XCOM 2
(DEPRECATED) Rain Rebalance: Enemy Compatibility Patch
29 Comments
Rather Incoherent  [author] 4 Aug, 2022 @ 12:29pm 
@blackclove I'm just the guy who got them all to take turns harassing XCOM lol. The original mod creators did most of the work.
blackclove 4 Aug, 2022 @ 12:18pm 
I'll switch over after the current game finishes up. Just wanted to say it's been fun having a swarm of awful new enemies. As many of them are tougher (I'm looking at you, frost necromancers) the turn limits can get pretty rough early game. I hadn't had a squad wipe in a while until I added this mod ;)
Stratejik Skum 4 Aug, 2022 @ 5:09am 
Yeah I just noticed the advent enemy rebalance you posted. It actually uses everything I run so its a perfect fit thanks for the mods
Rather Incoherent  [author] 4 Aug, 2022 @ 5:06am 
@Stratejik Skum Although I would recommend using the new ECP stuff I just posted instead. The same exact logic applies there though.
Rather Incoherent  [author] 4 Aug, 2022 @ 5:05am 
@Stratejik Skum The mod is organized with each enemy mod in its own folder. Every mod's enemies are confined to that mod's encounterlists.ini in said folder.

So to remove the changes to Bio Division you would go into the Bio Division folder, open encounter lists ini, and comment out/remove everything in there. Any other references to Bio Division outside that folder are harmless and won't matter. It's just the encounterlists.ini inside of a mod's folder that makes the mod a hard requirement, and without it no other changes to Supported Follower lists will do anything.
Stratejik Skum 4 Aug, 2022 @ 12:32am 
So for an example if I dont use the Bio division I'd just go into the ini files and delete the lines with bio troopers etc. ?
Rather Incoherent  [author] 30 Jul, 2022 @ 9:22pm 
@The Worst That'll work fine. The Sectoid Commander in Advanced Aliens is the same enemy in the code, so it'll be just fine.
Who 30 Jul, 2022 @ 5:07pm 
Question. I use the advanced aliens mod, which includes the sectoid commander along with a new viper and muton variant. Will this mod still work as intended with that mod in place of the sectoid commander standalone? It adds 2 new enemies that aren't on the required mods list, but also has the sectoid commander.
Rather Incoherent  [author] 30 Jul, 2022 @ 9:41am 
@ Malek Deneith
1) 100% correct. No reason to remove an uncalled Encounter List. It could only ever cause problems, since it won't have any effect unless I've got a mod that needs that list to be filled.
2) Oh yeah, I completely skipped over the Encounters file there. Thanks for the heads up.
3) I am not running Better Missions
Rather Incoherent  [author] 30 Jul, 2022 @ 9:40am 
@ Król Aiman LWOTC is a compatibility nightmare. My mod shouldn't be any less compatible than base enemy mods, but I've balanced my spawn weights around ABA + Vanilla enemies, and not around whatever the weights are for LWOTC's new enemies. As well if there are any new buckets added by LWOTC I haven't added compatibility for any of that at all. This should still work to even out the spawn rates of all the mod added enemies with each other in LWOTC, but I don't know how it actually fits together with LWOTC's new enemies at all.
Malek Deneith 30 Jul, 2022 @ 3:58am 
As I got through the .ini files I noticed some things about Chryssalid section.

1) As part of your "remove ABA lids, let Hive handle things" change you cut out "ABAChryssalids" list which isn't handled by Hive. Granted, I can't really tell if that is really used anywhere, but for sake of compatibility it's probably better to either leave it be, or redefine it with Hive lids.

2) On that note if you want to rid yorself of ABA lids you probably should also make changes to 'XComEncounters.ini' that comes in ABA Chryssalid folder since both ABA and Hive are trying to add their own versions of 'DKVx2_Chryssalids' and 'DKVx3_Chryssalids'

