Author Topic: [submod] XCom Files Arsenal Additions (ver 0.8.1f Anarchic Anachronism)  (Read 75684 times)

Offline Praevasc

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Re: [submod] XCom Files Arsenal Additions (ver 0.7.8 EXALT Escalation++)
« Reply #105 on: January 29, 2022, 11:33:23 am »
It won't appear since it's not a research topic but rather unlocked as part of the private transport. If you unlock the private car it should be unlocked as well
Thanks, I unlocked it successfully!

Offline AlicePaws

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Re: [submod] XCom Files Arsenal Additions (ver 0.7.8 EXALT Escalation++)
« Reply #106 on: January 29, 2022, 12:08:38 pm »
0.7.9 is going to be a juicy one, we're still ways off but progress is going smooth!

Added Gnawer commendation (Reactions +1, Strenght +1 and Melee accuracy +1 (Up to 5 max each))
Added Share Gas Manufacturing Technology (Enables buying of Gas Mortar and Mini-Mortar Shells)
Added Share EMP Manufacturing Technology (Enables buying of EMP rockets and grenades, at a much higher price but more convenient)
Added Dragonbreath ammo to the Kludge
Added Buckshot and Dragonbreath ammo to Pancor Jackhammer
Added Dragonbreath ammo to KS-23M
Added Dragonbreath to USAS-12 and Auto Assault-12
Added Dragonbreath and Frag-12 to CAWS
Added EMP Ammo to TGL (To keep it interesting and not outclassed by the Smart Launcher)
Added EMP Rocket to Magma Launcher
Added Flechette and Flak ammo  to Smart Auto-Shotgun
Added 3 Pintle mounts to B-52 Stratofortress
Added 2 Pintle mounts to Osprey

Buffed Mini-Mortar Shells, fixed their blast radius, buffed the Mini-Mortar itself too
Buffed Mortar Gas Shell
Buffed and gave BlackOps Smart Launcher new ammo, it is now essentially an upgrade to the Milkor (Shoots Proxy HE, HE, Smoke, Blunt, Napalm, Elerium, Teargas, Flashbang and Gas)

Set radar ranges to motorcycle to not use default (It could be used to scout bases for free...)
LWP Night versions (reduced night vision to be equal to Nightops more or less, same with camouflage at day)
Most LWP and LWP ammo have had their size reduced by one

BlackOps Fiber Wire and Tritanium Wire Bracelet now require having researched the Noose
Tritanium Wire Bracelet now needs 1 alloy and 1 durathread to make

Fixed Gas Mini-Mortar and Mortar's inventory size AND clipSize (it was 0, whoops)
Fixed Mini-Mortar's bigob sprite
Fixed most of the missing manufacture projects for Tritanium ammo

Changed the way Non-Standard/Exotic ammo is acquired, they're now locked behind convoys and unlocked gradually
Changed Breaching Ammo to only be able to be bought after being able to make M16 underbarrel attachments since that's the only way to use them

Shotgun Damage mechanics and other changes:
Several buckshot and pellet-like ammo now have 50% damage to stun and time
Buckshot has a certain range depending on the shotgun's range (when the shotgun has unique ammo and not shared like the regular Shotgun it will be more accurate, for shared ammo then it's an average)
Tritanium buckshot has more range than regular buckshot before the damage reduction kicks in
Flechette travels for longer than buckshot before losing damage, has much less stopping power but can pierce armor (only 10% Tu damage)
Flak travels even further than flechettes, tritanium version of Flechettes
Dragonbreath has the same range as buckshot but damage dropoff is twice as much, suffers from 15% less armor penetration but can cause morale damage and set things on fire (only 10% Tu damage)
Frag-12 Shells are explosive slugs that can damage armor as well as stun the enemy very slightly (50% TU damage, 25% stun, 20% Armor damage)
Frag-12 and Slugs/Tritanium Slugs have no damage dropoff associated with range, I don't see why they should at least now
Weapons not affected:
Toxi-Gun,Chem-pistol,Chemo-gun all other UAC Weaponry aside from shotgun (They feel solid already), Plasma Caster, Concussion Cannon, Thrasher, M.A.G.M.A. Pulse Weaponry, Razor Shotgun
Everything else including Anti-Tank Rifles, Cannon BS and HE shots has had their RandomType changed to 7

