XCOM: Enemy Unknown
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wghost81 aka Wasteland Ghost

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wghost81

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About this mod

A collection of EXALT related mods: remove them completely or make them harder.

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Permissions and credits
Use PatcherGUI to install this mod.

A collection of EXALT related mods:

1. "Turn Off EXALT Missions" — use this mod to completely eliminate EXALT from the game. Apply the mod and start a new game. You can use an early save with EXALT still inactive, especially if this save was made at the beginning of the month. If you saved game already has EXALT activated, no further EXALT missions will be generated and you may have problems with Covert Operation menu options.

2. "EXALT Radar Arrays Effect Off" — use this mod to remove Disabling Shot effect applied to EXALT units when covert operative hacks their radar arrays. In other words, hacking radars will not cause EXALT units to skip their turn reloading anymore. Incompatible with "Turn Off EXALT Missions". Should work with existing saves.

3. "EXALT Squad Composition" — In vanilla game only Elite EXALT pods are allowed to have all three types of soldiers in them. This mod allows for three different types for both regular and Elite EXALT.

4. "EXALT Weapons Mod" — This mod changes DefaultLoadouts.ini to give regular EXALT units XCOM laser weapons and elite EXALT units XCOM plasma weapons. You will not collect fragments nor weapons from EXALT on battlefield. Use "PatcherGUI->Tools->Enable ini loading" option to make this one work.

5. "EXALT Waves Mod" — EXALT reinforcements are defined directly inside map packages and activated through XComWaveSystem. Typically, reinforcements are deployed in waves, which consist of one or more groups. This mod allows to increase number of units per group for all EXALT maps (covert extraction and capture-and-hold).

Another way to make EXALT missions harder is to combine EXALT modlets with "Larger Alien Pods" mod, which affects EXALT pods too.