XCOM 2
Diverse Alien Pods WOTC
162 Comments
Matlock 18 May, 2023 @ 6:52am 
@zin, yes it works... im currently using it with LWotC!
zin 3 Apr, 2023 @ 3:18am 
Does this work with LWotC?
Dragon32 24 Oct, 2021 @ 3:29am 
@Uriel-Sol
Each enemy has a list of Allowed Followers, the mod-maker or mod-user can edit that list to add or remove enemies from the vanilla game or other mods.

AFAIK, When pods are built this mod will draw from the pod leader's Allowed Followers list.
Uriel 24 Oct, 2021 @ 12:12am 
First of all: Great mod, makes the game much more fun when enemy types get mixed up.

I know this is supposed to work with A Better Advent but how does it interact with ABA + other enemy mods like Muton Harrier, Armored Vipers etc?
Does a single pod get to have different aliens from different mods or are pods "diverse" but locked to their parent mod (so ABA enemies and other mod enemies can't spawn in the same pod)?
kishkuma 27 Sep, 2021 @ 3:40pm 
In the process of trying to fix an (unrelated) crash in my campaign, I ended up deleting all the various config folders, validating game files, etc. At some point in that process it evidently fixed the problem I was having with this mod, which is now working fine. Going to assume it was a messed up file somewhere (even though I had already tried deleted the basic config files).
Ginger  [author] 13 Sep, 2021 @ 4:33pm 
It *should* work with ABA/ABC. bFollowersMustMatchAlienType was added at the request of DerBK, specifically so he could use it with ABA/ABC
kishkuma 12 Sep, 2021 @ 12:00am 
So I am using this with A Better Advent/A Better Campaign (new game) and it isn't working sadly. Is that expected (IE is this incompatible with ABA/ABC)? Didn't see any mentions anywhere, sorry if I missed it.
Enzo Matrix 18 Jun, 2021 @ 8:10am 
Ya, what happens is on a OP mission, when you complete main objective, bradford says reinforcements inbound, please eliminate all remaining enemies. Except no flare, or warp shows up and these reinforcements never ever show up so this side objective cant be completed and you must evac and take a loss. It seems a google search many people have had this issue but I couldnt find the solution to this. ;_;
Ginger  [author] 18 Jun, 2021 @ 6:40am 
Also, I'm *pretty* certain it couldn't be this mod. I put in a fairly ridiculous number of checks to make sure that the mod does nothing unless it can verify that it's able to create a new pod properly, so you should never have an empty pod, reinforcement or otherwise.
Dragon32 17 Jun, 2021 @ 9:21am 
@Enzo Matrix
No. I've a hazy memory of that happening with a mod years back, can't remember which one though. At a guess there's a mod with a typo in its "XComEncounterLists.ini", check your launch.log that may flag the error.
Enzo Matrix 15 Jun, 2021 @ 6:19pm 
Has anyone here experienced no reinforcement ship coming at all during a Gueirlla OP collect item mission and being forced to evac because you will never fufill the kill all enemies requirement and fail the mission? Having a really hard time trying to fix this issue.
aegis 6 Feb, 2021 @ 2:36am 
@Dragon32
i checked and it doesn't look like it
it looks like it by default is supposed to be disabled when it comes to generating golden path missions
Dragon32 6 Feb, 2021 @ 2:15am 
@aegis
Dunno, not run a campaign with that mod. AFAIK they included this mod in it so I'd check its .ini and see if you need to configure it like this one.
aegis 6 Feb, 2021 @ 1:36am 
I dont have to manually enable the golden path missions for Diverse Aliens By Force Level right?
aegis 6 Feb, 2021 @ 1:33am 
@Dragon32
thanks
i've decided to use the Diverse Aliens By Force Level WOTC mod for now and if the increased pod sizes are to much for me i'l swap over to this mod
Dragon32 6 Feb, 2021 @ 1:29am 
@aegis
I know it does.
aegis 6 Feb, 2021 @ 12:14am 
you think this will work with the Golden Path Missions Revamp mod (with the golden path mission renabled)?
John Shepard 20 Oct, 2020 @ 10:16pm 
damn this mothertrucker stole my line ;-;

