XCOM 2
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WOTC without Lost spawns
   
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23 maj, 2019 @ 13:20
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WOTC without Lost spawns

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I like Lost. but I don´t like FPS drops after Lost are spawning through the mission. SO this mod disables Lost spawning in tactical missions. The Lost are there, but the new ones won´t simply spawn.

There is already similar mod : WOTC without Lost.

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1157127420&searchtext=lost+without

That mod removes COMPLETELY Lost from game.

My mod has it all: Lost, Lost SITREPs, Lost Dark events. It ONLY removes the Lost spawning. (Mainly for better performance purposes).

You can enhance the Lost by subbing to some Lost buffing mods because you will get only Lost already present on the map.

What I changed in XComGameData.ini:

from LostLoudSoundThreshold=30 to LostLoudSoundThreshold=100000 making Lost totally deaf
from MinLostSpawnTurnCooldown[0]=4 to MinLostSpawnTurnCooldown[0]=200 in case there are Lost like Lost howlers.

Compatibilities:
- Can be installed and uninstalled during a running campaign!
- This mod disables lost spawning, that means its NOT compatible with most other Lost mods that do have them spawn in. Like WWL and ABA etc.



13 kommentarer
Haite 21 jun, 2024 @ 23:32 
Pairs well with no headshots. Stopped working for me when loading the game, so I changed the game files. Seems to have finally done the trick, thanks!
Houd.ini 22 sep, 2021 @ 8:25 
Didnt work for me. it didnt change the data so i changed it myself. thx for the tip
darkdill 11 jun, 2019 @ 14:43 
This one is very handy, though I think a perfect variant would be one where normal explosions don't attract the Lost, but vehicle explosions and the Ultrasonic Lure do. But I'm guessing you can't differentiate between the two.
yes_commander 24 maj, 2019 @ 16:32 
@mrshadowcx I suspected that might be that case, thanks for confirming.
MrShadow 24 maj, 2019 @ 4:25 
@yes_commander, that mission type is hard coded to keep spawning Lost after you get into the circle.
yes_commander 23 maj, 2019 @ 23:01 
I can confirm it works with WWL. Or rather, the game ran perfectly fine, but the mission I got still had repeated lost spawns, but that may be due to the specific mission type (I've only tested one mission so far, the reach-the-turret council escort). I'll definitely keep testing though, and might tinker with my own ini files as noted above (that was added to the mod desc after I installed, while I was mid-mission).
Valvatorez(Cox Cable = awful ISP 23 maj, 2019 @ 21:40 
Great for players who want more Advent without having the Lost lag the game.
p6kocka  [skapare] 23 maj, 2019 @ 21:38 
I tested it with WWLost and it works. Why shouldn't it? I have just made the Lost deaf by editing the ini and I have increased the turns for spawning Lost in case of Lost howlers from WWLost from 4 to 200. That's all.
Schin Jammer 23 maj, 2019 @ 18:58 
thank you! this has been a pain and the lost rarely are a challenge but I enjoy what they can add to the gameplay. I also do agree with E3's suggestion if that is at all possible. until then I'll be using this mod for sure.
MrShadow 23 maj, 2019 @ 18:22 
agreed with E3