XCOM 2
Configurable Pod Sizes
131 Comments
Magicmoon 1 Jun @ 7:40pm 
Is anyone else having trouble with this mod?
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?
Tortus 24 Apr @ 9:25pm 
FYI, this mod unfortunately causes resistance survivors not to spawn in the terror escape retaliation missions introduced by Additional Mission Types Redux :(
EM7HydraFox 29 Jan @ 1:44am 
Issue seems to has fixed itself after the next supply drop, very weird as the previous supply drop was the cause of it braking in the first place. Installing this mid campaign seem to have a weird but manageable effect that is temporary.
EM7HydraFox 29 Jan @ 1:14am 
1st mission of using this mod worked fine, 8 Spectres amongst 25 enemies is cancer but it shows just how much fun this mod could bring and that it worked (sort of) but on the 2nd mission and beyond it broke somewhere for some reason as the enemy variety became Officers and Troopers only. The first mission was business as usual with normal enemy variety albeit with an overabundance of Spectres but it worked nontheless, now I'm having issues similar to @The Crack
The Wriggler 5 Jan @ 12:29am 
Anyone know how to fix this mod only spawning in Officers and Purifiers 80% of the time?
matthewjs33 10 May, 2024 @ 10:45pm 
This is perfect. Most pod size mods add way too many enemies. It works great if you want to adjust the difficulty to your liking.
vinistrifezza 1 Feb, 2024 @ 2:13am 
Hey guys
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
Baitman 20 Nov, 2023 @ 7:47am 
not using LWOTC, have WOTC, Highlander, and MCM, but this crashes my game when enabled even on default settings which isn't supposed to affect anything, I do have Larger Enemy Pods but this says its compatible so...?
DommyMothy 18 Jul, 2023 @ 3:51pm 
I actually had the same issue and I don't use LWOTC. Enemies no longer spawn when enabled.

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.
Gumball 29 Jan, 2023 @ 1:02pm 
does not work with LWOTC
Jawa Truka 14 Jan, 2023 @ 9:04pm 
Has anyone figured out what part of this mod causes no enemies to spawn when used with LWOTC?
Hel's Angel 17 Dec, 2022 @ 6:30pm 
Played with 100+ mods. Confirmed work for LWOTC. Doesnt work if you already in a mission but anywhere else it will work.
NEARL 4 Nov, 2022 @ 6:41pm 
Still work but not for LWOTC, it will cause no pod spawn(no enemies).
Circumcised Khezu 8 May, 2022 @ 4:43am 
For anyone looking, this mod does still work.
patrickevans61 1 Jan, 2022 @ 6:04am 
thats a multiplier so you setting it to 10 times the normal amount
i did it to when i was figuring it out but the large lost pods will crash it when you get a pod spawn
Frostreaver 3 Oct, 2021 @ 9:11pm 
Do not use this with Red Fog from the second wave mod. Disable red fog.
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.
Marcus 24 Jun, 2021 @ 5:07am 
If it not working how come i get 65 advent when i set it to 10, and 23 advent if set to 3 before i start a new game??
DERPKING1991 14 May, 2021 @ 12:21pm 
For everyone asking if this works and so on. it really doesnt, it be for the best to wait till this gets updated.
Deathjester 12 May, 2021 @ 11:06pm 
Oh no, for some reason i have 0 enemies now in missions.
Deathjester 6 May, 2021 @ 3:40pm 
Is there a way to make the game spawn low level advent troopers along with the regular vanilla spawns?
Boondock 5 Apr, 2021 @ 7:30pm 
This didn't work for me for a few months no matter what i did but then i recently re-installed xcom 2 and now its working perfectly.
vampvppy ૮。•︿•。ა 5 Mar, 2021 @ 10:29pm 
Just dropping in to echo that this mod still works totally fine. If you're having troubles with it, make sure you have Adjust Spawn Lists enabled. I was having a couple of problems until I enabled that option (as the mod maker suggests in the desc). Fantastic mod, though it can really hurt your performance if you're dumb like me and enabled x2 Lost spawns.
Toni 17 Feb, 2021 @ 8:31am 
Almost skipped over this due to the last few comments suggesting it wasn't working, but decided to give it a go. Installed it on top of over 350 mods (mainly cosmetic, voice, bugfix but assorted other stuff too) and it seems so far to be working flawlessly.

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.
76561198404592670 27 Dec, 2020 @ 10:24am 
I am as well having new issues with this mod, from the start of the game i will only have smaller 5-16 sized pods no matter what i do to the MCM menu, i have put it to different number settings 4,6,8,10 but it is always the same with the smaller pod sizes. Has the mod broke somehow?
FlamingFeather 14 Oct, 2020 @ 3:54pm 
I seem to have run into a bit of trouble here. This mod has been working flawlessly for me for a few weeks. However just last night it suddenly stopped. The game still works, so it's not making me crash, but pod sizes are back to vanilla mid campaign.

