XCOM 2
Alternative DLC Integration
112 Comments
william09703 28 Feb @ 4:40am 
got it
Epigamesh  [author] 28 Feb @ 4:40am 
@william09703 Yes, it should also stop the sitrep from appearing
william09703 28 Feb @ 2:04am 
will it do if I just comment out the line +SitReps="RoboticUprising"?
Epigamesh  [author] 28 Feb @ 1:40am 
@william09703 Yes. There should be a config for the minimal forcelevel where Julian sitrep appears. Just replace the value with 99, so that it can never be reached.
william09703 27 Feb @ 7:00pm 
am I able to disable Julian sitrep in config? since I'm only interested in dlc integration part
Epigamesh  [author] 23 Feb @ 11:50am 
@Felonious Monk Normaly, it should be the POI spawning for the first successful mission after the blacksite reveal
Felonious Monk 23 Feb @ 9:54am 
By when should the Alien Hunter POI trigger? I have factions but not the broken mod and am wondering if there's something else preventing this mod from firing. Its now April and no items yet.
Epigamesh  [author] 14 Feb @ 9:18am 
@Xddc I would suspect a compatibility problem (but have no idea why the audio would be so strange)
We go together 14 Feb @ 9:08am 
For me it crashes every time, I am experimenting with load orders.
I noticed the audio for the intros is extremely silent and echoed.
Odd as never has any "reduce VO" been used in options.
I'd do a welfare check this 2025, and do a mod welfare check monthly.
Epigamesh  [author] 18 Nov, 2024 @ 2:20pm 
@Deacon Ivory Thanks ! Glad to know you're enjoying it.
Deacon Ivory 18 Nov, 2024 @ 7:14am 
This mod works great. I am running 900+ mods and it's the perfect alternative to just unchecking all the buttons. Thanks for making this @Epigamesh!
Epic Dovahkiin 12 Oct, 2024 @ 3:44pm 
i was wondering why POI's weren't spawning and realized i have Raiders And Resistance Strategic Spawning enabled whoops so here's a tip don't be stupid like me and check your mods before enabling anything
grammarsalad 15 Sep, 2024 @ 5:32pm 
Oh boy, I'm having trouble keeping the count below 1,000... Lol, anyways, appreciate the mod
Epigamesh  [author] 15 Sep, 2024 @ 8:37am 
@grammarsalad Thanks (this is something I can relate too, after putting more than 300 mods together)
grammarsalad 15 Sep, 2024 @ 8:14am 
Well, this looks like fun. Looks like I'm going to need to add one more mod to the must have mod pile
Epigamesh  [author] 15 Sep, 2024 @ 6:40am 
@silverleaf1 If the sitrep had been put on a mission before Julian was defeated (in another mission with the sitrep), the mod still doesn't update the sitrep after Julian's death (though there is a protection to prevent him from spawning in this case). I will about it for a future update.

If you have set Julian so that he continues to appear indefinitely, he will drop its loot each time, but they won't serve any more purpose : you only need one Julian core to research and unlock the spark.

