XCOM 2
ABA: Better Missions PLUS
75 Comments
DerBK  [author] 15 May @ 5:55am 
If you scroll a bit down, you will also find some more discussion around this and how to fix it via console cheats when you encounter the issue of a mission target not spawning. (discussion is around Dec 2nd, 2021)
DerBK  [author] 15 May @ 5:52am 
To be honest, i am not 100% sure, but i think you should be able to deactivate these missions through their XComMissionSources.ini.

In the config folder of my mod, i have subfolders for the different mission types. The ones labeled "NFC" are what you are looking for, the variants on the Neutralize Fieldcommander mission.
I believe that through deleting (or better, blanking them) the XComMissionSources.ini in both the "NFC" and "NFC_var01" folders you should be able to remove those variants from the mission rotation.

This won't affect missions already on your hologlobe, anything already generated in your save is already past that.
cjmRAZOR 14 May @ 12:54am 
Both ABM+ and ABM aren't spawning the target aliens in any of the "hunt x commander unit down" missions, resulting in a mission fail by time out because nothing spawns but it doesn't count as dead. Is there a way to disable the chance to roll that mission type in the ini until I can figure out what mod is breaking the interaction? I'm hesitant to remove the mod 'cause everything else seems to be working.
Kinsect 15 May, 2024 @ 1:07pm 
Say does this work with Better Double Pod count?
「Lukja」 28 Jun, 2023 @ 9:32am 
ok, cool. Will try it once I finish my current playthrough.
DerBK  [author] 25 Jun, 2023 @ 2:41pm 
Oh damn, i linked the wrong mod on the other page. I meant to sent you guys to here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1143032623
And there the description has details on the changes as well.

Sorry about that!
「Lukja」 25 Jun, 2023 @ 10:08am 
Came from the other topic, is this a flat increase to pod sizes in all missions or something else? Thanks.
Nero 17 Jun, 2022 @ 10:46am 
Ah whoops, i typed it wrong
I meant to say diverse aliens by force level, i'll try running both and see if it works
DerBK  [author] 17 Jun, 2022 @ 10:03am 
Do you mean "Increase pod size by Force level"? If so, some other people confirmed a bit below that it works with ABM.
DerBK  [author] 17 Jun, 2022 @ 10:01am 
I don't think so? But i am also not familiar with how exactly that other mod works internally. Maybe ask them, they might be able to answer your question with more authority.
Nero 16 Jun, 2022 @ 8:42pm 
Can this be run with diverse alien pods by force level?
NRFBToyStore 30 Apr, 2022 @ 3:49pm 
Have played with this mod at least a dozen playthrus, never an issue with any mission.
A total stranger 31 Jan, 2022 @ 4:48pm 
Not much to be done about if you're out of the game, especially when reports vary like this.
Thanks for all your work :D
DerBK  [author] 31 Jan, 2022 @ 6:22am 
Well, it has always been fine for me.
Not sure what to tell you ¯\_(ツ)_/¯
A total stranger 30 Jan, 2022 @ 4:54pm 
Oh also, I should mention that this particular mission has been broken as long as I've known about this mod and this is just the first time I've actually reported it.
I think this has been an issue from the start.
DerBK  [author] 27 Jan, 2022 @ 12:27am 
Hm. I've not updated these mods since more than 2 years ago. I suppose that means that there's likely some popular mod around that might cause these issues together with ABM. Maybe something that does something to the Kismet of missions or so. No idea.

I don't think there's really anything else i can do to help you then. Been out of the game for too long.
A total stranger 26 Jan, 2022 @ 7:29pm 
Just commenting to corroborate The Pineapple Lord's report that Kill the Alien Commander just doesn't work.
I'm able to complete the Neutralize All Aliens objective without issue, but the commander doesn't count as having been killed.
I also can't complete it by ForceCompleteObjective, and I've checked the XComMissionDefs ini to make sure I'm feeding it the right parameter.
The Pineapple Lord 28 Dec, 2021 @ 9:12am 
@DerBK Thanks much! You're mods are the best
DerBK  [author] 1 Dec, 2021 @ 10:00pm 
You could try forcing the objective to complete with a console command. "ForceCompleteObjective KillCommander" should do it.

If that doesn't work or you are stuck in the mission for some other reason, you can force it to end with the console command "endbattle 1". It will register the mission as failed but at least you can continue then.

