XCOM 2
All DLC Enemies In All Missions WOTC
47 Comments
shardinhand 9 Jun, 2020 @ 9:19am 
<3 ok got it no needed mods with this one.
shardinhand 9 Jun, 2020 @ 9:14am 
k
Juravis  [author] 9 Jun, 2020 @ 9:10am 
You need to read the entire mod description.
shardinhand 9 Jun, 2020 @ 8:01am 
why does this mod, require 2 doesen other mods some of which are not even supported anymore to work. is this absolutly necisary???
Bone Glove 6 Mar, 2020 @ 8:30pm 
okay.
Juravis  [author] 6 Mar, 2020 @ 8:28pm 
Ini files arent really code. I mean it is but its not programmer stuff. Open my mod then go to the ini section and change any reference to the old mecs any reference to weight=30 for example to weight=0. Itll remove them. Or just deal with it really they arent that hard and dont show up all the time.
Bone Glove 6 Mar, 2020 @ 5:55pm 
But i'd have to explean how to do that in my collections... also i don't know how yo do that.. i don't know how to do anything to do with code... xcom 2 or otherwise.:steamsad:
Juravis  [author] 6 Mar, 2020 @ 5:53pm 
Use this mod and just put weight=0 to all robot encounters in the ini file. Youll have to do a bit of work or just sub to this with all of it.
Bone Glove 6 Mar, 2020 @ 4:51pm 
But I don't know how to make mods and cuz i think no one else will do this could you please? it make my life easyer.
Juravis  [author] 6 Mar, 2020 @ 4:36pm 
Feel free to copy my mod and remove any parts you like. Old turrets are not included in this mod.
Bone Glove 6 Mar, 2020 @ 4:33pm 
could you make mods for the DLC Enemies, for people who want say like Neonate Viper in other missons and no mecs and rusty turrets and stuff?:steamhappy:
Nazkai 3 Feb, 2020 @ 11:35am 
Right on, I am sure it's something else in my Mod list then. Thanks AA
Juravis  [author] 2 Feb, 2020 @ 6:23pm 
I have no problem working with other modders to find a cause, but i have 0 idea why this would occur as i do not touch the Lost at all. I do give them some perks in my AI pack however, but nothing that should affect their appearance.
Nazkai 2 Feb, 2020 @ 6:09pm 
Right Sorry AA I made an assumption that perhaps since folks are claiming that the Lost Ork skins are not showing up entirely properly wondering if whatever it is they think is causing that to be related to this mod somehow, if that could effect Lost Skins chosen in the MCM from WWL as well. Apologies on the confusion. :steamfacepalm:
Juravis  [author] 2 Feb, 2020 @ 3:29pm 
Wrong mod chief
Nazkai 2 Feb, 2020 @ 2:38pm 
I have WWL and Not sure what is causing it but even when selected in the MCM I never get anything but Lost from the game itself no Clown skin lost or cop lost for example any ideas?
Dęąth Viper 8 Nov, 2019 @ 10:49am 
CONFIRMED. No idea why but this conflicts with lost 2 orks. It makes the ork nob and slugga not look like an orc nob or slugga... Hope there can be a fix I looked into the ini files and dont see how this can be happening
MaCC165 24 Oct, 2019 @ 7:38am 
wanted just to inform, no clue at all why, cause i thought so too and searched for other mods which causes this, and my last resort was using disabling 50% of my mods step by step, i just found this one,
the others mod dev has no clue too
Juravis  [author] 24 Oct, 2019 @ 7:33am 
I really wouldnt see why i dont touch any models. Mention it to the other mod and ask whats causing it
MaCC165 24 Oct, 2019 @ 3:12am 
conflicts with lost2orks, some orcs have lost skins with this mod on
Juravis  [author] 18 Oct, 2019 @ 9:43pm 
Attempted fix is up. It worked for me, let's see if this works better.
OmegaEntertainment 18 Oct, 2019 @ 6:58pm 
I've deliberately set to the drop chance on corpses to 100%, and yet none are dropping, still.
Juravis  [author] 14 Oct, 2019 @ 7:53pm 
Yes Loots[0] is the first entry of the roll, Loots[1] would be the second. What you want is to change the BaseLoot to 100 chance for the 2 corpses entries

Don't touch the other entries unless you want to change the loottable for the enemies (They currently drop items like a Viper and a White MEC IIRC)
OmegaEntertainment 14 Oct, 2019 @ 7:52pm 
I saw that, yes, but is "Loots" itself supposed to be zero?
Juravis  [author] 14 Oct, 2019 @ 4:57pm 
Loots bracket 0 is the array index you want to edit chances
OmegaEntertainment 14 Oct, 2019 @ 4:29pm 
Question, is Loots supposed to be zero in the INI? Because I haven't touched it before now, and yet it says 0.
Juravis  [author] 14 Oct, 2019 @ 3:50pm 
Yes this is correct, they dont have their own corpses. Also, they don't give 1 full corpse each time, it is rolled randomly. You can change it in the INI if you dislike it and make the chance 100 for each. Cobras drop Viper corpses 33% of the time and the MECs are 50% if i recall correctly.
OmegaEntertainment 14 Oct, 2019 @ 3:46pm 
I'm going through a modded campaign, and the enemies added by this mod appear to not be dropping corpses, despite the fact that you have apparently "fixed the corpses".