(Laos thanks for the compliment)
Epigamesh  [author] 15 Sep, 2024 @ 6:35am 
@soul @EvilBob22 I just pushed an update so that the weapons now appear in the lodge once they have been retrieved (though it shouldn't change anything if the weapons have already been retrieved before, but subsequent campaigns should work as intented).
silverleaf1 13 Sep, 2024 @ 4:31pm 
@Epigamesh If set to allow Julian to appear multiple times, with his defeat result in another copy of the Spark armor?
silverleaf1 13 Sep, 2024 @ 3:16pm 
@Epigamesh I get the sitrep for this mod after Julian has been defeated, only there are no robots in the robot uprising when that happens. Great mod! I will check the config.
SeveN 7 Sep, 2024 @ 7:45pm 
Ah okay, I've been playing with "Raiders and Resistance Strategic Spawning" ever since I started using raider factions mods and wasn't even aware those factions wouldn't be able to move without it lol. I actually edited and recompiled that mod so that it affects both eTeam_Two and eTeam_One, because I play with 10 faction mods, with 5 being split into eTeam_One and the other half into eTeam_Two and then with the use "Multiple Sitreps 2.0", I gave 50% chances for their sitreps to spawn to create 3 or 4-way fights. I read before that you put Julian into eTeam_Two and that's why I was confused why he's not taking any actions.
EvilBob22 7 Sep, 2024 @ 3:40pm 
To add to Soul's comment: it's only for the conventional tier of the alien hunter weapons, the higher tiers do show up on the trophy wall once they have been built.
Epigamesh  [author] 7 Sep, 2024 @ 2:58pm 
@Soul I didn't paid attention to it, but now I will look into it when I have the time.
Epigamesh  [author] 7 Sep, 2024 @ 2:56pm 
@SeveN This is the default behaviour of the raider team. It should be the same when using other raider mods.
Soul 7 Sep, 2024 @ 12:55pm 
Is there a way you could fix the fact that when we get the weapons they don't show up on the wall? Not gonna lie thats kinda wack it doesn't. From what I understand we need the schematics for it to do so.
SeveN 7 Sep, 2024 @ 8:45am 
Is it intended that Julian's pod doesn't take any action? They just spawn in the corner of the map and stay there for the rest of the mission. Either you or advent has to activate them.
Soul 3 Aug, 2024 @ 6:33am 
Forgot to report but yeah seem like it was on missions before julian's fight,after than they don't show up.
Since I had 3 fights same time as julian mission they all had the sitrep so it was confusing.
Epigamesh  [author] 3 Aug, 2024 @ 5:57am 
@Soul Does it appear on newly generated missions or did it just stay on missions generated before Julian has been defeated ?
By default, once Julian has been defeated, his sitrep shouldn't be added to new missions (unless you have something else interfering with it). As it is currently coded, the sitrep could stay on other missions if it was already been added before (I could add a fix for this, though). And, even if the sitrep is here (due to one way or another), Julian won't indded spawn if he has previously been defeated.
Soul 30 Jul, 2024 @ 3:04pm 
So I get the Robotic uprising once,it showed up with Julian and bots,all good
Then it kinda keep showing in the sitreps but the robots don't show up,a fix for that? Not sure why its doing that.
I have CI and mechnized warfare on.
Epigamesh  [author] 10 Jul, 2024 @ 9:46am 
@EvilBob22 Indeed (I didn't even know about the POI command ; thanks).
EvilBob22 8 Jul, 2024 @ 2:18pm 
I got Raiders and Resistance Strategic Spawning to work with this mod via some console commands. It's an option if you want to use both and have the console enabled.

To spawn the POI (from the globe view):
SpawnPOI true 5 POI_HunterWeapons

To spawn Julian and his crew (in a mission with the sitrep), put your mouse pointer somewhere "fair" in the fog of war close to both you and Advent and run the commands:
DropUnit Sectopod_Markov 6
DropUnit FeralMEC_M1 6
(repeat the FeralMEC command 4 more times)
Epigamesh  [author] 3 Jul, 2024 @ 8:28am 
@Andrei Cineva Great ! Glad to see everything is working for you.
I was using this mod before too, but I currently don't know why both aren't working together.
Andrei Cineva 3 Jul, 2024 @ 8:00am 
Good news: the POI spawned. So all's good.

It's a shame that that mod is breaking things. :/
Epigamesh  [author] 3 Jul, 2024 @ 12:17am 
@Andrei Cineva Raider And Resistance Strategic Spawning prevents it from spawning too (I have no idea why, as it would seem uncorrelated, but I've tested and observed it). I'm not sure if the POI will try to spawn again after your next successfull mission, now that you have disabled the mod, but, if not, it should appear in your next campaign (unless there is another conflict I do not know of).
Andrei Cineva 2 Jul, 2024 @ 8:06pm 
Yeah, about that. The locator beacon did not spawn for me either. Is there a way to make it show up?
Epigamesh  [author] 2 Jul, 2024 @ 11:19am 
@Andrei Cineva I was wondering if it could be the cause too, as it seems also to break other things with my mod (such as the locator beacon not spawning)
Andrei Cineva 1 Jul, 2024 @ 8:06pm 
5 SitRep spawns would be before disabling the mod, 1 would be after it.
Epigamesh  [author] 1 Jul, 2024 @ 2:53pm 
@Andrei Cineva I tested a little, but I'm not able to reproduce ths behaviour so far : some missions are indeed spawning with the sitrep, others without, so I don't really know what happened in your case.
Were your 5-6 tries realized before disabling raider and strategic spawning mod or after ?
Epigamesh  [author] 1 Jul, 2024 @ 2:28pm 
@Andrei Cineva Yes, highly unlikely (under 0.1% chance, even). I didn't see anything strange upon checking the code again, so I will probably have to run some tests ingame.
Anyway, thanks for reporting. I'm glad you could make Julian spawn too.
Andrei Cineva 1 Jul, 2024 @ 1:17pm 
Well, the SitRep popped in 5-6 missions (at 30% that would be extremely unlikely) ... I don't know. I am just speculating really.

