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Still going to miss it, though. The breathing room was sorely needed the first time I played.
Probably not. IIRC, WoTC changed the way that enemy spawns were defined so XComMissions.ini changes don't have an effect.
- Open this mod's XComMissions.ini
- Under Schedule Definitions, you will find 4 blocks, one each for the three types of council missions and one for Avenger Defense.
- Delete the COMPLETE block for Avenger Defense. It's the biggest one of the four.
- Save and close.
Done.
Still, I can't see a whole lot that would conflict. Given the Nest mission itself didn't appear until I disabled the mod, I'm wondering if altering the selection of missions available via Scanning Sites Plus is a possible cause.
If I had to guess, it's A Better ADVENT since that's the only other enemy-list-modifying mod I have running.
You aren't the first person to have something like that happen. But as far as i am aware, the rulers always turned up at some point for everyone. That being said, i am as clueless as you are. No idea what causes this delay. It might very well be that this mod (or Better Pods, which includes this mod) is responsible, but if that's the case, then i currently don't understand how.
The rest are all cosmetic, so I don't think that they could cause any conflicts. Any idea as to what could be causing this problem?
My current mods are the following:
- Mods that affect the rulers themselves: Restrict Rulers, can't execute rulers.
- Enemies: ABA, ABA all the enemies, Corrupt Avatar, Riftkeeper, Venator, Advent Titan, Advent Commander, Advent Spectre, Advent Sniper, Muton Centurion, Muton Demolisher, Advent Recon Unit, Sectoid Commander, Elite Viper, Advent Psi Op, Mec Breacher.
This and the Ruler's having three turns per enemy turns makes them a difficult - but reasonable - challenge.
Some mod conflict probably, but it's the first time i hear about something like that.
Any ideas as to why?
This is already a part of it ;)
This is going to save one many an Ironman run.