XCOM 2
Avatar Project Reworked
102 Comments
JerryTheGuy 29 Feb, 2024 @ 7:32pm 
By control the avatar project does that mean you can change the speed of how it works because i have 2 more spaces on the project but cant stop it because the only facility is to far from places i have contact with
zin 22 Mar, 2023 @ 6:50pm 
@crayven_ady Yes, it was made before WotC came out.

Does this work in WotC? And what do the ‘Doom points’ do?
Lord Bubba 18 Jun, 2022 @ 7:57am 
I remember using this mod a long time (5 years) ago when XCOM 2 held my interest and it was great! Now I'm back (2022) and I downloaded this mod because even on Veteran difficulty level I was still getting my butt kicked. I am presuming that this mod still works for the vanilla addition and hasn't been upgraded to WOT.
Paentimexi 11 May, 2021 @ 12:59am 
@crayven_ady
It doesn't as far as I can tell.
My suggestion is to go into your own ini files and mess with the numbers.
You can lobotomize the Avatar program by setting certain values to 0, increasing time for the project to progress, or make it so that only research facilities gain pips, but the doom clock is static.
Nandi 23 Mar, 2021 @ 11:52am 
Does this work with vanilla? Downloaded another mod that claimed to remove that PoS mechanic and i found out it didn't.
lego.motes 5 Apr, 2020 @ 11:31am 
dose the work with LW2
initium 25 Feb, 2020 @ 4:20pm 
@AnonymousCheese - Feedback
After playing this on Legendary difficulty with Covert Action Missions , I found that the doom counter wasn't ticking along sufficiently to cause me into making any raids on facilities. The game functions fine, but I think these two mods together make the game too easy. I'd suggest adding this point to the description so other players can make that choice.
Also I'd up the counter to tick at least once each month to recreate the sense of urgency. Apart from that the mod works great. I have many more facilities to raid now - if I want to :)
Baal Firenze 17 Feb, 2020 @ 4:03pm 
I am trying to increase the rate of construction and I think this is it

MonthlyFacilityBuildData=(Month=4, MinBuildDays=15, MaxBuildDays=29, MinLinkDistance=2, MaxLinkDistance=6, Difficulty=3)
MonthlyFacilityBuildData=(Month=5, MinBuildDays=10, MaxBuildDays=29, MinLinkDistance=2, MaxLinkDistance=6, Difficulty=3)
initium 1 May, 2019 @ 9:49pm 
@AnonymousCheese - Would you be ok if this mod was included in another meta style mod?
(Credit obviously given to you for it)
JU12000 27 Jun, 2018 @ 6:10pm 
@Spideywulf as far as I know there hasn't been an update that breaks it.
Syndra 27 Jun, 2018 @ 5:43pm 
Does this still work? Would love a mod to increase the amount each facilty gives as well when a facility is destroyed it decreases by X amount it had produced.
Kaldin 4 Jun, 2018 @ 4:17pm 
Anyone know if this still works? Without WotC or LW2, but with the "vanilla"-DLCs, that is.
AnonymousCheese  [author] 13 Mar, 2018 @ 2:35am 
@CapitaineYolo It's been a long time since I made this, but I don't belive it denies Advent from building more.
CapitaineYolo 13 Mar, 2018 @ 2:16am 
@AnonymousCheese Do you know whether new facilities will be built once I destroyed one in every region?
AnonymousCheese  [author] 8 Nov, 2017 @ 5:55am 
@JU12000 absolutely not. Since this mod is discontinued for the forseen future, anyone is welcome to do what they please regarding it.
JU12000 8 Nov, 2017 @ 5:40am 
@AnonymousCheese are you opposed to someone taking over this mod?
Paentimexi 15 Sep, 2017 @ 2:10am 
Anyone have a link to an update or something? Hell, I'll tweak the ini files myself if i have to, I just need some direction - I honestly can't play the game without this mod, it's the greatest one that I've ever downloaded and a cornerstone to my enjoyment in XCOM 2
Scrooge McDuck 5 Sep, 2017 @ 5:34am 
Aww, pity.
Malidictus 31 Aug, 2017 @ 5:11am 
Ah, well. Thank you for making it anyway :)
AnonymousCheese  [author] 31 Aug, 2017 @ 5:07am 
@Malidictus Unfortunately not, sorry.
Malidictus 31 Aug, 2017 @ 5:05am 
Aw, man! This mod is what made XCOM 2 so much fun. Guess we aren't getting an update for War of the Chosen, huh?
Bullyhunter77 3 Apr, 2017 @ 5:27pm 
Someone REALLY, should pick this mod up from here if the author won't be supporting this anymore. This was one of the things in game that I was just thinking why it wasn't like this in the first place. I mean, they put so much effort in making the doom counter look terrifying but half the time we can't even slow it down, so I'm just like ok fine do what you want aliens.
Insufferable Smartypants 10 Feb, 2017 @ 10:17pm 
Damn. This was my favorite avatar mod.
AnonymousCheese  [author] 5 Feb, 2017 @ 3:25pm 
Hey everyone, just as a headsup. I don't intend to work on this mod anymore. Apologies to those left hanging for ages.
Furfante 5 Feb, 2017 @ 3:14pm 
Would it be possable to make this compadable with LW2? I need every handycap I can get
pintocat 1 Nov, 2016 @ 2:50pm 
I recompiled the mod without the extra script stuff that used to get packed automatically.