Changed Tactical Sniper's and M82 Barett's HE random type to 7
Tactical Sniper Rifle's HE blastRadius buffed from 1 to 2 (would love a 2.5 if it was possible or 3 if 2 is still too flimsy), firing bonus from 0.1 to 0.2
Changed QBU-88 regular and AP clip's armor piercing by .05 (.05 more armor piercing than 5.56 to be consistent)
Anti-Tank rifles HE clips have had their minimum blastRadius set to 2, the bigger ones remain unchanged at 3, they also  cause damage to armor now
All other HE and explosive ammo that is NOT based on grenades EXCEPT the assault plasma grenade (which now damages armor slightly) has some degree of armor damage
Tactical Sniper Rifle now has a snap shot

Model SS-41, RT-20, PTRD41 and PTRS41 have had their clip sprites redone, no more ugly expanded AK magazines
Added unique sprites for LWP Ammo and HWP AP Cannon Ammo as well as the Flare Projectors on LWP's
Most items should have unique sprites now in general!

Changed some internal names to avoid compatibility issues with XCF's convoys, this shouldn't affect anything

Rebalanced Following armors:
Outrunner (Closer to LWP's now, buffed)
Hazmat Suit (Buffed)
Bioexo (Buffed)
Toxisuit (Buffed)


What i'm working on as we speak:

Now the special ammunition like Star rounds and Teargas have their ufopaedia article explaining their scripted features and stats that are not shown
Added a small ufopaedia article for every Non-Standard/Exotic ammo you unlock so you won't miss it

Don't despair at the balance changes I will include an optional item ruleset with the previous values so you can go back if you dislike it, but from testing it makes shotguns feel like shotguns now. No more sniping with buckshot.
I will make this stand-alone later

Have a look at some of the new sprites as well!
« Last Edit: February 05, 2022, 05:45:57 am by 8mono »

Offline AlicePaws

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Re: [submod] XCom Files Arsenal Additions (ver 0.7.8 EXALT Escalation++)
« Reply #107 on: February 06, 2022, 01:01:00 pm »
A lot closer to release... the convoy system has been revamped a bit:
OLD: Any Cult Operations --> Cult Convoys --> Small Convoys unlocked
NEW: Any Cult Network (Tier 2 cultist) --> Cult Convoys --> Small Convoys unlocked --> Cult Operations --> Medium Convoys --> HQ Found --> Large Convoys --> Warehouse

The progression of convoys is now not only tied to having to interrogating the logistics officers but will also require you to advance the progress of the cult in general. You also start them a bit earlier to match the new pace Solarius is going for with the change to the Cult progression.

Now the unlocks for the Non-standard ammo are divided in 4 tiers that does not depend on cult.

Clearing a convoy the first time gives you a random unlock for non-standard ammo (One per convoy, they're called Black Market Leads). clearing all of the convoys in the same tier unlocks all the research for that black market tier. These leads work exactly the same as Illegal requisition files but they have tiers to them.
This incentivizes finishing the convoy instead of just snatching the logistics dude the first time. You'll also have something nice unlocked if you can't manage to capture the dude but clear the whole mission.

This is just one part of whats in the update, theres a lot more that isn't convoy related
« Last Edit: February 06, 2022, 01:03:08 pm by 8mono »

Offline Praevasc

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Re: [submod] XCom Files Arsenal Additions (ver 0.7.8 EXALT Escalation++)
« Reply #108 on: February 11, 2022, 09:22:09 pm »
The progression of convoys is now not only tied to having to interrogating the logistics officers but will also require you to advance the progress of the cult in general.

Will this make it savegame-incompatible, and only work on saves where the cults weren't yet researched?

Offline AlicePaws

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Re: [submod] XCom Files Arsenal Additions (ver 0.7.8 EXALT Escalation++)
« Reply #109 on: February 11, 2022, 11:33:20 pm »
Will this make it savegame-incompatible, and only work on saves where the cults weren't yet researched?

