XCOM 2
Scanning Sites Plus Two
69 Comments
BOT Shit at CS 10 hours ago 
Hi, I wanted to flag an issue with LWOTC compatibility. If one of the missions from this mod expires, the squad is lost in infiltration purgatory and cannot be recovered. I ran into this because the mission also doesn't pop up a must launch screen like the LWOTC missions do, so it'll just expire. I don't have a solution for this, but just wanted to bring it up, in case you want to look into it or as a warning for others trying to use this with LWOTC.
neur0n23 25 Aug @ 7:58am 
Wow thank you for your answer Mitzruti - I dove into the .ini you mentioned and see a lot of stuff, even commented with the mention of LWOTC - thats hella impressive. I am sure I will find a way to adjust the values to my liking.

Much appreciated. Also let me just say I do not cease to be amazed by how modifiable XCOM2 and its mods are. Truly amazing.
Mitzruti  [author] 24 Aug @ 1:00pm 
@neur0n23
my understanding is that LWOTC applies an additional will penalty on extremely under-infiltrated missions, to deter certain cheese strats.

you can change SSPMissionMinDuration/SSPMissionMaxDuration in ScanningSitesPlusTwo.ini to give your team time to infil. the default values are low so the missions don't hang around for long in vanilla settings.
neur0n23 24 Aug @ 12:37pm 
I am running a LWotC campaign.
After completing a mission awarded from this Mod (Alien Alloys POI, spawned a Sabotage Transmitter Mission) it allowed for only a day and 10 hours of infiltration time.
Since I had a squad handy, I went for it and underinfiltrated it heavily. I completed the mission (took me 23 turns) but at the end - all my soldiers were Shaken (will reduced to 0 or maybe 10).
While they started fresh with full 40/40 will (some had lower stats, but all were at full before the mission).

Anyway this is intended behavior? Will should go down by 1 every 3 turns if I recall correctly, so 23 turns should drain maybe around 7-8 will but not 40!
Any ideas? Mod conflict maybe?
♥♥♥ war arena 9 Aug @ 10:06pm 
it's a good mod idea but each time I go to one of the points of interest created by the mod, I have to hop back and forth around it twice to land and begin the mission. It wastes a bit of real-life time and it's kind of inconvenient that it doesn't just directly go to the mission.
Also I set the game to start me with the Templars, but thanks to this mod I started in Asia with the Reapers.
gunspy, day 7 5 Jul @ 1:26am 
Is there a way to stop the game from giving me Chosen Assault missions after scanning POIs in the config?
Anelorfin 10 Apr @ 5:05pm 
LWOTC is working fine. But don't let a mission expire while you are infiltrating a squad, if the mission gets cancelled, you will lose the squad.
Elster 22 Oct, 2024 @ 12:55pm 
This mod is spawning Repel the Chosen Assault missions after scanning POIs. I haven't configured it to do so. Why would this happen?
Captain Lost 11 Jul, 2024 @ 10:35am 
I'm going to leave my comment there, just for context, but I did more testing and it's not this mod causing that issue. It seems to happen whenever I start a new campaign without first resetting the xcom config folder. But resetting it means I get the regular world map, with or without this mod.
Captain Lost 11 Jul, 2024 @ 9:24am 
Normally, I have like 6+ raider faction bases scattered across the map, and I start in a random location around the world, and at a random resistance base. Using this mod, I get only the Marauder base, always start in Asia, and (so far) always at the Templar base; and it seems like that's the case in the screenshots above, too.

My guess is it's related to how this mod initially sets itself up on the strategy layer. But idk anything about that stuff so who knows.
silverleaf1 15 May, 2024 @ 4:13am 
@Mitzruti I do use Covert Infiltration.
silverleaf1 15 May, 2024 @ 4:12am 
@MItzruti I also encounter the issue that DeBlue mentioned below. When I scan a site for intel sometimes I get the mission to rescue survivors in an area controlled by the lost. When I rescue the VIP and the two soldiers they are not added to XCOM. I only get the original intel from the scan. Is this intended?
DeBlue 8 May, 2024 @ 2:40pm 
In my campaign, when flying to the majority (like 9/10) missions the avenger goes to the the place but then moves again to said place. Basically i says "moving to mexico" and then it moves again "moving to the mexicon regional tract" or whatever she says. This is not only annoying but it uses up time which in the worst case causes a mission to expire
RustyDios 3 Apr, 2024 @ 12:37pm 
I think those are excluded POI types *this mod* can spawn as extra POI's
attiladuran123 3 Apr, 2024 @ 12:05pm 
Sorry to ask this stupid question
But in the Ini.Files there is a Exluted POI - Nest , Tower etc....