Aside from that i can't offer you much help as i don't know what the issue could be.
The Pineapple Lord 1 Dec, 2021 @ 5:07pm 
The Alien/MEC targets do not spawn at all in my missions and I can't complete them, any fix for this?
Retheri 7 Aug, 2021 @ 11:55pm 
conflicts with more mission types. makes the game freeze when getting a mission.
Komissar Gebet 27 Feb, 2021 @ 9:40am 
I tested it with plus version because it already makes the enemy more numerous, but I guess you can use the normal version too (you need to add more). But! If you use some custom enemy mods like "custodians" - then the "pod" mod will increase them too!!! Fighting 5 custodians may be really tough!
Dragonlord 27 Feb, 2021 @ 8:20am 
So answering to commisar I am going to try that mod but should I use the better campaign normal? Or the plus version? Does one overwrite the other? Thanks for any info in advance
DerBK  [author] 26 Feb, 2021 @ 2:14pm 
Cool. Thanks for chipping in with the info, guys.
Komissar Gebet 26 Feb, 2021 @ 7:27am 
@=[NK]= Col. Jack O'Neil

It's "Increase pod size by Force level". I confirm it works ok with the ABA.
=[NK]= Col. Jack O'Neil 25 Feb, 2021 @ 7:57pm 
try the force per level mod or something like that.. Should work alongside this (I think) and can add extra units or pods which is customisable.
DerBK  [author] 25 Feb, 2021 @ 3:14pm 
Well, A Better Campaign PLUS is itself nothing more than an ini edit, so sure you can adjust pod sizes from within inis. However this is one of these cases where if you have to ask, you probably shouldn't...

The XComEncounters.ini has the pods that can spawn, including their pod sizes. Fair warning: You can potentially screw up your campaign there.
Dragonlord 25 Feb, 2021 @ 2:43pm 
So anyone know how can i raise the number of pods in these missions? I already have the campaign plus and i don't want to install another generic mod since it will increase the pods in IMPOSSIBLE missions (that are already) of the requiem. Any ini edit for this mod? THanks in advance
Dragonlord 25 Feb, 2021 @ 2:35pm 
Still not tough enough :( Any idea how to make it harder? Kinda like requiem? These missions still seem easy compared to that. I know i am a masochist
Loel Lyons 19 Jan, 2021 @ 9:45am 
'search and destroy: bughunt' is getting hung up on the loading screen. plays music, spins avatar, doesnt launch. reloaded and did the other guerilla misison
Komissar Gebet 15 Jan, 2021 @ 11:06am 
The thing is I like to have a real war (like in the Long War mod) with a few "cargo-200" (KIAs) being a sad but not out of normal outcome of a fight.
So... At start I have 8 XCOM troopers (with 12 max squad)... and I need to balance that with more (MOAR!) Advent.
So far I went through 1 month on "normal" difficulty and the enemy numbers are still... insufficient (to my liking).
Previously I used "Increase pod size by force level" - the problem is that it increases pods not supposed to be increased (like hordes of Custodians from a mod). So I disabled it when downloaded this mod... But can I actually combine the two? Or is there a way to increase the numbers of aliens? Can we have a version of this mod like "ABA: Better Missions doubleplus"?
DerBK  [author] 26 Jun, 2020 @ 9:41am 
I am not aware of any bugs that would cause a hang on loading. If it doesn't happen repeatedly, i would be inclined to just discard it as an exception.

Otherwise, a look into the log might turn up something anyways.
Ludwig, Shadow Protogen 26 Jun, 2020 @ 8:10am 
Hey DerBK, seems like loading the mission "Search and Destroy: Advanced Alien" took either a very long time or have a bug loading it. I dont have the logs for this because I think it is taking too long and had to quit the game to refresh missions. Might be some incompatability with other mods
Celio666 9 Jun, 2020 @ 5:46pm 
I restarted my campaign and removed a better mission plus and with only a better campaign plus and feel the pace is way better . Seriously pod of 5 are still challenging even in endgame considering is very essy to trigger multiple pod( i also use other endgame enemies mods like venator riftkeeper omega berserker respawning ruler along your prime enemies) fighting very often 10 enemies at a time. THe only mission i rly cant take and wiped my last campaign was when i met those two pods of 8(the only mission i suggest to change).
Zigg Price 5 Jun, 2020 @ 1:41pm 
I guess my hope, them, is that playing on Legendary with Beta Strike and a few increased difficulty and enemy mods will help balance it. Because I really have a thing about multiples of 5 (meds can't help everything :p ) so starting at 6 and ending at 10 is the only way I can really play these days.

I really do appreciate all of the Better Campaign and Better Mission Plus options you've made available. I cant play without ABA, and your additional plugins are incredibly fun. Makes it feel more like core gameplay, since the elements can be seen in so many more places. I often get to the point where I have trouble remembering what vanilla is like and where all the mods begin.
Zigg Price 5 Jun, 2020 @ 1:27pm 
Duly noted. Thanks.
DerBK  [author] 5 Jun, 2020 @ 10:54am 
Aside from that, the pod numbers you would need to stand up to 10 XCOM soldiers are dumb anyways. You would need like 12 enemies per pod so that not every pod gets insta vaporated on the first turn.