I am 99% sure it is compatible, I am using different conditions to trigger the missions so if anything you're going to get more missions even if you cleared the cults
The rewards are retroactive so you will get all the events once the month ends and receive rewards for having cleared the convoys

Offline Praevasc

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Re: [submod] XCom Files Arsenal Additions (ver 0.7.8 EXALT Escalation++)
« Reply #110 on: February 12, 2022, 03:44:51 pm »
Thanks, it really looks well designed, looking forward to it!

Offline AlicePaws

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Re: [submod] XCom Files Arsenal Additions (ver 0.7.8 EXALT Escalation++)
« Reply #111 on: February 15, 2022, 02:08:22 am »
0.7.9 is out! changelog is huge, tons of reworking and tidying up
(I will tidy up this changelog later im extremely tired and needed to post the update before I went insane im sorry!)

Added Gnawer (For rats) commendation (Reactions +1, Strenght +1 and Melee accuracy +1 (Up to 4 max each))
Rats no longer gain Mauler commendations
Added Share Gas Manufacturing Technology (Enables buying of Gas Mortar and Mini-Mortar Shells)
Added Share EMP Manufacturing Technology (Enables buying of EMP rockets and grenades, at a much higher price but more convenient)
Buffed Mini-Mortar Shells, fixed their blast radius, buffed the Mini-Mortar itself too
Buffed Mortar Gas Shell
Fixed Gas Mini-Mortar and Mortar's inventory size AND clipSize (it was 0, whoops)
Fixed Mini-Mortar's bigob sprite
BlackOps Fiber Wire and Tritanium Wire Bracelet now require having researched the Noose
Tritanium Wire Bracelet now needs 1 alloy and 1 durathread to make
Changed the way Non-Standard/Exotic ammo is acquired, they're now locked behind convoys and unlocked gradually
Changed Breaching Ammo to only be able to be bought after being able to make M16 underbarrel attachments since that's the only way to use them
Buffed and gave BlackOps Smart Launcher new ammo, it is now essentially an upgrade to the Milkor (Shoots Proxy HE, HE, Smoke, Blunt, Napalm, Elerium, Teargas, Flashbang and Gas)
Added Dragonbreath ammo to the Kludge, and made its clipsize 6
Added Buckshot and Dragonbreath ammo to Pancor Jackhammer
Added Dragonbreath ammo to KS-23M
Added Dragonbreath to USAS-12 and Auto Assault-12
Added Dragonbreath and Frag-12 to CAWS
Added EMP Ammo to TGL (To keep it interesting and not outclassed by the Smart Launcher)
Added EMP Rocket to Magma Launcher
Added Flechette and Flak ammo  to Smart Auto-Shotgun
Added AP Ammo for USP Match (and big clip for USP Match with a big AP clip as well) and Beretta 92/Beretta 93R
Fixed most of the missing manufacture projects for Tritanium ammo
Most LWP and LWP ammo have had their size reduced by one
Changed Tactical Sniper's and M82 Barett's HE random type to 7
Tactical Sniper Rifle's HE blastRadius buffed from 1 to 2 (would love a 2.5 if it was possible or 3 if 2 is still too flimsy), firing bonus from 0.1 to 0.2
Changed QBU-88 regular and AP clip's armor piercing by .05 (.05 more armor piercing than 5.56 to be consistent)
Shotgun Damage mechanics:
Several buckshot and pellet-like ammo now have 50% damage to stun and time
Buckshot has a certain range depending on the shotgun's range (when the shotgun has unique ammo and not shared like the regular Shotgun it will be more accurate, for shared ammo then it's an average)
Tritanium buckshot has more range than regular buckshot before the damage reduction kicks in
Flechette travels for longer than buckshot before losing damage, has much less stopping power but can pierce armor (only 10% Tu damage)
Flak travels even further than flechettes, tritanium version of Flechettes
