XCOM 2
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Alternative DLC Integration
   
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1 Apr @ 2:38am
10 Jul @ 2:40pm
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Alternative DLC Integration

Description
An Alternative to XCOM War Of The Chosen DLC Integration

This mod aims to replace the War Of The Chosen Integrated DLC content option upon a new campaign launch. As with the vanilla option, the nest and lost tower missions and narratives are deactivated (such as the button for the standard Integrated DLC option), but the elements of Alien's Hunters and Shen's last Gift are introduced differently into the game.

Ruler's Hunt
The Rulers are not anymore tied to facilities and can now appear randomly in the course of the campaign (this is the same mechanism as playing with DLC integration and Alien's Hunters narrative content both disabled)
The hunter weapons have no longer an associated research and are now directly collectable with the locator beacon POI, which has been restored (same mechanism as when playing the DLC integration off, but with Alien's Hunter narrative content enabled)

Julian's Return
The infamous Julian is now back in the game (even with restored voicelines for his sectopod form). Upon reaching force level 5, there will be a chance (by default 30%) to spawn a new sitrep, Robotic Uprising, which will add a pod containing Julian and some derelict mecs (5 by default), behaving as a raider faction (they will shoot upon ADVENT as well as XCOM). The mission can become quite difficult, especially in a light modded playthrough, but most parameters have also been made configurable to remediate it if needed.
Upon Julian's defeat, an AI Core is automatically collected (and the Robotic Uprising sitrep will stop to spawn). This item unlocks a new research project, necessary in order to build Sparks in the proving ground.

Recommended mods
Ruler Rework : The Rulers can now appear very early in the campaign, and this mod make them more managable in this regard.
Unit Flag Extended : With this mod, Julian and its acolytes will use a new color for their healthbars (instead of the same red as the aliens, which could be confusing)
Faction Anchor : On missions where all ennemies must be killed, this mod will prevent a premature ending when all advents unit have been defeated (even if Julian is still alive)

Configuration
The following parameters are open to config in the ini files :
  • The number of MEC with Julian
  • The Robotic Uprising sitrep minimal forcelevel and its probability of occurrence
  • The Robotic Uprising sitrep can be made to appear indefinitely (instead of disappearing after Julian's defeat)
  • Julian voicelines can be deactivated

Compatibility
Incompatible with Raiders And Resistance Strategic Spawning.
Works (and tested) with Covert Infiltration
Compatibility has been added for the mec trooper and Project:Final Spark mod or anything that needs Mechanized Warfare in its tech tree : deciphering Julian'Core will now also count Mechanized Warfare as completed

Credits
A big thanks for all modding tutorials and discord that are golden mines of informations. Also, the Julian sitrep wouldn't have been possible if it wasn't for the highlander and already existant functions managing raiders spawning.
87 Comments
Soul 3 Aug @ 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 @ 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 @ 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 @ 9:46am 
@EvilBob22 Indeed (I didn't even know about the POI command ; thanks).
EvilBob22 8 Jul @ 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 @ 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 @ 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 @ 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 @ 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 @ 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)