 Nov, 2019 @ 7:00am 
@Dragon32 and @RealityMachina , Where can I edit the odds of each mod individually? Is this possible to do in INI.FILES? Example: Black Legion 25% chance of appearing and another one I want for 75% ...
Dragon32 25 Oct, 2019 @ 9:31am 
@JC_Uchiha:
No, this doesn't add factions.
AcidLite 25 Oct, 2019 @ 3:17am 
Does this mod add 3rd party factions by itself? I came across another faction on a lost mission.
Dęąth Viper 6 Jun, 2019 @ 6:51pm 
can you guys make a mod that allows multiple sitreps to occur during 1 mission?
Milf-Hunter 5 Mar, 2019 @ 10:46pm 
sorry where is the config folder exactly ?
VoidLight 30 Jan, 2019 @ 7:23pm 
@RealityMachina
Does anything happen if I got over 100%?
Nega Prophet Adult Warhead 6 Dec, 2018 @ 6:34am 
How do I deactivate Vanilla trash sitreps and allow only Modded sitreps?
Video Games Exist 22 Nov, 2018 @ 7:38pm 
I understand if you don't have time for it, but could you quickly cook up a mod that fiddles with the percent chance of getting a sitrep for the missions that already have sitreps available by default? Guerilla Ops, supply raids, etc. The actual percentages don't matter so long as I can open up the config file and change them to my liking.
RealityMachina  [author] 22 Nov, 2018 @ 3:35pm 
100% should work, yes.
Video Games Exist 22 Nov, 2018 @ 10:46am 
Quick Question: If I go into the Config folder and edit the chances to 100 will that actually make sitreps guaranteed or is there something else I'd need to change?
Obdulio 24 Oct, 2018 @ 10:48pm 
Is there anyway to have multiple sitreps going ? like for example with the faction mods a chance of multiple factions appearing on a mission?
Shavy 21 Sep, 2018 @ 8:52am 
does it work mid game?
AndrewhunTV 14 Jul, 2018 @ 1:44pm 
Greeting just wondering if possible to set up the game with Sitrep activating right at Operation Gatecrasher? Like: combining with his bandit mod that way would make even starting more harder.. and crazy.
silverleaf1 2 Jul, 2018 @ 9:05am 
For some players mod config support for dark events and sitreps would be very nice. I was thinking that for dark events mod config could be used to allow selecting active periods for each event, including forever if desired. It could also allow a player to select if a dark event happens only once, never (good if one has some kind of problem) or multiple times. For sitreps options could be given for if a particular sitrep only happens alone or can happen at the same time as other events. (I am not a programmer so I do not know just how easy or difficult this might be.) I have seen many good sitreps, missions and dark events in mods; it would be great to have them (and additional ones) lumped together in a highly configurable way. For missions I would really like some more that allow taking Bradford, Shen or Tygan with some additional reward if they do go and survive. I would also like missions that require that a scientist or engineer from the crew are required.
silverleaf1 17 Jun, 2018 @ 8:58am 
I am curious if thought was ever given to making some of the sitreps applicable to some of the main story missions.
Mulqueeny 3 Jun, 2018 @ 11:08am 
Does this put Lost on Normal city missions?
ComradeWP 27 May, 2018 @ 4:42pm 
Expirmental Chemical Weapon Sitrep is very unbalanced, I had to restart my entire campaign because of it. 50 lost vs 4 xcom means way more chances for them to kill us. Consider re-working it please.
Tillorn 14 May, 2018 @ 2:31pm 
Dawnstrike yes work fine.
Shadeveil 26 Apr, 2018 @ 7:45pm 
Ah, that makes sense. Thanks for the answer. I had just been reading about the possibility of a mod that allowed multiple sitreps on your rebel mods and then that happened ^_^.
RealityMachina  [author] 26 Apr, 2018 @ 11:27am 
Some missions auto force the Lost sitrep due to taking place in Abandoned Cities, before the game actually rolls for a SITREP.
Shadeveil 26 Apr, 2018 @ 9:40am 
So, using this mod and restored sitreps I seem to have got a mission with two sitreps. A faction mission where you rescue a scientist and their guard had both the lost sitrep and the experimental stims sitrep. Is this normal or some weird mod interaction?
Sarge 26 Apr, 2018 @ 1:25am 
Does this mod work with Children of the King mod, that adds extra sit reps aswell?
GUA 25 Apr, 2018 @ 8:41am 
Awesome work. Thanks
a.fritz 24 Apr, 2018 @ 1:09pm 
one thing : Haven rescue with experimental chemical strike, plus Losts, plus a chosen, 17 turns, 49 kills for 52 enemy, surely my longest mission
Krazyone 23 Apr, 2018 @ 2:16pm 
Ah ok thanks guys! Well i guess i will have to wait till i get WotC to grab this but it sounds awesome
Dragon32 23 Apr, 2018 @ 11:20am 
Here's a list of the vanilla game ones: http://xcom.wikia.com/wiki/SITREP

Not sure if that's all of then, gives you an idea though.