XCOM 2
[WOTC] Playable Codex
66 kommentarer
Leytra 9. juli 2024 kl. 1:34 
So, codexes (Codicies?) are probably one of my favourite units in xcom, and being able to play one is brilliant, but I have to ask. Is it possible to recolour them or decorate them in some other way? I know the black ice codex mod exists, so there's some way to change the colours, but would it be possible to add that functionality to playable codexes, allowing the player to change from orange to other things?
Infinity Squidward 6. aug. 2023 kl. 1:08 
Oddly enough, Clone does not even show up in the unlocked abilities column when looking at the character overview.
[FM]Whimsical Chronicles 31. juli 2023 kl. 7:53 
the only time clone even has a chance to activate is if you do not use warp (skill might require warp to be available to use to function correctly)
Infinity Squidward 29. juli 2023 kl. 1:56 
Appreciate it. In any case, this mod is still awesome, but if you can find the fix for the clone ability (assuming it is on the mod's end) that would be great.
TRNEEDANAME  [ophavsmand] 29. juli 2023 kl. 0:13 
I'll have to check the mod
Infinity Squidward 29. juli 2023 kl. 0:10 
Not a single one. I am starting another fresh campaign to confirm but on my last (fresh) campaign, it basically didn't work at all.
TRNEEDANAME  [ophavsmand] 28. juli 2023 kl. 12:03 
The clone is the base game ability, do you have any mods that alter it in some way ?
Infinity Squidward 26. juli 2023 kl. 21:22 
Yea clone ability never works for me either.
[FM]Whimsical Chronicles 10. juli 2023 kl. 17:40 
one other odd related issue is

spectres can go up the elevators in "lost towers" but codices cant i wonder what the difference is
TRNEEDANAME  [ophavsmand] 10. juli 2023 kl. 15:43 
The clone ability is a copy of the base game one.

The fact that they cannot hack is weird. Will fix
[FM]Whimsical Chronicles 9. juli 2023 kl. 15:21 
it seems the codex's clone ability is very inconsistent because most of the time it won't activate after taking damage even if i didn't use warp on the same turn

also are the playable spectres/codices by design unable to hack objectives or is that just an issue you didn't know how to fix?
TRNEEDANAME  [ophavsmand] 14. maj 2023 kl. 14:08 
Go in ModPath/config/XcomGameData_WeaponData.ini and change "PA_Codex_Weapon_InfiniteAmmo = true" to "PA_Codex_Weapon_InfiniteAmmo = false"
kome360 14. maj 2023 kl. 14:02 
I can no longer shoot with the Codex. Rocket launchers work though.
TRNEEDANAME  [ophavsmand] 13. maj 2023 kl. 8:05 
Go in the XcomClassData.ini and copy paste the last rank, change the abilities (to some from LWOTC for example), save the file.
Reggie 13. maj 2023 kl. 8:01 
How would one do that?
TRNEEDANAME  [ophavsmand] 13. maj 2023 kl. 7:56 
Yes, you will need to add the brigader rank though.
Reggie 13. maj 2023 kl. 7:53 
will this work with LWotC?
ZJwh5S 12. maj 2023 kl. 4:38 
@TRNEEDANAME

Awesome. Thanks!
TRNEEDANAME  [ophavsmand] 11. maj 2023 kl. 13:08 
Thanks, I have added all of the ability related to either story or chosen (take off, carry body, chosen stronghold and such)
ZJwh5S 10. maj 2023 kl. 15:01 
@TRNEEDANAME

I reported a bug in the Bug Reports thread (Codex does not count as a soldier). Please take a look. Maybe also need to fix it for Avenger Defense but I haven't gotten to Avenger Defense in my campaign yet so I'm not sure. Also, you have other playable alien mods so may also need to make the same fix for other playable aliens.
ZJwh5S 4. maj 2023 kl. 7:40 
@TRNEEDANAME

Great, thanks.
TRNEEDANAME  [ophavsmand] 4. maj 2023 kl. 7:18 
Thanks, will update as soon as possible
ZJwh5S 4. maj 2023 kl. 6:46 
@TRNEEDANAME

Please update config. There is error on this line:

(AbilityType=(AbilityName="BloodTrail", ApplyToWeaponSlot=eInvSlot_Primary)), \\

It should be:

(AbilityType=(AbilityName="BloodTrail", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon)), \\
TRNEEDANAME  [ophavsmand] 17. apr. 2023 kl. 2:18 
The sectopod one is know.

For the gatekeeper, thanks for the report
Leytra 17. apr. 2023 kl. 2:14 
Well the gatekeeper doesn't move properly, and most of the powers seem to be replaced with some weird bug that's like "loc-unknown" or something similar that I don't remember the exact name of, but it seems to be basically saying that there's no talent name or description, so it just gives a blank square.
And the sectopod is consistently crashing my game when I select it in a mission, I've no idea about why or any context beyond 'if I load it onto a mission, when I switch to it to take a turn, game crashes', if there's some way I can grab a crashlog and send it to you lmk and I'll do that.
TRNEEDANAME  [ophavsmand] 16. apr. 2023 kl. 23:31 
Playable avatar is another one of my 5 mod project at the moment.

