Awesome!! Thanks for the input Phoenix.
I like the UFO Extender accuracy idea. Auto shot was OP at times and aimed shot was too expensive for the random results. I see this with the TFTD damage model sets up a more predictable tactics in the battlescape.
1. Force aircraft launch sounds cool. What happens when a craft is rearming?
2. Instant grenades sounds handy for turn 1. Although prepriming grenades sounds riskier. If a soldier dies and drops a primed grenade does it go off instantly with that option enabled? Also if a soldier cooks a grenade for X number of turns does it still go off at the end of the turn?
It's my understanding that UFO Extender is meant to counter kneeling Snapshots on powerful soldiers, since they tend to have uncanny accuracy for a shot from the hip.
Force aircraft launch forces the craft to launch in its current state. If it happens to be in the middle of re-arming, it'll have whatever numbers of rounds they've managed to load in, which also means the possibility of launching a craft that's still out of ammo. THAT was an awkward interception for sure...
When grenades are primed, they won't actually go off 'til they leave your hand. So a cooked grenade won't go off. However, a dropped (as opposed to thrown) grenade (either dropped through the inventory screen or dropped upon death) will go off at the end of your turn and before the aliens' turn.
Also OXC allows you to preset your soldiers' inventories and starting positions within the craft. In your Skyranger (colloquially known as the Flying Coffin) screen, the order of the soldiers is the order they'll be relative to the ramp. One other neat thing to know is you can pre-prime grenades in your inventory screen ahead of time, so you don't have to waste precious TU's on turn 1. Right-clicking will un-pre-prime the grenade.
I forgot to mention 2 other in-game mods that you might like: 1. Aliens pick up weapons after panicking. Aliens typically drop weapons if they panic and wander around. They will never pick them back up. Often, this can result in you going all Julius Caesar on them will gun melee since they're defenseless. If you like, you can enable this option for a challenge.
2. Aliens suffer fatal wounds. When damaged, you might suffer a fatal wound. A fatal wound is pretty much a DoT (Damage-over-time) effect, slowly siphoning off your health unless a Medkit treats it. Aliens are exempt from this unless you toggle the option on. Some say this is more realistic and fair, while others dislike it since it can make capturing live targets harder. Again, choice is yours on these.