Dragonbreath has the same range as buckshot but damage dropoff is twice as much, suffers from 15% less armor penetration but can cause morale damage and set things on fire (only 10% Tu damage)
Frag-12 Shells are explosive slugs that can damage armor as well as stun the enemy very slightly (50% TU damage, 25% stun, 20% Armor damage)
Frag-12 and Slugs/Tritanium Slugs have no damage dropoff associated with range, I don't see why they should at least now
Weapons not affected:
Toxi-Gun,Chem-pistol,Chemo-gun all other UAC Weaponry aside from shotgun (They feel solid already), Plasma Caster, Concussion Cannon, Thrasher, M.A.G.M.A. Pulse Weaponry, Razor Shotgun
Everything else including Anti-Tank Rifles, Cannon BS and HE shots has had their RandomType changed to 7
Anti-Tank rifles HE clips have had their minimum blastRadius set to 2, the bigger ones remain unchanged at 3, they also  cause damage to armor now
Model SS-41, RT-20, PTRD41 and PTRS41 have had their clip sprites redone, no more ugly expanded AK magazines
Anti-Tank rifles accuracy has been halved (Kneel bonus is 2x accuracy, forgot to adjust accuracy for that) their range diminished slightly and snapRange reigned down so you can't overwatch as easily but the formula for aiming has been changed to use both strenght and firing acccuracy
Additionally the accuracy formula is now the same for all the AT Rifles, the bonus damage from firing accuracy has also been roughly set to be the same, the difference should come from the power and type of the catridge itself
Reworked clip sprites for Beretta 92, Mauser and Makarov's big clips
Added unique sprites for LWP Ammo and HWP AP Cannon Ammo as well as the Flare Projectors on LWP's
Most items should have unique sprites now in general!
Tactical Sniper Rifle now has a snap shot
Changed some internal names to avoid compatibility issues with XCF's convoys, this shouldn't affect anything
Rebalanced Following armors:
Outrunner (Closer to LWP's now, buffed)
Hazmat Suit (Buffed)
Bioexo (Buffed)
Toxisuit (Buffed)
LWP Night versions (reduced night vision to be equal to Nightops more or less, same with camouflage at day)}
Set radar ranges to motorcycle to not use default (It could be used to scout bases for free...)
Added 3 Pintle mounts to B-52 Stratofortress
Added 2 Pintle mounts to Osprey
Now the special ammunition like Star rounds and Teargas have their ufopaedia article explaining their scripted features and stats that are not shown
Added a small ufopaedia article for every Non-Standard/Exotic ammo you unlock so you won't miss it
Shields now scale with 10% bravery but 10% less strenght, Guardian commendations give +10, +20 and +30 bravery (total) at level 2, 4 and 10
Riot Combat Shield now has the same cost to use as the other two shields, Armored and Tritanium versions have +5 and +10 power respectively
Added "Big Clips" for M-42 Carl Gustav and RT-20 Rifle, unlocked after clearing Dagon and EXALT warehouse respectively
Auto MP-9 now fires multiple bullets per shot
Sounds from the resound mod have been added to several weapons! Im still missing quite a few
Changed some paperdoll layers to be more in line with XCF's
Added Shield for Liquidator and Assault Suit/Stormtrooper Armor
Added Raging Kludge 513 and BlackOps Executioner as well as a 7-round version of the Kludge (the first ones are chambered in .454 casull, 28 gauge but can only carry 5 rounds... they're also notoriously hard to use without good aim and a strong two-handed grip)
Reduced price of Stratofortress by half, increased HP
Buffed range and damage of the anti tank rifles as Craft Weapons, fixed their sounds and icons as well
Fixed a bunch of Research Lookups
Fixed missing strings for LWP Autocannon's Night version