looks like he's getting them discounts on the citadel.
Ginger  [author] 20 Oct, 2020 @ 9:33pm 
My name is Commander Ginger, and this is my favorite John Shepard on the Steam Workshop.
John Shepard 20 Oct, 2020 @ 6:13pm 
Thank you for your work man :)
Ginger  [author] 22 Sep, 2020 @ 1:36pm 
That was what I was looking for logs in order to check. Thanks.
h4ilst0rm 22 Sep, 2020 @ 3:44am 
Dev of DABFL here. The missing piece in this puzzle is/was our mods having an oversight in our "valid followers" check. Both the codex problem and side goals (also choose your aliens) stem from the units having "StrategyRequirements" we weren't checking, and adding them while the requirements aren't met makes the game simply not spawn them taking any subsequent followers with it.

"HQ.MeetsAllStrategyRequirements(FollowerTemplate.SpawnRequirements)" accomplishes what we need to filter out the units that shouldn't appear yet even though they are present in the encounter lists for the current FL.
Ginger  [author] 15 Sep, 2020 @ 4:53pm 
Anybody who wants to help out, make sure bShowLogLines is set to true in your ini, then play with Alien Side Goals. If you see a pod with 1 or 2 enemies in it and you're sure that the pod should have more, please immediately save your game and shut it down, then upload your Launch.log (from your documents/my games/xcom2 war of the chosen/xcomgame/logs folder) to pastebin and link it here so I can see what's going on.

What's going on might be that codexes are being generated as followers by DAP before you've skulljacked a captain. If that happens, the game might be refusing to spawn them but not replacing them in the pod with another enemy. If that's the case, then a) it's a vanilla behavior, and b) there are a *lot* of codexes getting generated as followers.... but I have a plan to fix it if that's the case, I just don't wanna do a lot of work for nothing if it's not.
DragonKingAbashī 14 Sep, 2020 @ 12:55pm 
Okay then. Hopefully you and HoneytheYellowBear are able to address it. I saw that you reached out on their mod to see if you all can work together on a solution. Again, thank you for the quick responses!
Ginger  [author] 14 Sep, 2020 @ 12:40pm 
That was probably caused by how I used to not check if the pod was generated by the dark event before using the dark event to generate followers (if it was active). It would've been fixed by the update that changed list generation to only use the dark event list if the dark event had been used to generate that pod.

Even if there were still a bug there, the latest update should've hidden it by not affecting the pod because the end size would be smaller than the starting size.

For the record, the size DAP is using is the size of the pod after it gets handed the pod, not the original size before other mods have changed it. So if the pod definition in the game files says 3 enemies, and DAP gets handed a pod with 5 enemies, it will generate a pod with 5 enemies.
DragonKingAbashī 14 Sep, 2020 @ 12:31pm 
True. I remember the update because I was the person who commented about Alien Side Goals before. I remember that it sometimes included the modded enemies from that mod into pods when the Dark Event wasn't active. I am no modder, but just a thought, could it be trying to pull those enemies in and that is causing the problem?
Ginger  [author] 14 Sep, 2020 @ 12:27pm 
The strange thing is that this bug didn't seem to pop up until I had changed something entirely unrelated. (And not "entirely unrelated" in the "I don't know why this bug is happening" meaning, but more like the "no, this actually entirely unrelated, like if I had eaten a grilled cheese for lunch and then got hit by a car")
Ginger  [author] 14 Sep, 2020 @ 12:26pm 
I don't think DAPBFL has the changes from the last 3 updates I made to DAP. That mod was created and is maintained by someone else, and I haven't mentioned it to them. It's possible one of my previous changes that rejiggered how DAP determines it was able to successfully edit a pod, caused it to work better with Better Missions Plus.

