Xcom 2 Avatar Project Mod

Zhukov:
Your game. Mod it howsoever you please.

Avatar Project in XCOM 2. Avatar Project Information. The Avatar Project is the alien win condition which is represented by a red gauge in the geoscape. When the aliens succeed in completing objectives and building facilities, the gauge fills up. Avatar Project progress (Doom Counter) The Avatar Project is a key gameplay mechanic that determines the aliens' progress towards victory; its completion means the end for XCOM. The project's progress meter (also called the Doom Counter) appears as a red 12. The Avatar project continues to advance in my game, I extracted the folder into the Mods folder located within the XComGame folder but for some unknown reason the Avatar counter continues to advance. The XCOM 2 launcher shows the presence of the No Avatar Project mod.

Yep. That's why I am puzzled by people complaining about trivial things that are already fixed by mods.

It's a single player game to boot. What you do doesn't affect anyone else.

Zhukov:
Personally I'm doing my first run with zero mods. But that's mostly because I don't want to risk messing up my save files with potentially buggy mods.

I've got TimerTweaks which is the only game changing mod. The rest is cosmetics:

Free Camera Rotation because the default 4 available positions were limiting.

Better Tactical Zoom Out because the default one is also limiting at times.

Show Health Values because the health bars suck this time around. They didn't in EU.

Evac All because doing soldiers one by one is bo-o-o-o-oring

Strip Primary Weapons - not sure why that wasn't in the base game.

Chance to Miss - the only other mod that's vaguely gameplay-y. It simply reverses the hit chance and shows you the miss chance. It does help me focus on not pursuing riskier actions (60% chance to hit? Sounds reasonable! 40% chance to miss? Probably safer to not take it)

Xcom

Stop Wasting My Time - because reasons.

Mirror's Edge Faith Tattoo Set - it's just cool. Also, the game lacks good tattoos, I found.

Things I want but haven't gotten yet

XCom International Voices Pack
More Nations and Names
More Nations Mod

First one is not finished yet, neither are the other two. I also hope they get merged into one. At any rate - I don't really like the game being about taking Earth back..by mostly US English speaking soldiers. Few UK English one and a couple of Aussie English voices but most are from the US. I like the game being about people from, you know, around the world trying to save it. Adding these is just vital. It really should have been part of the base game - at least the nations.

Always Show Shot Breakdowns - currently doesn't work with Chance to Miss. But it'd be a nice addition when it does.

Enhanced Hit Chance Displays - I'd wait for the UI to be slight improved

Xcom 2 Avatar Project Increase Mod

Zhukov:
Although I will say I'm deriving a definite satisfaction from all the people saying that the game is 'brutal' and that they're getting their shit ruined by time limits. Apparently somewhere along the way I became a decent XCOM player. I guess this is how those people who are good at Dark Souls feel. Git gud scrubs.

Yeah..I got TimerTweaks, since I was scared off by people talking about the timers. I finish the vast majority of missions under the extra time added by the mod. Not even rushing. On Commander, no less. I admit, I've been afflicted or pretty miraculous luck at times, still, I don't think it's enough to justify my performance.

Xcom 2 Avatar Project Reset

I'd love to see a full-on custom campaign project, personally. How to remove the virus in pendrive.
If I had the concentration and such to learn how to code, and do all this stuff, I would have already started.
Whether these get used or not, a custom campaign will be great regardless of what it is.
There are a few custom campaign ideas I have.
Play as Advent
Basically, swapping roles in the campaign. This will be the hardest task of any other custom campaign, I would think.
Avatar Project logo on the map would be Advents commanding base, and exterminating XCOM would mean victory.
(A typical) Zombie Apocalypse campaign.
Because there are totally not enough zombie games out there.
Have there be no guns on their side, no UFO's, no research.
Instead of avatar project, have an infected meter which only increases if you can not complete an important mission. (Like rescuing civilians from a zombie raid)
incredibly slow research for XCOM
Reskin the avenger to a vehicle, and prevent flying cutscenes when base comes under assault. (Instantly defensive state, survive the oncoming waves)
(Maybe I'm asking for the impossible) Co-op campaign

Xcom 2 War Of The Chosen Avatar Project Mod

This one speaks for itself.
Instead of 2 XCOM bases, or sharing the same base and troops,
One player is XCOM, the other is the resistance.
The resistance control only the areas inside the avengers contact area, searching and spending time looking for areas of interest for the XCOM player.
Actually attacking ADVENT convoys to take them out, appearing on the map after a successful raid, allowing for XCOM to take over afterwards.
You get the general idea.