XCOM 2
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[WOTC] All Followers Supported!
   
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19 Aug, 2023 @ 7:09am
6 Oct, 2023 @ 2:15am
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[WOTC] All Followers Supported!

In 2 collections by lordabizi
LordAbizi's War Of The Glass
28 items
War Of The Glass Collection
441 items
Description
All Followers Supported!

Abstract
Supported Followers is a terrible mechanic and this mod kills it.


Overview
Let us recall, in broad strokes, how pod generation works in XCOM2. Each mission has its own Encounter Lists athat are allowed on it. Normally it's the list "default leaders" / "default followers", but sitreps can force their own lists on the mission. When the game generates a pod, it first generates a leader at random from the leader list for this mission. After that, it generates followers for this leader, from the follower list in this list. BUT there is an important caveat: this followers need to be supported followers of the chosen leader. For the base game it's fine, and allows some themed pods. However, once mods are in place, every mod author that adds new enemies needs to decide how they play with every single other modded enemy in the game. The resut is a quadratic complexity mess. Especially once sitreps are in effect, it's very common to get broken pods where the game couldn't find any leaders relevant to the current follower, so you get one enemy pods. Terrible mechanic, 0/10, would never play.

What this mod does is add every enemy as a possible follower for every other enemy. This does NOT mean that you'll get Sectopods as followers for base Officers at Gatecrashers, because the encounter lists still need to specify the enemy as a follower for the given force level. So unless you have a mod that puts sectopods in the DefaultFollower list at force level 1 - this will not be a problem! This is intended for people who play with Diverse Aliens By Force Level and turn on the "Ignore Supported Followers" option. The reason why this mod is needed even with that setting, is that DABFL does nothing if the pod only has one enemy (although this can be changed in DABFL's settings, but there's a good reason not to change it, an exercise for the reader is to understand why). So if the game's pod generation failed to find proper followers, the game will give a pod with only leader, DABFL will get a pod with only 1 enemy, and will skip it. With this mod, it should make it less likely that the game will fail to find followers for a given leader.

If you do NOT use the "Ignore Supported Followers" option, prepare to see vastly different and whackier pods than you are used to. You have been warned.


Configuration
In XComGame you can find a list of enemies or character groups that this mod will skip. This is just a safety measure, even without it there shouldn't be too big problems, but this is just an additional precuation to prevent Tygan from being a follower to a sectoid, or something like that (again, this shouldn't be possible anyway, but just to be safe).



Compatibility
Intended to work with Diverse Aliens By Force Level, and in particular with the "Ignore Supported Followers" mechanic, but will work fine without it. Maybe works also in LWOTC, but LWOTC generates pods in a rather curated way, and this mod might throw the entire logic out of the window. This mod does not work with Civilization 4.


Required Mods
Maybe?


Known Issues
None currently, but if you want to check what are the followers of a given enemy, a AllFollowersSupported_TestUnit console command was added to this mod. Type this, and after that the name of the unit you want to test, for exampe:
AllFollowersSupported_TestUnit "AdvTrooperM1"
and it'll write whether this unit was processed, and what it's current supported followers are.




