XCOM 2
[WOTC] Bio Division 2.0
432 kommenttia
MisterBucketHead 14 tuntia sitten 
this may be a big ask but would you ever consider making a cosmetic pack of the troop armors and SPARKS?
MrShadow  [tekijä] 10.9. klo 11.31 
@huntersorce20, No this mod is not compatible with proving ground overhaul v2. At least not on this end. The Author of that mod may be able to make it so they are compatible but I have no future plans to do so at this time. As for the bio facilities, they are added to the facilities template so if they are picked up, its the game picking them up as this is done randomly. BUT if you want to disable them, go to the XComSchedules.ini file and change the + to an - in front of each MissionSchedules=.
huntersorce20 7.9. klo 16.05 
which config stat would i have to change to either reduce the chance of bio facilities appearing or remove them entirely?
huntersorce20 4.9. klo 7.07 
is this mod compatible with proving ground overhaul v2? asking cause on the older biobeasts mod it says that mod is not, but was curious if this new mod has been updated to make them compatible.
Tommy 24.5. klo 5.30 
[X2Effect_EleriumPoisoning] can not be translated.
Nero 18.3. klo 22.54 
Can i ask your permisison to use assets from this mod? Specifically the sabre?
jangjinwon7788 22.2. klo 16.20 
Can you tell me the bioberserker corpse code? I need the corpse
Jestimac 7.2. klo 12.23 
I am seing the same "1" as reported by Dylanrockin. It is in Red, so it obviously prevents research.
Dylanrockin 4.1. klo 17.00 
For some reason I am seeing a "1" next to some of the Bio Divisions weaponry. Is there another mod that I need to have installed alongside this to get some of those weapons/items?
RakkoHug~<3 19.12.2024 klo 2.49 
Using it with Covert Infiltration
RakkoHug~<3 19.12.2024 klo 2.49 
BUG: Bio Faceless Medical kit does NOT confer healing enhancement to Specialist's Restoration ability (mass-healing).
Soul 8.12.2024 klo 12.12 
Bro the bio trooper with shield deflection is way too high,the hell they deflect 5 shot in a row? Its ridiculous...
ShunTheWitch 25.11.2024 klo 16.30 
I want to play that mectoid
rubyeye 13.9.2024 klo 16.26 
@ Jordan ... I also play LWotC, and unfortunately Bio Division only appear rarely. I've only encountered them on specific sitreps and Chosen Stronghold missions. But even sitreps that specify Bio Troopers present don't work. I still get regular Advent enemies. Sitreps reporting Bio Beasts actually have worked as I encounter Bio Faceless often.

From a discussion I posted on the LWOTC mod about using modded enemies with LWotC, Tedster [developer] replied:

"You will want to manually add the enemies to the LWOTC encounter lists located in the config folder XComEncounterLists.ini.

Mod Jam has config for some of these, so you can pull the encounterlists from there if you don't want the whole collection or want to make it yourself."