I've killed thirteen Cobras over the course of my campaign, no corpses. Killed two Vipers on one mission, two Viper corpses show up in my inventory, on the same mission where I killed two Cobras, and yet I did not get their corpses, only those directly from a Viper.

It is the same for the Legacy MECs as well, despite me using Fultons to extract wrecks and completing Gatecrasher with two Legacy MEC kills (though they did trigger self-destruct before death, so those are understandable), I currently possess zero MEC Wrecks.

I find this to be...an issue.
Juravis  [author] 21 Sep, 2019 @ 11:42pm 
Julian bugfix added for DLC integrated campaign (read the Julian section in the description for details).
Maxidonis 5 Sep, 2019 @ 3:28pm 
Ok, thanks. Well I guess my dream hasn't completely come true, but this is still a great mod that I still fully intend on using.
Juravis  [author] 5 Sep, 2019 @ 9:05am 
All enemies take up slots, the enemies here are added to a pickable list they are not added to pods on their own.
Maxidonis 5 Sep, 2019 @ 1:04am 
I am no longer sure I understand. I thought you were saying that when a pod has feral MECs or neonate vipers that the pod would be larger. Now its sounding like you might be saying that when they appear they take up more slots in the pod. Which, if either, of these interpretations is correct?
Juravis  [author] 5 Sep, 2019 @ 12:23am 
You'd need a pod increaser mod for that, i see 4 of the same a lot. You can use the diversifier above and a pod increaser of your choice (i prefer the one that alters them dynamically in game over the INI edit varieties)
Maxidonis 4 Sep, 2019 @ 11:56pm 
I just realized I was looking at the DefaultEncounterLists. If I'm correct that's just the unmodded version of XcomEncounterLists. But I thought I'd mention it in case I'm wrong.
Maxidonis 4 Sep, 2019 @ 11:52pm 
How does that work? Troopers among some other enemies already have their MaxCharactersPerGroup set to 4. Yet I never see four of them in a pod without special mods.
Star¤Dagger 4 Sep, 2019 @ 7:07pm 
My rank is khre'Riov, which, ironically translates as "Commander" roughly the equivalent of a Commodore in the Federation system.
Juravis  [author] 4 Sep, 2019 @ 5:05pm 
Thanks captain
Star¤Dagger 4 Sep, 2019 @ 4:19pm 
You are the Real Deal (tm) ADVENT Avenger!
Juravis  [author] 4 Sep, 2019 @ 2:30pm 
Look for MaxCharactersPerGroup in XComEncounterLists.INI
Maxidonis 4 Sep, 2019 @ 2:05pm 
Wow, I was just going to do the same thing, though in a different way, for my own personal game! And now there is this. When I do my next WOTC campaign (I'm preparing for a modded non-WOTC currently) I will definitely use this. You even did the one thing I wish I could do but don't yet know how. That being making neonates and feral mecs come in larger numbers.
Juravis  [author] 4 Sep, 2019 @ 10:53am 
I tried giving Frostbite to the Neonates for sparse use but the ability doesnt work ingame if its not the Viper King.
Juravis  [author] 4 Sep, 2019 @ 8:47am 
Forgot the corpses, fixed!
Flashstriker 4 Sep, 2019 @ 8:47am 
Oh wait, if you can encounter multiple, does that mean they aren't a boss enemy?
Juravis  [author] 4 Sep, 2019 @ 7:51am 
You can remove the stat edits in this mod. It will also keep whatever abilities you gave it.
Juravis  [author] 4 Sep, 2019 @ 7:50am 
Yes it does it makes him three quarters sectopod. My value is 27 because you will meet more than 1 at a time potentially.
Valvatorez(Cox Cable = awful ISP 4 Sep, 2019 @ 3:11am 
Does this overwrite the health values of the default files? Because I turned Julian into a boss that can take damage from a 12 member squad more or less have Rapid Fire before going down.
Flashstriker 4 Sep, 2019 @ 2:19am 
Not something I'd use but I'm suprised no one thought to do this before. Great work!