https://dl.dropboxusercontent.com/u/1016838/AvatarProjectReworked.zip
CPT Drumheller 2 Oct, 2016 @ 11:39am 
Is anyone still using this mod? Does it still work?
JiMMy 13 Aug, 2016 @ 7:07am 
open the console in game and type: removefortressdoom "x" the "x" being the value you wish! this command will remove the blocks from the avatar fortress but not from the facilities!

its a good workaround for now till we get a mod that make this process feel more natural
Schoff 3 Aug, 2016 @ 8:33pm 
Is this being supported anymore?
Verrik 13 Jul, 2016 @ 9:42pm 
Hasn't been updated since Feb. Not a good sign...
necro55 9 Jul, 2016 @ 12:18pm 
Has this been tested with Shen's Gift?
Bullyhunter77 12 Jun, 2016 @ 2:39pm 
after destroying a facility, that is
Bullyhunter77 12 Jun, 2016 @ 2:39pm 
can we config how much doom points are lost in the config file?
JayBee 🔰 19 May, 2016 @ 2:21pm 
@ Ray, it should, I don't recall either being changed from May 12th patch.
[=VF=]-Ray Jefferson 13 May, 2016 @ 10:18am 
this mod work with new dlc and new patch?
BOYCOTT S-T-E-A-M! 12 Apr, 2016 @ 1:02pm 
Since this doesn't sound like it will be getting updated anymore, which is a real shame, would you be willing to post information about specifically what files and sections you changed to make this?

I've been loving Djackdau's Marathon Mode mod, but the way the Avatar project works can lead to some issues. Using your mods way of handling it would be perfect... but unfortunately just usign your mod with that mod has some horrible consequeneces as the Avatar project still builds up passively yet the facility construction rates are ramped up... and worse the marathon mode makes everything take days on end so its a constant, and unwinnable, race to destroy facilities.
Syntax 3 Apr, 2016 @ 12:19pm 
I really enjoyed this mod, hope you come back to it!
AnonymousCheese  [author] 25 Mar, 2016 @ 8:12pm 
Sadly no, I had to uninstall the mod tools and I doubt I'll be getting them again anytime soon
Zigg Price 25 Mar, 2016 @ 8:04pm 
So, this mod is no longer being supported?
Bender B. Rodriguez 23 Mar, 2016 @ 3:53pm 
It seems that this mod makes things rather easy. For balancing purposes I'd recommend an increase in the frequency of Advent Facility spawns, an increase in the rate of Doom Point generation, or both.
/!!!!!!!!!!!!!!! 23 Mar, 2016 @ 11:21am 
Stellar Mod! Thank You!!
Tenebris 21 Mar, 2016 @ 8:05pm 
I have a suggestion, for balancing purposes: make the main facility start with more points, 5 perhaps, maybe even 6, just so that it is still a worry and not completly eliminated as a threat after completing 2 story objectives -_-
AnonymousCheese  [author] 21 Mar, 2016 @ 1:56am 
I couldn't tell you, I had to uninstall the mod tools to make space so I haven't been able to test things recently.
Omni-Gawker 21 Mar, 2016 @ 12:48am 
Say, do you think there are any problems with the recent patch?
Zigg Price 17 Mar, 2016 @ 3:07pm 
This mod is incredibly fun...but, fair warning, using it with something like the Marathon mod will likely result in game over. With Marathon stretching out the time on everything, it is insanely difficult to keep up with the facilities.
Lance 14 Mar, 2016 @ 7:06am 
this mod is wrking perfectly , and making my game Totaly diffrent in a better way , with no cheatin or delay for the avatar , making that you can take more time to enjoy the game .
i do not know why it is not better evaluated
BIG UP For this mod
Kanan 9 Mar, 2016 @ 9:29am 
Dunno if you have seen this, but this reddit thread shows how to get rid of unecessary files in XCOM 2 mods that only make it harder to load:

https://www.reddit.com/r/xcom2mods/comments/48c8v3/psavoicepacks_and_other_mods_to_a_lesser_extent/

If you have already, then just ignore my post :)
Zigg Price 8 Mar, 2016 @ 6:50am 
For mods that just slow the progress down (using Marathon mod for a long campaign) will this work? Or would it just not launch?
thistlebloom 6 Mar, 2016 @ 11:19am 
Does it slow down progress on lower difficulties or was I just having weird luck? I already got to having plasma rifles before I even did the first black site.