Acknowledgements
The author is grateful to ReshiKillim, h4ilst0rm, and Zelfana for useful discussions.
The author would like to thank the users of the MEME Discord Server for the continued emotional support.
The mod preview image was done with the help of an AI.
37 Comments
The Professor 26 Feb @ 11:05am 
So that is why I didn't know that. I didn't finish the game yet.
lordabizi  [author] 26 Feb @ 7:14am 
Most of the one-enemy-pods in the game are special: the codex that gets summoned from skulljack, the avatar that is skulljacked, chosen appearance, gatekeeper spawning.
Some of these would become weird if multiple enemies are meant to spawn. I guess one can blacklist individually each of those encounters in DABFL, and only leave the "accidental" one enemy pods, but one would need to know what to do...
The Professor 26 Feb @ 6:28am 
"an exercise for the reader is to understand why" - It seems I am not exercised enough. Anyone care to help me understand why?
Skarsatai 2.0 10 Oct, 2023 @ 12:29pm 
part 2
+TemplatesToBlacklist = "WychHekatrixM2"
+TemplatesToBlacklist = "WychHekatrixM3"
+TemplatesToBlacklist = "KabaliteDracon"
+TemplatesToBlacklist = "KabaliteArchon"
+TemplatesToBlacklist = "Succubus"
+TemplatesToBlacklist = "Incubus"
+TemplatesToBlacklist = "WrackM1"
+TemplatesToBlacklist = "WrackM2"
+TemplatesToBlacklist = "WrackM3"
+TemplatesToBlacklist = "GrotesqueM2"
+TemplatesToBlacklist = "GrotesqueM3"
+TemplatesToBlacklist = "Haemonculus"
+TemplatesToBlacklist = "KabaliteWarriorSybariteM1NR"
+TemplatesToBlacklist = "KabaliteWarriorSybariteM2NR"
+TemplatesToBlacklist = "KabaliteWarriorSybariteM3NR"
+TemplatesToBlacklist = "WychHekatrixM1NR"
+TemplatesToBlacklist = "WychHekatrixM2NR"
+TemplatesToBlacklist = "WychHekatrixM3NR"
+TemplatesToBlacklist = "KabaliteDraconNR"
+TemplatesToBlacklist = "SuccubusNR"
+TemplatesToBlacklist = "HaemonculusNR"
;----end of eldar
Skarsatai 2.0 10 Oct, 2023 @ 12:29pm 
omg. thanks for the hint. eldar list 2.0 as follows
;dark eldarsblacklist
+TemplatesToBlacklist = "KabaliteWarriorM1"
+TemplatesToBlacklist = "KabaliteWarriorM2"
+TemplatesToBlacklist = "KabaliteWarriorM3"
+TemplatesToBlacklist = "KabaliteWarriorDarkBlasterM2"
+TemplatesToBlacklist = "KabaliteWarriorDarkBlasterM3"
+TemplatesToBlacklist = "ScourgeHaywireBlasterM2"
+TemplatesToBlacklist = "ScourgeHaywireBlasterM3"
+TemplatesToBlacklist = "KabaliteWarriorSybariteM1"
+TemplatesToBlacklist = "KabaliteWarriorSybariteM2"
+TemplatesToBlacklist = "KabaliteWarriorSybariteM3"
+TemplatesToBlacklist = "WychM1"
+TemplatesToBlacklist = "WychM2"
+TemplatesToBlacklist = "WychM3"
+TemplatesToBlacklist = "WychHekatrixM1"
lordabizi  [author] 10 Oct, 2023 @ 11:44am 
this is incorrect. You put their display name. You need the template name which is what stands for the ... in the [... X2CharacterTemplate] part.
Skarsatai 2.0 10 Oct, 2023 @ 11:42am 
very well.... implemented
;dark eldarsblacklist
+TemplatesToBlacklist = "Dark Eldar Warrior"
+TemplatesToBlacklist = "Veteran Dark Eldar Warrior"
+TemplatesToBlacklist = "Trueborn Dark Eldar Warrior"
+TemplatesToBlacklist = "Dark Eldar Scourge"
+TemplatesToBlacklist = "Dark Eldar Sybarite"
+TemplatesToBlacklist = "Veteran Dark Eldar Sybarite"
+TemplatesToBlacklist = "Trueborn Dark Eldar Sybarite"
+TemplatesToBlacklist = "Dark Eldar Wych"
+TemplatesToBlacklist = "Veteran Dark Eldar Wych"
+TemplatesToBlacklist = "Elite Dark Eldar Wych"
+TemplatesToBlacklist = "Dark Eldar Hekatrix"
+TemplatesToBlacklist = "Veteran Dark Eldar Hekatrix"
+TemplatesToBlacklist = "Elite Dark Eldar Hekatrix"
+TemplatesToBlacklist = "Dark Eldar Dracon"
+TemplatesToBlacklist = "Dark Eldar Archon"
+TemplatesToBlacklist = "Dark Eldar Succubus"
+TemplatesToBlacklist = "Dark Eldar Wrack"
+TemplatesToBlacklist = "Dark Eldar Grotesque"
+TemplatesToBlacklist = "Dark Eldar Haemonculus"
lordabizi  [author] 10 Oct, 2023 @ 12:34am 
can't check the mod right now, but if there aren't too many dark eldar individual units, then you can open the localization file, go to all the [... X2CharacterTemplate] lines, and manually blacklist each and every unit that appears there.
Skarsatai 2.0 10 Oct, 2023 @ 12:19am 
Advent combined with dark elders follower? interesting combo but dark elders need to fight againstadvent not join forces :-) I do not understand whats the right group name for the blacklist . is this correct ? +GroupsToBlacklist = "DarkEldarRaiders"
IconOfEvi 23 Sep, 2023 @ 7:07am 
@indigo_inc
Just to mention about your comment about the weirdness of the MTF lockdown sitrep, I've had that happen without this mod, so I'm not sure this mod is doing it in the first place. Its a thing with the SCP mod I think. I've even set them to friendly, but even with that, Lockdown sitreps still happen, and they happen for Facilities even. Hell I've had full SCP taskforce lockdown (i.e. all the Foundation forces) AND one of the MTF sitreps at the same time (as friendly), so they'd be shooting each other.