So while Bio Division does work it's not fully integrated with LWotC without some tweaking, if you want to encounter them on regular missions.
-=Jordan=- 12.9.2024 klo 18.21 
When are they gonna show up? I mean i play with LWOTC and didnt know when i need to wait those guys
BR1N3DM1ND 4.9.2024 klo 17.55 
hahaha @Soul yeah man i saw that post, it was
A.) farkin hilarious
B.) the reason I came here to download this mod
C.) gotta be a byproduct of your 30 enemy mods running simultaneously... i mean, right?
Soul 2.9.2024 klo 13.27 
Man honestly the number of trooper faceless is way to damn high,I legit had 7 of them turn into faceless,in a row,you can't make this up,I even put it on Reddit today you can check it,this need some tone down,cause again right now,I just got 3 bio faceless in the same pod.
Uncle Jessie 25.8.2024 klo 12.40 
Sweet! Thanks for a reply!
Soul 24.8.2024 klo 18.45 
100%,most enemy mods work with each others without troubles,I got like 30 different enemy mods including some of the big ones like this and better advent working with no troubles
Uncle Jessie 24.8.2024 klo 8.23 
Sorry if someone already asked but is it "safe" to use these kind of mods with mod like A better ADVENT?
Soul 7.8.2024 klo 8.08 
Yeah I skipped the turn instead of trying anything and it just worked,then it summoned again and it worked fine,so I guess some weird hiccup like someone else had before.
ObelixDk  [tekijä] 7.8.2024 klo 5.19 
Soul, 99% sure its a conflict with other mods then.. it was tested in great extend before release
Soul 6.8.2024 klo 19.20 
Everytime the bio lost appear via reinforcement in my lost mission,the game just freeze when their turn end and the Lost's start.
SculptedFool 28.4.2024 klo 13.08 
Love the idea, But There's a certain level of horror in a chosen warlock summoning 2 biozerkers.
Paddon 18.4.2024 klo 18.44 
How do sat strikes work? I designated it to land in a group of enemies and it designated outside of the area and landed directly on my squad as well as them
Soulfire72 9.3.2024 klo 22.55 
I was curious how easy/difficult it would be to use Fuller Override (Mod Jam+) and make the Bio MEC Troopers from this mod capturable?
Rtma Eros Paragon 13.2.2024 klo 1.31 
Is the BioZerker armour generation ability suppose to stop giving it armour after a while? or is that a bug.
Epic Dovahkiin 29.1.2024 klo 10.49 
oh and the playable vipers
Epic Dovahkiin 29.1.2024 klo 10.48 
i was just wondering if someone could make some of these available as cosmetics and/or armors (having the shield would be nice too) for human troopers and Sparks
Captain Pet Rock 3.1.2024 klo 18.01 
Yo, I am working on a Mod "Playable Advent - LWOTC Mod Jam". Wondering If i can use a few bio division troops for that. Will 100% give you guys the credit. Its gonna be based on Kirukas Playable Aliens Mod, but for Mod Jam Advent units.
RAAMPEAK 3.12.2023 klo 18.40 
its great with lwotc but some reason i cant autopsy the faceless.. i was in a save before but the proving grounds project and the research project disappeared
michael199310 3.12.2023 klo 6.00 
Despite my previous comment, I think I will be unsubscribing from the mod. The Bio enemies appear way too often, basically overtaking like 80% of other enemies on the map (and that's not even with the sitrep). I really like most of them (though the shield guys deflection is way too high of a chance), but I like variety and with this mod, I rarely see other enemies. I will be missing the Bioscale Vest...
jat11241976 29.11.2023 klo 5.16 
Only (very minor) issue in my opinion, is that during Gatecrasher, a bio trooper will occasionally drop a poison grenade on one my troops. Since none of my soldiers have medkits or any defense against poison, this could lead to dead soldiers right at campaign start. Still, fantastic mod and ive never had game breaking issues using this :steamthumbsup:
michael199310 25.11.2023 klo 16.47 
@Prone I haven't seen much issues in hundreds of hours with Bio stuff on. And I am using ~400 mods
GoProne 24.11.2023 klo 15.59 
shame that you made this so incompatible with other mods that make the game fun in a nice way. cool mod but I wouldn't recommend for a stable game. Too many spaghetti code conflicts.
Tal'Raziid 19.11.2023 klo 18.38 
the Bio Assault Trooper with shield causes my game to crash when i kill it, anyone else had this issue?
Kinsect 13.11.2023 klo 16.09 
Say can the Bio Rocket Trooper use Iridar's new Advent Rocket Launcher?
JeffbotClassic.TTV 13.11.2023 klo 16.05 
Any reason I would have the bio deployment sit rep but no bio troops showed up?
Kinsect 4.11.2023 klo 10.33 
This also needs to be cooked ^^;;
dailyminerals 4.11.2023 klo 8.47 
You probably aren't working on this mod anymore, but the bio trooper with a shield needs to have the proc chance of their deflect ability massively nerfed - the *majority* of my shots against them are deflected in every encounter with them
Kinsect 29.10.2023 klo 18.52 
Can you please cook this mod? ^^;;
Endermarke 16.8.2023 klo 23.31 
Satstrike is too expensive, I don't think 250 supplies and 50 alloys is a good price to have a 8 dmg aoe at second turn.
xf100t 13.8.2023 klo 16.08 
@rather incoherent: That would be awesome. Yes, I'm using that, didn't realize there was interaction there. Thank you for the update!
Rather Incoherent 11.8.2023 klo 3.47 
@xf100t I am assuming you were playing with my balance adjustment mod? I've just discovered the same 100% deflect chance myself for the first time. It appears that setting the Deflect Chance to 0% somehow instead sets it to 100% instead. I'm updating my mod to reduce it to 1% instead which should solve the issue.
Invertin 9.8.2023 klo 14.45 
why remove the medkit poison immunity? seems like an unnecessary balance change that doesn't have anything to do with the bio division
xf100t 9.8.2023 klo 0.39 
Just a warning for those who install this, I played with this mod through mid campaign and it was fine. Then the bio assault trooper showed up. I'm not sure what the deal is, but the deflection dice roll is definitely messed up. On the F1 screen it says that these troops have a 25% chance to deflect. It's lying, it's a 100% chance. And before anyone says, "that's Xcom", no it isn't. I killed off the rest of the enemy team just to check, and after getting 10 deflections in a row, I'm very certain that this is bugged out. The liklihood of this occuring is .25^10=0.0000009 or .00001% chance of occuring. As much as I love the rest of this mod, even the berserkers are a terrifying challenge, this kind of broke it for me. Having an invincible enemy drop on you is just dumb
KhaosHawk92 6.8.2023 klo 9.36 
I'm already subscribed and have never used this mod before BUT i have just installed ModJam, do i need to do the config reset?
Alyfox 5.8.2023 klo 14.07 
The older BioBeasts mod indicates incompatibility with Proving Ground Overhaul; has that changed in this combined 2.0 version or is it still not compatible?
kjlsd07 22.7.2023 klo 8.14 
ok, I see there's a bio medikit, the upgraded version of nano medikit but why do they take the original medikit even before I meet the bio faceless whose corpse is needed for making biomedikit? It's just disappeared the moment I installed this mod.
Rather Incoherent 13.6.2023 klo 14.44 
I can confirm what RambelZambel was saying about BioPurge. SitRep was initially broken for me (normal mission with no changes), and the ini changes fixed the issue.