I am glad that I actually made Julian show up though. Even if it is at the expense of disabling that mod.
Epigamesh  [author] 1 Jul, 2024 @ 12:39pm 
@Andrei Cineva Theorically, having killed Julian or not, if you have activated the option to make him spawn, shouldn't modify the sitrep appearance (30% probability to appear by default for each newly generated mission).
(And of course, if the option is left disabled by default, Julian will stop to spawn after he has been killed).
I'm far from an expert about how sitrep are handled by the game, though, so I can have overlooked something.
Andrei Cineva 1 Jul, 2024 @ 8:12am 
So we defeated Julian in the next mission. When another mission spawned after that, it no longer had Robotic Uprising. I am guessing we had to defeat him once for the SitRep to recycle or something.
Andrei Cineva 30 Jun, 2024 @ 8:09am 
I disabled the Raiders And Resistance Strategic Spawning mod. And sure enough ... Julian showed up with his Derelict MEC buddies.

So that answers that question.

Unfortunately, the SitRep continues to show up. Not sure if it has anything to do with the fact that Julian was banged up but alive at the end of last mission.
Epigamesh  [author] 28 Jun, 2024 @ 10:31am 
@Andrei Cineva Are you, by any chance, also playing with the Raiders and Resistance Strategic Spawning mod ? (and if so, could you deactivate it to test if the robots show up again ?)
I'm not quite sure why the sitrep would spawn for every mission, though. Its appearance probability is given by the AppearanceChanceJulian parameter (in percents) in the XComGameData config file. By default, it should be 30% : either you have been very lucky (or unlucky), either something is wrong in my code. You could try to lower it (especially if you alow the sitrep to show up again, as 30% could be a bit much anyway) but I will check it again.
Andrei Cineva 28 Jun, 2024 @ 7:32am 
Strange bug to report.
So I am playing on Covert Infiltration. I have turned the config setting to allow the Robotic Uprising SitRep to keep showing up even after Julian's defeat. I am not sure if this is the cause (thought I'd mention it anyway)... but ever since reaching FL5, I keep getting the Robotic Uprising SitRep without actually having the robots show up. Moreover, the SitRep appears for every mission that spawns.
Kevin from HP Customer Service 28 Jun, 2024 @ 5:34am 
aye this is sick, ima try it next playthrough.

Is it possible to enable/disable specific alternative DLC integration individually?
jahsinha 6 Jun, 2024 @ 10:03am 
Hmm. I've used that for awhile myself.
Epigamesh  [author] 5 Jun, 2024 @ 9:41am 
@TheHolyLord57 @jahsinda @Samurai_Shogun I have finally found : the POI not appearing anymore (at least in my modpack) was caused by the Raiders and Resistance Strategic Spawning mod, which was updated the 13 May. I will try to contact the mod autor about it.
TheHolyLord57 4 Jun, 2024 @ 6:58pm 
@Epigamesh The only ones I added after this mod were WOTC Save Games Delete All Option, Luck Tracker, Rulers Regen, Renegade Rulers, and Remove Missing Mods for WotC. None of which I thing should mess with the poi spawn.
jahsinha 4 Jun, 2024 @ 1:34pm 
Epi - I had the same issue on a new campaign. I couldn't get the POI to load, even at FL9. And Julian wouldn't actually spawn when the sitrep was active ( I consoled in mission several times to expose all enemies and the faction just wasn't there even with sitrep). Something happened with another mod, indeed.
Epigamesh  [author] 4 Jun, 2024 @ 1:23pm 
@TheHolyLord57 So, after some testing, my mod is working if played alone, even in the latest version.
However I did encounter your problem when testing with my complete modpack, which means I must have an incompatiblity too somewhere (from a mod I have added or that has been updated after april the first, when I released mine). The good new, at least, is that there aren't that many.
I would gladly have a list of your mods to compare it with mine (hoping the culprit is the same). I'm especially interested with the ones you have added, and the ones that have been updated (you can sort them with AML) after april the first.