Talking about the Playable gatekeeper and such, what doesn't work with it ?
Thanks for the report on the spectre, I will fix it
Leytra 16. apr. 2023 kl. 22:31 
Hiya so, I absolutely love this mod, and it works perfectly.
But in a sense that is the problem.
As this is the only one of your mods that works. The gatekeeper *slightly* works, the Sectopod crashes my game consistent the moment I switch to it in a mission, thus making it unusable, and the Spectres don't show up as buildable atall. (Never tested the alien rulers, I tend to avoid them ingame so I never installed that one.)
Again, this mod works absolutely fantastically, so I'm wondering if that might help in determining if there's something specific about the way you did this mod, that makes it work so much more reliably and cleanly than the others.
As a semi-related thought, I know this would be absolutely impossible to justify in lore but idc, you think it'd be an option to get a playable avatar outside of Leviathan?
TRNEEDANAME  [ophavsmand] 6. apr. 2023 kl. 22:25 
No, they have a rank and gain abilities
Kinsect 6. apr. 2023 kl. 14:03 
as in they act like disposable units and don't promote?
TRNEEDANAME  [ophavsmand] 6. apr. 2023 kl. 12:55 
I dont understand, what do you mean by "compatible" ?
Kinsect 6. apr. 2023 kl. 12:41 
oh yeah are they in anyway compatible with Buildable Units?
TRNEEDANAME  [ophavsmand] 5. apr. 2023 kl. 21:46 
They are robot and therefore dont count towards the limit
Kinsect 5. apr. 2023 kl. 14:16 
I got a question
since I have the Buildable units mod and CI would these playable units like the Codex, Gatekeeper, and Spectres count as a crew member or not since the Codex (and maybe Spectre?) are robots
TRNEEDANAME  [ophavsmand] 21. jan. 2023 kl. 10:31 
Will fix
StoneByStone 20. jan. 2023 kl. 15:01 
my codex lost their weapon after i upgraded the weapon to mag rifles?
TRNEEDANAME  [ophavsmand] 11. nov. 2022 kl. 22:31 
No
prayB4play 11. nov. 2022 kl. 14:40 
thanks for the new update, it works with uncommenting text under the codex brain option. but do i need to delete the text above?the one under using own tech option?
TRNEEDANAME  [ophavsmand] 10. nov. 2022 kl. 23:02 
Corpse should be acquired at the same time as a brain. Will investigate
Pachinko 10. nov. 2022 kl. 16:27 
Having the same issue, what's the difference between a brain and a corpse? I have like 6 codex brains but can't get a playable one.

I mean i still can use the console command so it's not too big of a deal but it's a shame
prayB4play 10. nov. 2022 kl. 16:12 
in my game it says need 3 codex corpses, how to i find the corpses?
TRNEEDANAME  [ophavsmand] 13. okt. 2022 kl. 12:10 
Thanks, will look into it
Shaggoth (Ищезаяц) 13. okt. 2022 kl. 11:53 
seems like your playable mods conficting with appearance manager.
both spectre and codex throw this at addition, and ctd game

[0400.01] Critical: appError called: Assertion failed: appErrorf [File:D:\Projects\xcom2\main\XCOM2\Development\Src\Core\Src\UnCorSc.cpp] [Line: 267]
Assertion failed, line 452
CharacterPoolManager_AM Transient.CharacterPoolManager_AM_0
Function WOTCIridarAppearanceManager.CharacterPoolManager_AM:CreateCharacter:1250
Script call stack:
Function PlayableCodex.X2DownloadableContentInfo_PlayableCodex:AddCodexSquaddie
Function WOTCIridarAppearanceManager.CharacterPoolManager_AM:CreateCharacter
TRNEEDANAME  [ophavsmand] 10. okt. 2022 kl. 9:01 
No problem. Rolled an update
Sharkbytes 10. okt. 2022 kl. 9:00 
Yes! success! it finally works. thank you for your time. :resmile:
TRNEEDANAME  [ophavsmand] 10. okt. 2022 kl. 4:46 
Hello, please go in the "XcomWeaponData.ini" file and change the header (the thing at the top like "[PlayableCodex.X2Item_WeaponCodex" to "[PlayableCodex.X2Item_PA_CodexWeapon]".

This should fix the issue
TRNEEDANAME  [ophavsmand] 10. okt. 2022 kl. 2:27 
Will look into it more.
Sharkbytes 9. okt. 2022 kl. 13:57 
ight, i edited it to remove the "+" and it still doesn't work. it's rather late for me, so i must log off for tonight. but before i go, i did notice that in the "playable spectre" mod file, the "PA_spectre_infiniteammo" and all that stuff, were positioned at the very top, and not at the bottom (but still below the line in the []) idk if this is important, but i hope it helps if you still wanna fix this issue. good luck, commander.
TRNEEDANAME  [ophavsmand] 9. okt. 2022 kl. 13:25 
Try to remove all of the "+" in XcomWeaponData.ini.
TRNEEDANAME  [ophavsmand] 9. okt. 2022 kl. 13:22 
Well... I will have to check again but it's the same code so... Idk
Sharkbytes 9. okt. 2022 kl. 13:15 
tested it again, it's still broken.