3) Also, are you using ABA Better Missions? Because if so then there's also Bughunt lists in that one.
Król Artem 29 Jul, 2022 @ 11:34pm 
compatible with lwotc?
Krakenous 28 Jul, 2022 @ 6:50am 
No worries, not a problem, actually found it quite fun to be honest hehe.
Rather Incoherent  [author] 28 Jul, 2022 @ 4:13am 
I'm not even remotely sure how my mods could impact that. I haven't touched anything involving missions or Chosen spawn rates at all.
Krakenous 28 Jul, 2022 @ 3:15am 
Did you mean to make Chosen appear in Lost Towers mission? At least, I am pretty sure it's this mod or the 8 man squad mod lol.
Rather Incoherent  [author] 27 Jul, 2022 @ 10:15am 
@RambelZambel Missed a bit of your message this morning, bit hectic on my end. If you've removed The Lost entirely then not having World War L should be fine since nothing will call those tables to crash your game. Elite Pack instead of Sectoid Commander is 100% fine.
MaCC165 27 Jul, 2022 @ 9:49am 
thx man
Krakenous 27 Jul, 2022 @ 8:02am 
Yay nice one :). will give it a role.
Rather Incoherent  [author] 27 Jul, 2022 @ 7:51am 
Primes are back! In fact, I was so on the edge in my decision to cut Primes, that I'm currently not even disabling them for myself with Choose Your Aliens. Since like half the comments on the mod pack as a whole were "Why remove Primes?" I've 180'd and I'll be giving Primes another shot.
Rather Incoherent  [author] 27 Jul, 2022 @ 6:43am 
Huh, didn't know about Choose Your Aliens. In that case, I'm going to do the following changes:

I'm going to add in cross-compatibility for Primes and return them to their spawn lists, and I'll be using Choose Your Aliens to cut them from my campaign. Should be up later in the day.

There will be a bit of awkwardness for anyone using Primes where certain enemy types could be a little bit overrepresented, but nothing major. The only thing that comes to mind is that between Drome Dome and Andromedon Prime / Harriers and Muton Prime, you might be seeing a bit too much of lategame Mutons and Andromedons. Not anything major though.
Ash9001 27 Jul, 2022 @ 5:15am 
Did a few missions with this mod. Finally Frost Legion is not dominating my early game pods. It seems like this makes the game more diverse.
MaCC165 27 Jul, 2022 @ 4:55am 
after i watched part of the video, i guess i still try it, i like the philosophy and rly appreciate the boring file editing, for what i was too lazy. Maybe u can consider to make it compatible with"choose your aliens". But i guess it kills the spawnweights.
I removed the lost from my game and have "Elite Pack" instead of SectoidCommander. So i hope it works.
Krakenous 27 Jul, 2022 @ 4:44am 
I kind of agree with the below, allow "choose your aliens" to define what the user does and does not want, for myself, I DO want primes as I have a heavy focus on ramping bots up early alongside alien followers so I enjoy the way that they come in as as high level challenge. I like what you are doing but damn it sounds like a tremendous amount of work to keep on top of.

It's certainly nice to see some attempts at putting the modded units more appropriately into lists. I'll keep an eye on this, certainly interested.
DerBK 27 Jul, 2022 @ 1:17am 
Just as a heads up... if you are doing here what i think you are doing, be aware that keeping those spawnlists and especially the followerlists up to date with all those enemy mods out there, you are inviting a FRICKLOAD of work on yourself. I've been down that road 6 years ago with All The Enemies and it's probably the most miserable thing i've worked on in XCOM modding. I wouldn't wish it on my worst enemies.

I suggest defining clear lines of what you are willing to include in this and what not.
MaCC165 27 Jul, 2022 @ 12:19am 
Rly sad u removed the primes, iiwas so happy at first someone edited the Followerlists, but then i saw u removed the Primes.
U know there is a mod named"Choose your Aliens". With this everyone can decides by himself.
Rather Incoherent  [author] 26 Jul, 2022 @ 4:00pm 
Theoretically removing any game's folder / commenting out the entirety of its EncounterLists ini file should remove all spawn weights for that mod, and any changes elsewhere to Supported Followers shouldn't do anything at that point. Not 100% sure on that, but it sounds right.

For World War L specifically, it 100% works. It isn't added as followers to any other mod. It only has its spawn weight tables merged with ABAs within its own folder. Deleting that folder would delete any and all references to World War L.
Sgtknispel23 26 Jul, 2022 @ 3:17pm 
question for you,if i deleted/removed the world war l folder would that remove the requirement? only mod i dont use is world war l since i use stukov lost army instead
Rather Incoherent  [author] 26 Jul, 2022 @ 1:54pm 
@silverleaf1 They are. Since I've adjusted the unit weights of all of these mods, if you don't have them you'll end up with spawn tables that include enemies you don't have the files for. When that happens, the game will still try to use that enemy in the tactical layer, and the mission will crash on load.
silverleaf1 26 Jul, 2022 @ 1:28pm 
@Rather incoherent Are the required mods hard requirements?