S3rgeus
Emperor
It's not too much work since I've already ported the custom missions and notifications stuff to BNW for my own mods, I'll just need to assemble all of the other little pieces and verify they work as expected. (The XML/Lua shouldn't have to change for BNW, but I've made some improvements to them in SiegeMod and WoTMod which I'll port over to this topic.) I'll see if I can get time to work on this this weekend.
Just to confirm though, my mod doesn't give you Lua events that fire on existing missions. Firaxis' default code is still all there to handle the existing missions and doesn't call up to Lua, I've just made it possible to add new missions from Lua that don't require hacked-together reliance on unrelated events (usually PlayerDoTurn). (And doesn't restrict new missions to the human player, on a technical level, but I have yet to look into how the AI chooses missions and wouldn't be surprised if they ignore new ones despite them being accessible.)
Just to confirm though, my mod doesn't give you Lua events that fire on existing missions. Firaxis' default code is still all there to handle the existing missions and doesn't call up to Lua, I've just made it possible to add new missions from Lua that don't require hacked-together reliance on unrelated events (usually PlayerDoTurn). (And doesn't restrict new missions to the human player, on a technical level, but I have yet to look into how the AI chooses missions and wouldn't be surprised if they ignore new ones despite them being accessible.)