XCOM 2
Expanded Playable Aliens - LWOTC
211 comentarios
Mrvecz  [autor] 10 OCT a las 5:58 
You are exceptionally lucky, DM me on LWOTC Discord, as i do have a backup files before i did the infiltration shift and started building the mod against LWOTC (Which is why it insta crashes with just WOTC)
would you possibly by any chance, whatsoever, be willing to send me a rolled back version of this to when it atleast launched and relatively worked with WOTC so I can balance and test?

It's fine if not it would just make this like 40x easier
I'm so close yet so far
got the game to launch

obviously nothing worked but it didn't crash
RatboyW 7 OCT a las 15:27 
Just wanted to give props for how well executed this mod is. I've been wanting playable aliens since the EU days, and this is far and away the best rendition of the concept imo. Can't wait for whatever else you have planned!
aceboy_21 7 OCT a las 15:15 
@Mrvecz My bad. I mistakenly thought that this could be used with LWOTC. Sorry.
Mrvecz  [autor] 7 OCT a las 14:43 
If you are playing Ted Jam (Which this mod was made for and is part of its collection), then there isnt any mod as a requirement that you wouldnt have been subbed to already.
aceboy_21 7 OCT a las 12:22 
Is there any way to make the req mods to be shorter? The number of req mods is insane. I would like to request an all in one package please. Thanks.
Mrvecz  [autor] 3 OCT a las 9:59 
@Turtle Diver
DO NOT use Viper Animation Deposit mod or any of the mods that adds viper soldiers, as that mod will drench up an issue EPA has fixed with animations
Mrvecz  [autor] 3 OCT a las 9:59 
You cant, script does not support such feature
Green_P 2 OCT a las 22:15 
In Gatecrasher

XComGatecrasherAlien.ini
AddToGatecrasher = true
SquadSlot = 1
StartingRank = 1 ; 1 = squaddie

How do I change the config to make it so that two or three units appear?
any other tips?
I'll keep on trying!
Turtle Diver 2 OCT a las 17:13 
love the mod however frost viper abillity rush and grapple crashes game fyi <3
Mrvecz  [autor] 1 OCT a las 23:25 
Your biggest obstacle to this besides balancing (as everything is toned up to LW2 numbers) will be the mission mechanic and all aliens having eight rank (Master Sergeant, which is equivalent to Brigadier).

As this mod is build against LWOTC for the reason of utilizing its infiltration mechanic, you essentially must revert the whole mechanic back to what the original PA Kiruka made, so thats where you want to go. As that was the change that broke the initial WOTC compab.
attempting to port this to WOTC is...hard to say the least. I'm still dumbassing my way through it.
Mrvecz  [autor] 23 SEP a las 9:05 
Berserker normally has a force level gate but can be obtained via RNG normally, if you want to cheat her on board, use this:
AddAlienRecruit PA_Berserker
Deepshot 23 SEP a las 9:03 
Mod is super cool!! ty for making my long war 150 hour run interesting to play again!
I cant find how to add a berserker? i see it mentioned but no idea if its playable
«Wyvern» 7 SEP a las 10:08 
Okay so its not a bug
Funny fact i wanted to put Ice damages on it to have its own element. if it already has its bitterfrost ammos its fine. Maybe later i will be able to add Fire into his ice :D
Mrvecz  [autor] 7 SEP a las 7:02 
Frost Necromancer and Frost Bombers come with pre-loaded bitterfrost ammo for their weapons, so they technically already have ammo type, baked in their weapons already.

Probably in future this thing will fly out of the window and both Necromancer and Bomber will get the Frost Adder treatment and will be able to use all the ammo types.
«Wyvern» 7 SEP a las 7:00 
Want to report a small "problem"
I can't equip any ammo type to my "Frost Bomber" (Ice Muton). Reasons are "Unvailable"
Is it on purpose ?
Mrvecz  [autor] 29 AGO a las 1:01 
No, something is broken on your end, other players have it functioning properly as i seen on Discord
Anatoli Kvere 28 AGO a las 19:44 
Is the viper commandos lack of a pistol standard shot by design?
Mrvecz  [autor] 25 AGO a las 4:21 
Its a config line, open up this mod in AML and go to the Gatecrasher.ini section, you can control it from there.
Colva_Moon123 24 AGO a las 20:12 
How do I configure it to change which alien is in Gatecrasher?
RAAMPEAK 21 AGO a las 17:03 
hmm i got a operation to collect a hero but it just gave me a human
RAAMPEAK 21 AGO a las 16:53 
and make the scramgun different looking
RAAMPEAK 21 AGO a las 16:48 
is this the mod that made sidewinders so far wear blue armor when on operation to rescue mission
Yeah I tried everything (I probably didnt)
Yeah I was unable to makeshift patch my way into making it load without the dependencies on this new version