If Alien Side Goals is decreasing the size of pods, adding another mod to increase the size again would counteract it, yes. On the user end, that's probably the best you can get.

At the end of the day, Alien Side Goals is probably creating some specific 2-enemy pod that is supposed to be significant, but DAP is overriding it by removing the follower and replacing it with a generic enemy. It might not be a bug at all, but simply a natural consequence of adding these two mods together.
DragonKingAbashī 14 Sep, 2020 @ 12:11pm 
2 quick questions from the lurker in the chat: If a mod alters the pod makeup in such a way, would this also cause such a conflict. I know Better Missions alters pod makeup too. It could have just been me, but with the DAPBFL and Better Missions Plus enabled, I would sometimes get pods with 8 enemies at early FLs (i.e. FL 2). It was uncommon, but still interesting. Since removing it and using DAP and IPSBFL, I haven't noticed anything weird per se.

As for Alien Side Goals, I did notice the pod alteration once I did a test run without IPSBFL. So, for my second question, would using a mod to increase pod size help counteract this issue?
Ginger  [author] 14 Sep, 2020 @ 11:35am 
Then Alien Side Goals is reducing the number of enemies in the pod before it ever gets to DAP, because DAP no longer changes the pod if it can't generate the same number of followers as the pod already has.

Put another way, if DAP's pod would be smaller than the original pod, it doesn't change the original pod. The fact that it is changing the pod means that it is being given a pod of that size.
Latis 14 Sep, 2020 @ 9:01am 
well. bad news. Tested it again and again i got reduced pods or leaders without followers if i enable alien side goals
Latis 14 Sep, 2020 @ 4:51am 
well. I'ts a thing. Ty very much, i'll try to reinstall alien side goals and check it
Ginger  [author] 14 Sep, 2020 @ 2:48am 
I decided to give the option to the player about whether they wanted partially-DAP-replaced pods, if DAP was unable to generate a full set of replacement followers.

The new bReplaceFollowersInPlace config flag will force the replacement followers in, replacing only as many followers as could be generated. For example, if the original pod had 5 enemies, and DAP could only generate 2 followers, it will replace the first 2 followers and leave the other 2, and leader, alone.

If the proper number of followers could be found for the pod, the new flag won't do anything. It's only for those cases where another mod conflicts or did not set up their SupportedFollowers properly.
Ginger  [author] 14 Sep, 2020 @ 2:24am 
Alright. Well, this isn't an actual fix for conflicts with Alien Side Goals or whatever other mod is conflicting, but I'm uploading a new version. Now, DAP generates the diverse followers before it gets rid of the original ones. If it can't generate the correct number of followers, it doesn't replace them at all, it just leaves the pod with the normal followers.

This basically means that I'm turning my mod off in those cases where other mods conflict with mine, but at the very least you shouldn't be looking at any empty pods anymore.
Latis 11 Sep, 2020 @ 11:38pm 
Hey! Check this out https://steamhost.cn/steamcommunity_com/app/268500/discussions/0/2944746708993526920/

I think i found the possible cause of pods bugged
is possible that Alien Side Goals and this mod have a conflict somewhere
Latis 2 Sep, 2020 @ 2:16pm 
you right. Hope we can find what is causing the conflict
Ginger  [author] 2 Sep, 2020 @ 6:15am 
I'm.... not angry either. You insisted multiple times that something was wrong that logically couldn't be. You don't know the code as well as I do, so that's a reasonable thing for you to do. I was informing you that you were mistaken. That's all.
Latis 2 Sep, 2020 @ 12:38am 
Well. Sadly i have to uncheck this one.
My game works fine without the mod and the pods works fine too, correct number and correct size.
Maybe the last update created a conflict with any of my +450 mods instaled.

I'm not angry or mad at you, relax, all i wanted is to find what in the world can cause a conflict with your mod so it can be fixed. Maybe like i said is other mod that conflict with this one
I suggested Iridar core metamod that was updated same day to have a reference

Ginger  [author] 1 Sep, 2020 @ 10:42pm 
It doesn't override any files. It only has one function, which waits for the game to call it, and the game only calls it on the geoscape.