Added Share Tracite Tech research along with Tracite and Elerium ammo for all the M.A.G.M.A. cannons and a Tracite Rocket for the Launcher
All cannons, light-handed cannon, anti-tank rifles, tactical sniper rifle and both of the super heavy machine guns now have slight accuracy bonus from strenght (Miniguns might become a bit op with these so I dind't add it to them)
Adjusted spawn rate of Tier 3 cultists (Leaders/Logistics NOT the convoy specific ones!) on Medium Convoys, they're no longer guaranteed to spawn (don't know if I should remove them altogether, I don't want the progression to be easier for the cultists)
There is now ufopaedia articles dedicated to explaining the new ammo types as well as the changes to buckshot/HE ammo
Fixed missing death sounds for the unique Convoy units
PTRS41 now unlocks PTRD41 too
Fixed Hybrid armors showing up before being able to recruit them
Cult Convoys will now keep spawning until you unlock the next tier (Small will stop spawning when Medium is unlocked, then Medium w Large etc, Warehouse unlock will stop Large convoys and Warehouses are still one-time only once cleared)
Cult Convoys/Warehouse will keep spawning even after terminating the cult to avoid having to prolong terminating
Change icon and fire sound for the pintle mounted guns
Fixed some missing convoy spawn requirements
Fixed a spawn node in EXALT Warehouse
Fixed Mini-Mortar shells being buyable after only having Mortar Acquisition
Toned down commendations but Chemist and Arsonist give +4 Psi Strenght at level 10
Arsonist and Chemist now give proper Sanity bonuses
Added Night Scout Drone (Shotgun/Flare, worse heat vision, has some night camo , great night vision, almost no anti camo at day, slightly better anti camo at night than rat, slightly less reactions because of sensors and slightly less fast)
Fixed the RandomType on LWP Flare Clips
Added BS ammo for the door breaker shotgun as well as a snap mode
Fixed misbehaving Warehouse spawn conditions for Black Lotus and Red Dawn
Fixed Private Car/Motorcycle base sprites
Fixed Stratofortress missing strings, weapon slots as well as sprite for the base
Pintle-Mounted Guns have been buffed:
Machine guns have +1 damage (Not the HMG or NSV though)
Miniguns have had their firerate doubled
Rocket Launchers have had their accuracy increased from their measly 5 to minimum of 25 and up to 50 for the more advanced ones
Anti-Tank Rifles start at around 40 and go all the way up to 60ish, tactical sniper rifle does around 70 accuracy
Move Elerium/Tracite ammo for Magma cannons so its a bit more appropite
Streamlined LWP's:
Unlocking LWP's unlock the Machine Gun turret, you no longer have to manufacture individual LWP's for their turrets but you do have to unlock them to swap them
Cannon unlocks Autocannon and Twin Machinegun
Unlocking Night and Plate modifications works the same you still need to unplate/uncamouflage
LWP Machinegun (Can swap to research unlocked turrets freely)--> Camouflaging/Plating Manufacture project --> Night/Plated LWP Machinegun (Can swap to research unlocked turrets freely, night camo'ed/plated of course)
Added missing LWP Riot Launcher ammo manufacture projects
Fixed hit sound for M3 Carl Gustav's Flechette round
Silenced more debug_log lines
Added script for working wieldable shields! They provide two stats: extra Armor in damage calculations and durability
Just equipped you receive the armor bonus and a -10 aiming penalty
As long as they have durability remaining you can prime them to double that armor (and penalty), that will also double the chance to work for side attacks
When durability will be 0 or less due to damage it will automatically unprime itself
Four new shields: Riot, Xeno Combat, Xeno Tritanium, Assault, Stormtrooper
« Last Edit: February 15, 2022, 02:15:49 am by 8mono »

