XCOM: Enemy Unknown

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wghost81 aka Wasteland Ghost

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wghost81

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81 comments

  1. SmellyPaws
    SmellyPaws
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    Spawned at a terror site with the Newfoundland map, it spawned 2 of my soldiers right next to a shark carcass, and froze my game. Cool.
    1. EvilTechno
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      Same here. Since i was able to finish a game with this awesome mod years ago, i suspect that this bug is new/caused by some game updates.
      My heart is bleeding, but maybe that means i will finally start playing XCOM2.

      Anyways, thank you very much  for the mod, Wasteland Ghost.
  2. ProZlayer
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    Hello,

    What does this do: "arrStrategicMutators="XComLZMutator.XComFCMutator"? 
    I mean what happens if i turn this line off?

    Thanks
  3. lirikRouge
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    Really cool mod BUT in EW 401776 it makes bomb disposal missions (both in the original cemetery map and in the train station) harder, because the original maps are built with bomb nodes clustered around the default landing zone and very few farther away. I'm playing in Classic difficulty and sometimes the nearest bomb nodes are two turns away and other times I manage to reach a couple by splitting my team but then get surrounded by aliens and die. Haven't tested in Normal difficulty but the overall problem should persist. Is there a way to disable random landing zones or maybe the full mod in "special" missions (i.e. anything non-abduction, non-crash-landing)?

    The few nodes I could reach were clickable, and I also had the patched maps. My other mods were some Camera Tweaks and Gameplay Tweaks.

    Thank you for your work.
  4. Hike
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    A great mod, but sometimes it behaves strangely: on a map with a whale it lands the fighters always in different places and sometimes on a military base too, where there are many tanks. In this case, abduction maps may not have bodies of abductees or have the signs "turn me" on a dam - can I fix it?

    Also, the aliens sometimes are landing too far from you (up to 28 cells! ). They do not see you, you do not see them, then you have to look it... it's pointless, I lowered it to 15 then it looks normal.
    1. wghost81
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      There are certain restrictions implemented to avoid so called "LZ activation problem" when aliens spawn inside XCOM sight radius and activate on your first turn. You can, of course, change the values to your liking if you do want aliens spawning close to LZ.

      As for your first problem: I can't understand what it is. Could you link some screenshots?

      In any case, I'm not playing or modding XCOM now, so I won't be fixing remaining bugs in the mod. It's the same version used by LW team, so it should be stable. If you're using other (newer) map mods, there can potentially be some incompatibilities.
  5. dieyng
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    Hi,

    I installed a lot of your fixes and the xcom randomized mod.
    Everything works as it should, but the moment I try to reload a tactical save, the game crashes to desktop and does so for every save during a mission.
    When I reload a save from before the mission and then play through it without reloading a save everything works fine.

    When I remove xcom randomized everything works fine.
  6. akisvar
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    Hi i am trying this mod after alien pods randomized and larger etc ..
    Its good overall.
    Friends in low place mission though.Unreasonably too many thin men patrolling and adding.By turn 2 had 12 thin men to face including the drop downs.If you dont Rocket them squad is dead.
    Confounding light is easier considering i always have the base assaulted and having Mimic Beacon on by 3d month.
    Gangplak was easy as well probably because the area is bigger to move around.Cyberdisc appeared on the rear of the squad but still doable.And thin men were dropping on the roofs so i had to throw grenades.
    Exalt missions was a nice suprise being more pods than usual.That was fun.
    But i like it.
    Thanks for this
    1. wghost81
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      Yeah, patrolling pods make Friends in Low Places a nightmare mission, because of how small this map is.
    2. Daemonjax
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      What would I need to do to disable the "patrolling pods in council missions" feature ?
    3. wghost81
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      Verify back to vanilla and edit XCOMRandomizedUPKPatches.txt before instaling the mod: find this code and delete it:

      OBJECT=XGOvermind.Enabled
      REL_OFFSET=0x4C
      BYTE=0xFF
  7. bdb
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    Hey guys, this mod has the corrections from this one?

    http://www.nexusmods.com/xcom/mods/635/?

    Thanks.
    1. wghost81
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      Yes, under optional files.
  8. brutalbarbarian
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    Hi wghost81,

    I suspect I may have found a bug which I suspect is related to the "Unclickable nodes fix for both vanilla and LW" patch. I'm currently running LW b15d2, and I applied the above mentioned patch which I read on reddit is supposed to fix bomb missions where some nodes are unclicklable. While I haven't personally encountered a bomb mission yet since upgrading to LW b15d2, I decided to preemptively apply the patch for any future bomb missions I may get.

    Today I just did a council mission - the escort Dr. Marazuki mission, where I noticed some very odd behavior with the drop-ins. The thinmen which dropped out of LOS, the camera targeted the area where they dropped, but I didn't actually see the drop occur. Furthermore the ones which did drop within LOS I can confirm were definitely not on overwatch.

    Other PatherGUI mods I'm also using are AlienResourceDisplay, AnnetteFuriesPsiPerks and EnchancedTacticalInfo.

    I'm suspecting this mod because this is the most recent addition I've added, and it's the only one which has to do with random spawns.

    Hope this helps. I can provide a save file if needed.
    1. wghost81
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      Please, e-mail me your save to wasteland_ghost AT gmail DOT com.
    2. brutalbarbarian
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      I've tried sending the email, but apparently it's saying your email address doesn't exist?
    3. brutalbarbarian
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      Ok not too sure why I can't send the email to you, I'm getting a bounceback email claiming your address doesn't exist. But regardless, here's a link to the save if you're still interested.

      https://dl.dropboxusercontent.com/u/25416515/save32
    4. wghost81
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      I don't know what's the problem with e-mail. Thanks for the save, I will test it asap.
  9. pat_sch
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    Hi wghost81.
    Patch 1 for Beta15 seems not compatible with new Beta15c engine.upk (or XComGame.upk) ?
    1. wghost81
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      Yes, it's not compatible. I'll add it to the description right now, thanks.
    2. pat_sch
      pat_sch
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      Hi again.

      Furthermore, having not installed the patch, and hence the DefaultGame.ini, DefaultMaps.ini, DefaultRandomSpawns.ini, XComLZMutator.u and XComMutator.u files (that's a tricky patch ! ), I'm unable to load saves (from Beta15b) which were in tactical mode.
      That's not a major issue, but those which want to upgrade from beta15b (with the patch) to beta15c should do it with a last save in non-tactical mode.
    3. wghost81
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      Yes, it's possible as mutator saves some data. You can backup b15c files, install the mod, finish that mission and then revert to b15c.
    4. pat_sch
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      Hi.
      No need for me, I had a "non tactical" last save ; it was only for information.
  10. Stormwern
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    Does this version randomize the crysalid spawn ins on the fishing town mission? I just got insta-wiped after they spawned in on roofs all around me with the old version.
    1. wghost81
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      Yes, non-scripted pods are randomized since the very first mod version.