I need to uncoment to have the ability to play the DLC Mission's or just don't touch it ?
Sega 17 Mar, 2024 @ 10:41pm 
@solargus
1 - you need to control the penetration time after 100%, because if you want 200% and do not start the mission yourself on time, for example, by 190%, then the mission will be canceled.
2 - If you get a red warning in LWotC (start or cancel the mission), press [Esc] on the keyboard and the penetration time will go fine.
P.S. this mod works fine with LWotC. It would be necessary to remove this red warning window (go or cancel)
Windfall 28 Dec, 2023 @ 10:07am 
Love what you have done with this, it really adds another layer to the POIs, I want to continue to use it but having an issue. So far the only missions I have got from 2 Supplies scans and 1 Utility item scan has been the "Chosen Avenger Defense" I saw another mod for this but I am NOT using it, never did.

It is a brutal mission for very early game, and since I saw it 3 times im worried something is not working right. I do not have any conflicts with this mod, Im not sure how that one mission is being attached to every scan (or so it seems), any thoughts on where I can look.

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2209195185&searchtext=avenger+defense
solargus 24 Nov, 2023 @ 12:45am 
@Dragon32 thanx. i undestand this mod no comportable for LWotC.
Dragon32 23 Nov, 2023 @ 12:40pm 
@solargus
Don't expect a mod like LWotC, that changes most of the game, to work with any other mod.
solargus 23 Nov, 2023 @ 12:17pm 
Tell me pls. why missions created by this mod do not start at 200% squad penetration, and it is impossible to cancel these missions, since there are no buttons and missions do not have an icon, as a result, I lose fighters for a long indefinite time? .. I still didn’t wait for the start of the missions to liberate the engineer, etc. And secondly, missions with a limited task time (red) do not proceed to the task and the next move is a message that their time has expired, what is this?
Raizen725 17 Nov, 2023 @ 12:23am 
for some reason when i went to get pois for grenade it spawn a mission which alraight but the rewards ended become mssing
Montressor 20 Oct, 2023 @ 9:37pm 
I'm enjoying this mod so much! :D

I have an additional question. It looks like the sitrep features from this mod are overwriting the ones from `[WOTC] Multiple Sitreps 2.0: Guaranteed & Categories`. is there a way to get around this and instead let multiple sitreps handle the sitrep options?

Thank you in advance!

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2068573223
Dragon32 21 Sep, 2023 @ 11:21am 
@Montressor
That increases the number of times a particular mission type can spawn during a campaign.
Montressor 20 Sep, 2023 @ 8:13pm 
is this compatible with More Resistance Ops? or do i no longer need that mod?

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1123890279
Hudson Savage 12 Sep, 2023 @ 4:05am 
For those wondering, this was an issue with Savage Items, it had nothing to do with this mod. The issue has since been fixed.

Savage Items should be compatible with this mod, though I'm not sure about the new POIs my mod adds, that might need some config work on the user's end.
Skarsatai 2.0 17 Aug, 2023 @ 10:43am 
@silverleaf1.-the error comes from savage items. error msg is shown,. later in the inventory the reward is listed. i. g. resistance cache.
silverleaf1 17 Aug, 2023 @ 2:44am 
@Mitzruti I really like this mod. The early game is a bit more difficult when XCOM must struggle more to get engineers and scientists.
silverleaf1 17 Aug, 2023 @ 2:43am 
@Mitzruti The error message I get might be caused by using the Flawless mod in my campaign. I get the error window on flawless missions only.
Skarsatai 2.0 15 Aug, 2023 @ 3:28am 
Dear Mitzruti. I found a little bug on the strategic layer. When I send a team to the site (and missclicked) so the team goes back to te avenger after resending them to the site the game finished working. No entry into the mission, no Escape button, it just hovers over the mission site and thats it. Happens not everytime, just sometimes. the strategic layer still plays the animation, the sound but no response anymore for the player. This happens only with missions from the pois. Normal assault missions are not affected.
silverleaf1 14 Aug, 2023 @ 8:39am 
@Mitzruti Here is the exact error message I get. "Error creating specified reward"
silverleaf1 14 Aug, 2023 @ 4:32am 
@Mitzruti At the end of missions associated with this mod I am getting a popup right after the completion of the mission indicating that the reward can not be displayed.
Vaultwulf 29 Jul, 2023 @ 8:56pm 
@Mitzruti, is there a way to disable missions for Scientist and Engineer altogether. I already have those types of missions via CI and I find them too frequent even when set to a low percentage. Otherwise I really like what this mod does. Great work!
Mitzruti  [author] 29 Jul, 2023 @ 11:51am 
@DarthMaul
Let There Be POIs has a config array for POIs to disable. so you could add lines there to get rid of the soldier POIs you don't want showing up.
DarthMaul 28 Jul, 2023 @ 8:47pm 
Hi Mitzruti, first of all excellent mod :steamhappy:. Great addition to somewhat dull vanilla POI's choices and the quantity as well, but I have to ask if there is a way and how to limit the POIs to everything except soldiers/rookies ones. I have huge character pool and don't need random rookies/soldiers from POI mission. Any suggestions on how I do it? Tnx in advance.
Henshin Wizard 20 Jul, 2023 @ 4:45pm 
My bad I figured it was due to Advent Avenger mod, didn't read the last part of the description. >_>
Henshin Wizard 19 Jul, 2023 @ 10:36pm 
I've tried this in a normal moded game even installing in mid to campagin it works. But for some reason it doesn't work in Covert Infiltration even starting a new game. Is there something I need to do to get working for Covert Infiltration?
Coley 19 Jul, 2023 @ 10:29am 
No problem, happy to help!
Charlton Heston 19 Jul, 2023 @ 10:26am 
@Specimen Excellent tip, thank you very much. I hadn't realized that the game runs outside the scope of POI spawns at a certain point, and this mod serves to speed that eventuality up. This should provide a fix. Much obliged.
Coley 19 Jul, 2023 @ 10:02am 
@Charlton Heston It might be worth adding the Points Of Interest Recycler mod, if you haven't already. It should help with POI running out. IIRC it's fine to add mid campaign.
Charlton Heston 19 Jul, 2023 @ 7:57am 
This was great, initially; plenty to scan and do in the rare lulls between batting away dark events. But after 4 in-game months or so, I no longer get any scanning sites. Like, not few. None. Zero. I don't know if it's this mod. But, this IS the only mod I have that affects scanning sites. And this was never an issue in previous campaigns without this installed. Okay, so, it is probably the mod. Any fix for this issue? If not, is it safe to uninstall mid-campaign?
Mitzruti  [author] 17 Jul, 2023 @ 2:32pm 
@TheForgery
added global and per-mission config for it. Hopefully it works out.
TheForgery 17 Jul, 2023 @ 1:33pm 
@Mitzruti Yes, the missions all pop up, you can send a squad to infiltrate and then get into the mission without issue.