Offline Praevasc

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Re: [submod] XCom Files Arsenal Additions (ver 0.7.9 REDACTED)
« Reply #112 on: February 15, 2022, 06:25:29 pm »
Seems to be an unresolved dependency on the resound mod. If trying to run it without resound, it gives:

[FATAL]   FileRecord::at(Resources/Resound/judge.wav): requested file not found.

And as the current resound release no longer works with 2.3 XCF, I can't test whether enabling resound really solves it.

Offline AlicePaws

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Re: [submod] XCom Files Arsenal Additions (ver 0.7.9 REDACTED)
« Reply #113 on: February 15, 2022, 06:36:05 pm »
Seems to be an unresolved dependency on the resound mod. If trying to run it without resound, it gives:

[FATAL]   FileRecord::at(Resources/Resound/judge.wav): requested file not found.

And as the current resound release no longer works with 2.3 XCF, I can't test whether enabling resound really solves it.

You know what, I think I need to ditch the current file naming structure because it results in things like this. If you want to fix it quickly I suggest you add judge.wav to that folder

Turning the resound mod on probably does fix it if this is the same case as before where I am using sounds from the mod but I might have forgotten to put them in this mod. The resound mod should work with the patch I uploaded in that thread, since I do have it running right now.

I'll be patching this but I have to see if I don't break some other sounds while doing it so it will take me a bit.

Update: well that didn't take long, and apparently the freaking file wasn't even in the right place to begin with!
It boots with AND without resound now, that being said I patched my resound to work so don't expect that to work if you just downloaded it since it hasn't been updated by Ksenni officially
Update 2: 0.7.9c has been released, thank you for your patience!, also I just noticed that the Resound mod has been officially updated so make sure you're up to date on that if you wish to run everything
« Last Edit: February 18, 2022, 08:07:26 pm by 8mono »

Offline AlicePaws

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Re: [submod] XCom Files Arsenal Additions (ver 0.7.9 REDACTED)
« Reply #114 on: March 03, 2022, 10:33:10 am »
I've uploaded the project as a github repository since its getting a bit too big to properly patch small fixes!
Current version as I post this is 0.8 very very WIP! but playable, just be ready for some weirdness
GitHub page (Not responsible for your computer bursting into flames!):
https://github.com/8mono/XComFilesArsenalAdditions

Offline Praevasc

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Re: [submod] XCom Files Arsenal Additions (ver 0.7.9 REDACTED)
« Reply #115 on: March 20, 2022, 08:03:00 pm »
Does Exalt have a new chain, compared to the base mod?
For every other cult I have the Apprehension -> safehouse -> outpost chain, but none of these spawn for Exalt. I need a brainer to unlock "Exalt Operations", and I need that to unlock the HQ, and that is where the brainer is. Did I miss something?

Offline AlicePaws

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Re: [submod] XCom Files Arsenal Additions (ver 0.7.9 REDACTED)
« Reply #116 on: March 20, 2022, 09:40:11 pm »
Does Exalt have a new chain, compared to the base mod?
For every other cult I have the Apprehension -> safehouse -> outpost chain, but none of these spawn for Exalt. I need a brainer to unlock "Exalt Operations", and I need that to unlock the HQ, and that is where the brainer is. Did I miss something?
That doesnt sound right, it should be the same with this unit interrogation process:
Infiltrator, Goon, Enforcer, Master and brainer (corpse too) for
Safehouse, Outpost, Base, HQ and cult termination respectively, double check im pretty sure I dont alter any of base game progression

when I get back home ill check, but im 99 percent sure I dont touch base progression
« Last Edit: March 20, 2022, 09:43:03 pm by 8mono »

Offline Praevasc

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Re: [submod] XCom Files Arsenal Additions (ver 0.7.9 REDACTED)
« Reply #117 on: March 20, 2022, 10:01:33 pm »
I left the game running for a long while, ignoring all missions, and at last an Exalt safehouse mission spawned. Until now, I met Exalt on special Exalt-related missions, but not their safehouses or outposts. (meanwhile dozens of such missions spawned for other cults)

So it means it was just extraordinarily bad luck!

Offline AlicePaws

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Re: [submod] XCom Files Arsenal Additions (ver 0.7.9 REDACTED)
« Reply #118 on: March 20, 2022, 10:10:04 pm »
Pretty common for a lot of people I see, everyone gets that one cult that just refuses to spawn missions. That being said, remmeber that manors will generate missions that might clog up your mission list unless im misunderstanding how mission geberation works in general

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Re: [submod] XCom Files Arsenal Additions (ver 0.7.9 REDACTED)
« Reply #119 on: March 20, 2022, 10:41:45 pm »
Pretty common for a lot of people I see, everyone gets that one cult that just refuses to spawn missions. That being said, remmeber that manors will generate missions that might clog up your mission list unless im misunderstanding how mission geberation works in general

No, missions don't stop one another... Unless you specifically made it so.