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?
TheProtofire 7 Oct, 2020 @ 10:32pm 
Which MCM settings do I use if I want to add more civilians to retaliations? Is it XCOM pods?
Pokemastuh 28 Jun, 2020 @ 2:11am 
Found an odd incompatibility the the "The Hive" Mod. For some reason the feral hive sitrep is altered by this mod to spawn an inordinate amount of random units. Kinda weird.
Marcus 9 May, 2020 @ 4:51pm 
Made sure "Adjust Spawn Lists" was enabled , x4 and first mission gives 32 advent/aliens, and reinforcements 12 roit mecs! yes this def works!
The Pineapple Lord 4 May, 2020 @ 8:42pm 
@j2deline There is a mod that does that already, it's called Pod Size by Force Level
Badger 29 Feb, 2020 @ 1:41pm 
Can these be adjusted by Force Level? For example, could I leave the multiplier at x1 up to force level 10, and then slowly increase it until it's more like x2.5 by the time you get to Force Level 20?
Cake_Knight 1 Feb, 2020 @ 10:40pm 
@Tenno Clicking the box activates it. For example, clicking on the "Affects Lost Pods" will have the multiplier apply to Lost pods.
Tenno 27 Jan, 2020 @ 1:50pm 
For the mcm settings, do I need to check the box with the x to have them activate, or is it the other way around?
sziloger 8 Jan, 2020 @ 9:27am 
I have tested my 150+ mods and what may cause issues with this mod. I did the testing with deleting the config files from my documents every time. I also launched the game once before each round of testing, just to make sure I do everything by the book.
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.
sziloger 21 Dec, 2019 @ 4:09am 
Thank you for your response. I am sorry if my question sounded a little annoying... I rarely write comments, but I really like your mod and would miss it from the game. That's why I tried to contact with you and others who are using this mod here.

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.
Kvalyr  [author] 19 Dec, 2019 @ 10:04pm 
The FAQ above answers most of the questions here.

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.
sziloger 13 Dec, 2019 @ 8:31am 
I need a little help: I ran into a problem (and I'm sure it can be solved easily but I just don't know how).
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?
Juravis 27 Sep, 2019 @ 9:41pm 
Finally found why my new custom unit was popping up at Force Levels he was not allowed and as a Follower when he wasn't allowed. It wasn't Diverse Pods, it's this. Guess it's back to the manual INI editing ones.
DERPKING1991 7 Sep, 2019 @ 4:22pm 
yeah now it works the other day it wasnt and months when the new dlc came out but it still be nice if this was up to date just in case tho I think I figure out why the aba mod wasnt working with this.
Spotter 7 Sep, 2019 @ 2:03pm 
TBH, the mod works fine withing the games available enemies. Gotta call the Whaghmbulance for any other player created pods.
DERPKING1991 5 Sep, 2019 @ 7:59pm 
Well nothing shows in the ATLL and none of the new aba guys even show up and its just the basic guys so thats how I know it doesnt work and I know it doesnt work even after doing all of that from reinstalling and etc. This needs to be up to date with everything on this game from dlc to other mods that have newer aliens and etc. It only works with a few of the alien mods but not all of them. Trust me this doesnt work all that well and only shows a few of the new aliens mods but not aba.
Artek [General] 5 Sep, 2019 @ 6:04pm 
Have you tried purging INI files, then reinstalling the mod?
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.
DERPKING1991 5 Sep, 2019 @ 12:56pm 
I went half a game after coming back when the new dlc did drop it didnt work after that and even if it did nothing would work at all so this mod does need to be updated and it doesnt really work with the aba mods at all.
Artek [General] 5 Sep, 2019 @ 5:37am 
It works for me. At least it did... The last mission did had reduced pod sizes for some reason, but could be something to do with sitrep or difficulty of the mission.
DERPKING1991 5 Sep, 2019 @ 5:12am 
For the new dlc because ive tried it two times and it doesnt work
Artek [General] 5 Sep, 2019 @ 12:20am 
Update it for what?
DERPKING1991 4 Sep, 2019 @ 8:29pm 
Someone may have to pick this mod up or were all just gonna have to wait till he comes back to update the mod
Artek [General] 16 Aug, 2019 @ 2:22pm 
Question: when calculating the pood sizes, how exactly multiplier applies?
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?
Artek [General] 8 Aug, 2019 @ 5:13am 
Sooo, wait... What about missions with limited soldiers? Sit-reps or the broadcast tower assault? Will enemies be increased there too? Because that'll make those missions extra painful.
Makuta Terridax's Bar & Grill 21 Jun, 2019 @ 11:54am 
For some reason every time I change the multiplier for Pod Size in the Mod Menu, it changes back to exactly 2.5 after I exit the options menu no matter what I do. Any help?
endersblade 8 Jun, 2019 @ 10:26pm 
Sigh. Back to having an issue where if I adjust the slider AT ALL, doesn't matter if it's .01 or 10, all the alien pods turn into a single Advent Officer and Advent Purifier. It works perfectly fine on Lost though. I don't have "Adjust Spawn List" checked.