When I said I don't see how this mod could be doing anything to loading screens, I meant it. I'm not normally one for making absolute statements, but I do not see a single way this mod could be interfering with loading screens. It would crash your game at the geoscape before it affected loading screens.
Latis 1 Sep, 2020 @ 9:56pm 
This mod overrites wich files? maybe overrides files that other mod too.
Who know. I'm running more testing to see if pod number of enemies is correct now
Ginger  [author] 1 Sep, 2020 @ 9:11pm 
I can't think of any reason this mod would be crashing on loading screens. It doesn't actively do anything, it only passively waits for the game to ask if any mods wish to edit a pod after it has been generated.

It *definitely* doesn't do anything during loading screens. Of that, I'm absolutely sure. The only time anything from this mod runs is when you're passing time on the geoscape.
Latis 1 Sep, 2020 @ 9:01pm 
(sorry about my english)

Well i ran some test because after refreshing the config my game crashed a lot on loading screens. i verified local files and put son order in modoptions.ini
Still crashes. I dissabled this mod and all is working fine now
Seems the mod has a beef with another mod but dunno wich one, also in this day the core mod of iridar was update, maybe is connected? that mod is a meta mod and dunno wich mods updated.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2166295671


Latis 1 Sep, 2020 @ 2:29pm 
mmm before the update i didn't have a problem.
I'll try to delete the cfg and make a new one.
Also i don't have other pod mods, only yellow alert
Ginger  [author] 1 Sep, 2020 @ 2:01pm 
I mean, ahem... I'm not seeing any log lines from DAP anywhere. Either you've got log lines turned off or DAP isn't running at all. It logs at least one line for every pod it generates when log lines are turned on. You'd need to turn log lines on and then force the game to generate another mission (which happens when it appears on the geoscape, *not* when you're loading into the encounter)

If log lines are already turned on, then something else is interfering with DAP's ability to run.
Ginger  [author] 1 Sep, 2020 @ 1:59pm 
jfc thats 428 mods
Latis 1 Sep, 2020 @ 6:53am 
Dunno if its uploaded bc it takes forever

https://pastebin.pl/view/0be8ffa6
Ginger  [author] 1 Sep, 2020 @ 1:03am 
Upload your log file on pastebin so I can check what's going on with the lines DAP logs.

I don't see any reason the latest update would've caused such a catastrophic error, given that all I did was change it from looking at only the first index in an array that matched a criterium to looking at all indices in the array that matched that same criterium.

The change was made in the code block that adds enemies to the final group, right before rolling to determine which ones get added to the pod. If it was going to error, the only error I could think of would be that the iterator would fail, which would mean no enemies got added to that group. Immediately after that code block is a check which says, basically, if no enemies got added to the group, then just leave the original pod.

In short, the only error I could see happening would result in the pods not being changed from vanilla. What's happening to you, I have no clue.
Latis 31 Aug, 2020 @ 11:07pm 
Dunno if its your mod, but since last update my game is broken
Enemy pods were reduced to only 2 or 1 enemy per pod
Sectoids spawn without followers
2 soldiers instead of 3
Advent Captian spawn with only 1 follower.
I'll try disabling your mod and check, since i started 3 new games and the 3 got the same pod problem.

Dragon32 31 Aug, 2020 @ 12:41pm 
Thanks for the quick fix, Ginger.

the making of which made me hate XCOM2
That's a real shame: something that's supposed to be enjoyable becoming the exact opposite. Hope you've found something else that brings you enjoyment.
Ginger  [author] 31 Aug, 2020 @ 11:24am 
And for the record, some of my other mods, the making of which made me hate XCOM2 and are many thousands of lines long, it can be impossible to find bugs in and I don't remember most of the code.

DAP is about 250 lines long and even if I don't remember it, most of those 250 lines is comments reminding me how I did everything when I made it. Maintaining DAP is easy. I'll maintain DAP until the day I die.