XCOM 2
MOCX Class: Zealot
31 条留言
♥sushigirl♥ 4 月 16 日 下午 4:52 
For some reason they dont have their gauntlets at all, if anyone knows the reason or fix it would be nice
knightwing78 2024 年 4 月 11 日 上午 4:39 
dose anyone know how to fix the problem with them not showing up with there shard gauntlets the only use there auto pistols
Malek Deneith 2022 年 9 月 12 日 下午 12:42 
It's... bizzare. Because I still have an unedited copy saved, downloaded 8/8/2022 going by file dates, and *that* has Sidearms in loadouts. But I grabbed a fesh copy just now to doublecheck and that *does* have pistols like you say.
And there were no updates since... last year apparently. So I have no idea how that happened.

But hey if live copy on workshop right now uses Pistols then it's all good.
RealityMachina  [作者] 2022 年 9 月 12 日 下午 12:31 
hm? They should be using pistols unless you have a mod that alters that:

+Loadouts=(LoadoutName="DarkZealot", Items[0]=(Item="RM_AdvKevlarArmor"), Items[1]=(Item="DarkGauntlet_MG"), Items[2]=(Item="Dark_Pistol_MG")))

+Loadouts=(LoadoutName="DarkZealot_M2", Items[0]=(Item="RM_AdvPlatedArmor"), Items[1]=(Item="DarkGauntlet_CG"), Items[2]=(Item="Dark_Pistol_CG")))

+Loadouts=(LoadoutName="DarkZealot_M3", Items[0]=(Item="RM_AdvPoweredArmor"), Items[1]=(Item="DarkGauntlet_BM"), Items[2]=(Item="Dark_Pistol_BM")))
Malek Deneith 2022 年 9 月 4 日 上午 4:39 
Shouldn't this mod also have Laser/Coilgun packs as prequisites? M2 and M3 loadouts for Zealot include Sidearm_CG and Sidearm_LS respectively which are neither vanilla weapons nor part of base MOCX mod.
Zaku II (Alias WatcherZigzagoon) 2022 年 7 月 10 日 下午 12:31 
you know, I only got this mod because it was needed to spawn a character I custom made for MOCX... I suddenly feel like I'm gonna regret this course of action
saximaphone 2022 年 5 月 9 日 下午 7:20 
Do the standard procedure for applying character pool to a unit as per regular MOCX. Make sure they are a templar class in the character pool and match your settings in the MOCX ini
RomRojal 2022 年 5 月 9 日 下午 6:31 
...So if I want to force a character from the character pool to become a MOCX Templar what would I have to do?
saximaphone 2022 年 2 月 6 日 上午 3:51 
Should I just add a new block to the XComGame.int to overwrite it?
saximaphone 2022 年 2 月 5 日 下午 5:54 
The unit name isn't in the localization file. Where am I able to change it?
A Fungal Network 2021 年 4 月 1 日 下午 9:26 
Any plans to make skirmisher and reaper equivalents?
Thalioden 2021 年 1 月 2 日 下午 6:58 
I think it should be:
+Behaviors=(BehaviorName="DarkZealotRoot", NodeType=Selector, Child[0]=BleedOutPass, Child[1]=TryJob, Child[2]=GenericGreenMovement, Child[3]=RM_DarkZealot_RedAlert, Child[4]=GenericAlertHandler, Child[5]=SkipMove)
Thalioden 2021 年 1 月 2 日 下午 6:54 
There's a few errors in this line in XcomAI.ini:
+Behaviors=(BehaviorName="DarkZealotRoot", NodeType=Selector, Child[0]=BleedOutPass, Child[1]=TryJob, Child[2]=GenericGreenMovement, Child[2]=RM_DarkZealot_RedAlert, Child[3]=GenericAlertHandler. Child[4]=SkipMove)
Igot10buckz 2020 年 7 月 17 日 下午 10:25 
I have a question regarding a bug I've started seeing in my playthroughs. The Wraith commandos, Resistance templars and MOCX Zealots have been spawning without their shard gauntlets forcing them to merely rely on their pistols and occasionally the MOCX Zealots and Wraith commandos will go crazy with bladestorm and hit enemies across the map with it, albeit by only 1 damage. I've tried deleting my config files multiple times but it has yet to work. I wanted to know if you could provide any insight on the issue?
cybersbe 2020 年 2 月 27 日 下午 6:04 
Neato! I've wanted something like this. BTW, what is the relation between this mod and the character pool? Do characters listed under the Templar class get picked? (Like you've done with reclaimed) Or is it random like with other classes?
Shavy 2020 年 2 月 14 日 下午 2:31 
Yes.
CobyTheApple 2020 年 2 月 13 日 上午 4:02 
Me: You know, maybe I don't need all these mods that add new enemies.

RealityMachina: *Releases a new mod*

RealityMachina: *Begs for money on patreon*

Me: Lets everyone know that your mods are shit.
EvilNecroid 2020 年 1 月 28 日 上午 4:57 
i edited files so that i can turn rookies into templars but they hold invisable guns.
do u know how to make the way a templar stands available to all soldiers?
flyboy254 2020 年 1 月 25 日 下午 11:06 
Me: You know, maybe I don't need all these mods that add new enemies.

RealityMachina: *Releases a new mod*

Me: SUBSCRIBED!
Kexx 2020 年 1 月 25 日 下午 5:34 
This is so mean. I love it!! Thank you so much !!
The Magic Conch 2020 年 1 月 25 日 下午 3:31 
The dark side is strong with this one :)
Pluvia 2020 年 1 月 25 日 下午 12:19 
Excellent
Nasarog 2020 年 1 月 25 日 下午 12:06 
AWESOME
Nazkai 2020 年 1 月 25 日 上午 8:57 
Very Cool RM Thank Ya! :steamhappy:
Deadput 2020 年 1 月 25 日 上午 8:43 
Nice! I wonder what other classes some people might be able to come up with now that this exists as a potential template.

As for the mod itself, Templars were already pretty nasty for us against the Aliens, this should be a good demonstration on just how crazy Templars actually are, this will be fun.
廣東陳奕迅 2020 年 1 月 25 日 上午 7:49 
wonderful
CP5 2020 年 1 月 25 日 上午 7:43 
Welp, time to start abducting mocx some more. But just the kind of thing I needed for my campaign right now.
RealityMachina  [作者] 2020 年 1 月 25 日 上午 6:28 
They should count as Templars for you to kidnap, yeah.
Flashstriker 2020 年 1 月 25 日 上午 3:33 
Oh
dmc32 2020 年 1 月 25 日 上午 12:59 
Wow, with parry and volt, tough enemy mod, thanks.
Kakroom 2020 年 1 月 24 日 下午 11:09 
The best mod in foreverever comes from RealityMachina, and nobody was surprised.

Can I fulton these guys to recruit them?