XCOM 2
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1 apr. la 2:38
15 sept. la 6:27
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Alternative DLC Integration

Descriere
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.
101 comentarii
Epic Dovahkiin 12 oct. la 15:44 
i was wondering why POI's weren't spawning and realized i have Raiders And Resistance Strategic Spawning enabled whoops so here's a tip don't be stupid like me and check your mods before enabling anything
grammarsalad 15 sept. la 17:32 
Oh boy, I'm having trouble keeping the count below 1,000... Lol, anyways, appreciate the mod
Epigamesh  [autor] 15 sept. la 8:37 
@grammarsalad Thanks (this is something I can relate too, after putting more than 300 mods together)
grammarsalad 15 sept. la 8:14 
Well, this looks like fun. Looks like I'm going to need to add one more mod to the must have mod pile
Epigamesh  [autor] 15 sept. la 6:40 
@silverleaf1 If the sitrep had been put on a mission before Julian was defeated (in another mission with the sitrep), the mod still doesn't update the sitrep after Julian's death (though there is a protection to prevent him from spawning in this case). I will about it for a future update.

If you have set Julian so that he continues to appear indefinitely, he will drop its loot each time, but they won't serve any more purpose : you only need one Julian core to research and unlock the spark.

(Laos thanks for the compliment)
Epigamesh  [autor] 15 sept. la 6:35 
@soul @EvilBob22 I just pushed an update so that the weapons now appear in the lodge once they have been retrieved (though it shouldn't change anything if the weapons have already been retrieved before, but subsequent campaigns should work as intented).
silverleaf1 13 sept. la 16:31 
@Epigamesh If set to allow Julian to appear multiple times, with his defeat result in another copy of the Spark armor?
silverleaf1 13 sept. la 15:16 
@Epigamesh I get the sitrep for this mod after Julian has been defeated, only there are no robots in the robot uprising when that happens. Great mod! I will check the config.
SeveN 7 sept. la 19:45 
Ah okay, I've been playing with "Raiders and Resistance Strategic Spawning" ever since I started using raider factions mods and wasn't even aware those factions wouldn't be able to move without it lol. I actually edited and recompiled that mod so that it affects both eTeam_Two and eTeam_One, because I play with 10 faction mods, with 5 being split into eTeam_One and the other half into eTeam_Two and then with the use "Multiple Sitreps 2.0", I gave 50% chances for their sitreps to spawn to create 3 or 4-way fights. I read before that you put Julian into eTeam_Two and that's why I was confused why he's not taking any actions.
EvilBob22 7 sept. la 15:40 
To add to Soul's comment: it's only for the conventional tier of the alien hunter weapons, the higher tiers do show up on the trophy wall once they have been built.