What you suggested would probably do it and make everything work, barring an other potential issues.

Balancing the POI around lwotc is also another thing but it does help provide an alternative way to receive gear, supplies ect without having to fully rely on havens and Intel allocation. Not to mention, I find this more interesting since you have to do actual missions instead of just 'fly over and scan point A'. Overall It does help add another layer to juggling your team and which resources to prioritise.

I will take a look at the difficulty modifiers and dark events counters you wrote about above. That might help to add further risks associated with doing these missions and the balance that I am looking for.
Mitzruti  [author] 17 Jul, 2023 @ 11:09am 
@TheForgery
you're able to infiltrate them? would it be enough to make how long the mission sticks around configurable? (currently they're the same 22ish hours as vanilla missions)
TheForgery 16 Jul, 2023 @ 1:50pm 
Letting anyone know in case they're interested. In its current form, the mod doesn't 100% function with LWOTC. The POI spawn and the missions all get accepted as it should however due to LWOTC working on the principle of time infiltration, a lot of the missions will allocate 2-20 hrs. As such you will always be forced into high enemy presence.

Wonderful idea and great execution so much love Mitzruti. The mod functions without issue it is just that it wasn't built with LWOTC in mind which is completely understandable. Not to sure what settings in the configs I would need to adjust to give more time for the infiltration at present. Would like to do some more testing to see if the mod works well within the overall balance of LWOTC.
Zigg Price 15 Jul, 2023 @ 10:27pm 
Thought so. Glad I'm learning to interpret these things correctly LoL.

Playing the game? Pffffft, it's way more fun to sit and stare at notepad++ and think "what if?"
Mitzruti  [author] 15 Jul, 2023 @ 9:09pm 
@Zigg Price
Ha. Imagine playing the game xD

the config is used by the rewardmissionthing to spawn the mission, and won't have any effect on missions spawned in other ways.
Zigg Price 15 Jul, 2023 @ 3:32pm 
Was just thinking about how this mod generates missions. If I am using Covert Infiltration, it makes a lot of adjustments to the mission schedules. This mod essentially adds a third way to get a mission. We have Infiltration Missions through Covert Actions, the Assault Missions which happen on a time cadence, and then we now have thes missions that proc off of the scanning sites completing.

My question is, if I make a bunch of changes to the ScanningSites.ini config file, specifically the reward scalars and mission difficulties, will it affect Assault and Infiltration missions, as well, or just the missions from the scanning sites? I assume just the scanning sites, but wanted to check, because I don't think the Infiltration Missions or the Assault Missions will pull from these Mission Sources. But I'm not always right in my interpretation on how mods work.
Zigg Price 15 Jul, 2023 @ 12:26am 
I love the idea of the day mod and difficulty mod and mission chance mod all being configurable. However, looking through them, I see A LOT of them are set to 0. Is that intentional and you put them in there for the ability to configure? Are they default numbers that maybe you use yourself that you can share? I admit that I have less understanding of what missions are "supposed" to be hard and which ones are supposed to be easier. So know how others set things up always helps me understand a lot of what is going on.
Coley 14 Jul, 2023 @ 7:11am 
Gotcha, thanks so much for answering my questions!
Mitzruti  [author] 14 Jul, 2023 @ 7:10am 
@Specimen
It should work if you add MissionSource_SSP and MissionSource_SSPStaff to that mod's array of mission sources to patch. The Diffmod would then be added to whatever that spits out.