XCOM2 just doesn't work with 10 soldiers. It barely works with 8.
DerBK  [author] 5 Jun, 2020 @ 10:47am 
Nope, i have my Better Campaign Plus, i never looked further than that.
And i would assume that others might very well be incompatible with my mods, as running multiple mods that try to change pod contents do not exactly stack up well.
Zigg Price 5 Jun, 2020 @ 9:32am 
I tend to start with 6 and end with 10. Do you know if a pod increase mod that will play nice with it and hello it scale to face 10 Xcom soldiers?
DerBK  [author] 5 Jun, 2020 @ 5:42am 
In the very early game some missions can get a bit rough and may even require an evac if you end up triggering multiple pods. I don't think that is a problem, it's also somewhat inherent in increasing pod sizes in general.

As the campaign goes on, these imbalances get ironed out fairly quick, the first squad size upgrade already makes a LOT of difference.

Enlisting 10 soldiers is definitely overkill and will push all challenge out of the game.
Celio666 5 Jun, 2020 @ 2:29am 
Hello i tried this package with a better campaign plus and i can say a lot of these mission are unbalanced for 6-8 team.

I got the 6 faceless retalation on my first r talation and had to evac cause no chance doing it with 6 squaddies.

Also got the 8 enemy per pod mission and triggered 2 pods together cause the map was small, 8 vs 16 . No saying my squad got decimated i tried my best already.
I think u should balance these mission cause atm need a squad of at least 10 to face some of these.
Zigg Price 25 Apr, 2020 @ 5:35pm 
This is the reported issue:

"Found a conflict with ABA: Better Missions PLUS (and presumably the non PLUS version). When both are enabled, the Mission Startup Block doesn't pull in the WMO ini values.

Modlist --
Mission Overhaul: Core
Mission Overhaul: Mercury
ABA: Better Missions PLUS
A Better ADVENT: War of the Chosen (Dependency for Better Missions)

When Better Missions is disabled the WMO ini values show up in the Launch.log file as normal.
Swapping the load order doesn't change anything.

All testing done on Gatecrasher. (As a side note, planting the x4 for Gatecrasher breaks concealment even with EnableStealthTrackLogic set to true. Must be hardcoded)"
DerBK  [author] 25 Apr, 2020 @ 12:54am 
I don't know those mods and i don't see why they would be incompatible.
Zigg Price 24 Apr, 2020 @ 7:01pm 
I am trying to get "Mission Overhaul: Core" and "Mission Overhaul: Mercury" to work with this mod. Not having any luck. Any thoughts, or chance of an update to get them to play nice?
CptnHappyTimePie 15 Jan, 2020 @ 11:27am 
@DerBK Not to worry and thank you for getting back to me :) Doing final tweaks and checks pre next PT just so if anything, with your mods the added time mightn't be a bad thing :)
DerBK  [author] 15 Jan, 2020 @ 11:25am 
Sad to say, I never got around to implementing ini configurable timers for the Search and Destroy missions. It was on my to-do list to eventually do at a later point, but i went back on a modding hiatus again so i have no idea when i pick it up again. Or even "If" i pick it up again.

Currently, the mission timers for the S&D missions are fixed. All others will use the ones from vanilla, so your tweak mod should apply.
CptnHappyTimePie 15 Jan, 2020 @ 9:16am 
@DerBK is there an ini variable I can edit to reduce the amount of timers on missions? I'm using 'Mission Times Tweaks' loaded after ABM with the Second Wave option extended timer enabled. Mod mission timers for me at least are approx 30+.I've edited Mission Timer Tweaks even with SW option enabled to be between 12 - 15 on average.
DerBK  [author] 21 Oct, 2019 @ 7:04am 
I just uploaded a mini-hotfix for the last update. I made a copy/paste mistake which caused MEC Prototypes to show up as Powerful Aliens in the early game. This should now be resolved.
DerBK  [author] 19 Oct, 2019 @ 10:29am 
This mod has been updated.

To make the Search and Destroy missions less punishing in the very early game, i put a safeguard in. If you didn't reach forcelevel 5 yet, you will only encounter up to three pods (including the boss pod) on SND: Prototype and SND: Powerful Alien.

Note that this is not true for "Neutralize Alien General" (which is literally just the General mission with the boss swapped out) or for SND: Bughunt. SND:Bughunt only uses baby Chryssalids in the early game, i am fine with throwing some more of those your way :D
Gabriel Cooper 16 Oct, 2019 @ 12:54pm 
soooo turns out i'm a idiot, i kept deleting the files in the game's installation instead of the ones in my documents (i only edit the former files). i have reinstalled the mod and deleted the my document folders, let's hope it works this time.