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For some reason whenever I start the first mission with only this mod (and it's dependencies) enabled the game always crashes, am I missing something?
Does anyone know how to add more aliens to the mod?
because I have mods that add more aliens, like requiem for a man, hive, etc... But, apparently these mods with new aliens don't work with the pod increase mods (this mod, and the double pod, at least, These are the ones I know don't work)
Does anybody know how to solve this? Thank you very much for your attention
It looks like editing the config breaks spawning entirely? But using MCM menus to make the exact same change works fine. I don't understand it but that's the workaround.
i did it to when i was figuring it out but the large lost pods will crash it when you get a pod spawn
Took me hours to figure out that was my issue.
Basically the way red fog works it hooks every unit at the start of the mission.
If you have a lot of units loaded into a new mission, it will likely overload the game.
Nothing wrong with this mod, or Red Fog by themselves, just dont use them together.
I even installed and activated it not only mid-campaign, but after configuration, loaded a tactical save. The first reinforcement pod to drop was indeed double in size, and I've gone on to verify every pod I've seen since is also doubled - including a few lost missions as well as the first of the Alien Ruler missions (Big Viper thingy).
Anyways, just thought I'd share, and hope those having sudden issues figure out what's going on.
No mod changes, were made. Everything there had been present while the mod worked,
I've tried running with both beta highlander and stable. No change.
I've tried turning all other mods other than MCM, Highlander and this, no change.
Fresh installed XCOM 2 and deleted all local files related to the game and mod lists. Still didn't work.
The only thing I can find is that MCM is now showing an experimental feature for "verbose logging" for your mod that was not there before, when it worked. And I have attempted to use this mod with it both on and off, to no effect.
Any ideas?
Results: the adjust spawn list option does not work for me in MCM. I don't know what can be the problem here but I managed to circumvent it through editing the podsizemappings in XcomKv_podsizes.ini by changing the numbers after '=' to a bigger one.
Like: PodSizeMappings[3] = 3 to PodSizeMappings[3] = 5
So a 3men sized pod becomes a 5men sized pod.
As for my question: Reading the faq and turning on "adjust spawn lists" doesn't solve my problem with 5-6 max enemies/pod as it was already turned on. I did the general troubleshooting points too...and nothing changed. Which leaves only 2 options left: 1- I somehow have a mod conflict that wasn't there before OR 2 - TLP update did something (I have all the expansions and DLCs) that conflicts with this mod and somehow makes it unreliable.
I have 109 mods installed(no ABA mods installed) so it would take some time to test out if there is a mod conflict or not. If I find something I will gladly post it here. So others might see what mods might cause problems to your mod.
This mod should be compatible with other mods that add new encounters/pods in the sense that it will modify them in-memory the same as it does for vanilla encounters.
Yes, it might modify them in ways you don't want it to. No, I can't account for every mod you may want to use.
I don't use ABA myself and haven't looked at its source, so I can't say why people are seeing issues there. If ABA isn't doing anything unusual then this mod probably works just fine with it and you probably just haven't actually followed the instructions above.
Maybe ABA is doing something special. Again, I can't account for that without writing ABA-specific code, which I don't plan to do.
I work on XCOM2 mods when I'm in the mood to play XCOM2, and that's maybe once a year. This mod still worked the last time I tried it out a few weeks ago, so other issues are probably other mods doing unusual things or PEBKAC and people not reading the FAQ.
I am using the mod for a while now and in the past it had worked without problems. Now I think the mod is working as it increases the number of aliens per pod, however, I never get a bigger pod than 6 (leader+5 followers). So basically all the enemy pods are size 5-6 even if I turn the slider to 3x normal or higher.
What can be the problem? Where should I look at? Is there a pod cap option that I forgot to unlock? How can I get bigger pods?
Also it could potentially conflict with ABA, since i don't know what it does, exactly.
But it doesn't conflict with ABAI, that much im sure of.
And by that i mean: in which side does it round the number?
Lets say i deal with a pod of 3. How much % do i need to get 4 enemies? How much for 5?
If my multiiplier is 50%, will it make 4 enemies or 5 enemies?