XCOM 2
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[WOTC] Choose Your Aliens
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27 Jun, 2019 @ 9:43am
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[WOTC] Choose Your Aliens

In 1 collection by Boundir
Make Your Own Game
26 items
Description
Description

Choose Your Aliens lets you define which enemies you want to encounter in your campaign. Using alien packs you may not want to play with all of them.

Changes

None. All Aliens are enabled by default, it is up to you to disable what you don't want.
There are two methods to make your changes:
  • Using MCM this will support A Better ADVENT, A Better DLC and Bio Division mods.
  • Using XComDisableAliens.ini, you will be able to disable any alien. To do so you will have to enter the in-game unit's name you want to disable.
    [ChooseYourAliens.OPTC_CharacterTemplate] ; Example: ;+DisableAlien=AdvTrooperM1
    You can find a list here.

Notes

You may have incomplete pods if you disabled too many aliens and the game can't find alternatives.
This will also happen for Golden Path missions where aliens are set.
Using MCM, disabled aliens will stop appearing but the game won't refresh the pods. You will have to restart the game for that.
I have marked MCM as a requirement but it is not really. It is just super useful to have it.

Credits
Modding Community is always a big help. Thanks to Musashi and MrNice for their support and guby & cie for MCM.
Also Yzaxtol, I used the same trick he did for Spectrum.

Troubleshooting
Mods not working properly / at all
Mod not working? Mods still have their effects after you disable them?

155 Comments
SilverCuppedRamen 29 Apr @ 10:24pm 
Thank you for making this. My only complaint is how Vanilla enemies have to be disabled (I don't really use mods that add enemies or modify them so I was initially confused with all the options presented). Other than that, great stuff. Thanks again. :btd6thumbsup:
Boundir  [author] 10 Mar @ 6:06am 
Most vanilla enemies are needed to progress in story. It's easy enough using the ini file and it doesn't require me to do tedious work 🥳
How can I help you find the file? The name is mentionned in description. The folder within your workshop folder is 1782917748.
SoCaliber 9 Mar @ 6:13pm 
why did you make it easy to disable enemies from mods that i dont even have, and vanilla enemies need to be disabled via .ini files which i dont even know how to access those files?
SoCaliber 9 Mar @ 5:50pm 
Does this work mid-campaign?
Boundir  [author] 27 Dec, 2024 @ 4:30am 
Did the mission they appeared in already exist when you disabled them?
BlackDog 26 Nov, 2024 @ 1:56pm 
No worries - if you find time to get around to it let me know and I'll update the pack to ship whatever is needed :)
Boundir  [author] 26 Nov, 2024 @ 10:27am 
@BlackDog
The issue is not adding them manually. Granted it's tedious but that's not why I'm hesitant. I want to rework how I set the MCM config so any mod can add its own entries. And so far I didn't get the time to work on it, sorry
BlackDog 22 Nov, 2024 @ 12:02am 
@Boundir - would you perhaps consider adding MCM support for the aliens in the standalone LWOTC alien pack? https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3005345170

A user kindly posted a list of the required .ini changes on my discussion thread for this mod which looks absolutely correct but it would be awesome if it could be integrated in MCM alongside the ABA & Bio Division guys. Ini edits here:
https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/3005345170/4628106589631504017/
Boundir  [author] 8 Sep, 2024 @ 2:18am 
I got a feedback that it wasn't effective with LWOTC but never that it crashed. Please make sure it's the cause and I can look into it.
deli7007 8 Sep, 2024 @ 1:09am 
LWOTC unfortunately crashed