It throws the "Unable to load" error while the game is launching, even though it didn't before
I say slightly

I'm terrible at this game
interesting

I must just suck at the game because I was getting (slightly) fucked up
Mrvecz  [autor] 8 AGO a las 13:45 
Not the enemies, EPA adds no enemies, YOUR aliens beating the shit out of Advent, as they are tuned up for alot stronger enemies + they are designed with the idea that perk stacking is impossible to prevent game breaking combos. Things that arent enforced in WOTC.
@Mrvecz

I had no problems with it, The alien unlocks worked fine and the enemies weren't too hard. Didn't really pushing the shit out of me
Oniwabanshu 8 AGO a las 11:54 
@ Mrvecz Thanks! It didn't came with a weapon, so i'll just command one in.

Regarding LWoTC i regret starting this new campaign with it on (tedjam this time), the only thing i miss more about not having it on, was playing with this alien mod, the "balance" and design choices made by lwotc modders makes it more annoying to play than anything. I rather play CI and a shitton of enemies mods, maybe RPGO next time, so i would very much love for this to work without it.
Mrvecz  [autor] 8 AGO a las 10:01 
You should have started with by default as its the "primary" weapon, in case you dont, type this command:

AddItem PA_NajaGun

@Hurricane

This is because this mod builds against Long War 2 now, as it was required for me to be able to interact with systems like infiltration and activites.

Soon, the playable Advent will also become that

I...am suprised anyone can stomach playing this outside of LWOTC, given its completely balanced for LW2 damage and health levels, so for base WOTC, these guys must be absolutely pushing the shits in of pretty much everything that has a pulse.
Oniwabanshu 7 AGO a las 23:18 
Thank you @Mrvecz! how do you get those? If it is by recruiting a Naja first, it would take a long time.
I really wish you could use this with normal wotc using the alien pack

it actually used to work without lwotc until a recent update
Mrvecz  [autor] 6 AGO a las 4:43 
A Naja sniper rifle
Oniwabanshu 5 AGO a las 16:45 
What is the sniper rifle that the frost mamba is supposed to be able to carry?. It can only carry a shotgun.
Mrvecz  [autor] 3 AGO a las 4:59 
@JugiBugi
In a roundabout way i did discover eventually what was the problem, for a long time i couldnt piece it together, but in todays patch i fixed the Infiltrator
JugiBugi 12 JUL a las 5:26 
Hi, it seems that Muton infiltrator cannot use rupture bought with training center.. it would seem that rupture doesn't allow to be used with its weapon?
geh4th 22 JUN a las 12:59 
I didn't realize that binding is a built in adjacency ability that doesn't require a Tongue Grab. Thanks for the explanation.
Mrvecz  [autor] 20 JUN a las 19:47 
Entwine affects the adjacency caused bind as well, which almost all vipers have access to, pretty much everyone but Taipan. The defence bonus would apply in that case as well and if the snake has access to ranged bind, then that would be augmented as a bonus.
geh4th 20 JUN a las 14:05 
For the Naja, both Tongue Grab ("GetOverHere") and Entwine (M31_PA_Entwine) are in the Tier 1 Xcom Deck, but Entwine is an enhancement to Tongue Grab. This means that rolling Entwine is useless, because there's no grab to apply it to.

I recommend moving Entwine to the Tier 2 deck, swapping out with Will to Survive. It'll still be useless if you don't get Tongue Grab at Tier 1, but this way at least they can both be used if you're lucky enough to get them. An alternative is that perhaps Tongue Grab can be moved to the class core abilities or to one of the standard ability trees, enabling Entwine to be used if rolled.
Mrvecz  [autor] 11 JUN a las 23:06 
Yeah, Muton Hunters mod by Claus, it was missing from the requirements, i also added Ted Jam to the requirements, its technically not mandatory, but TJ contains too many fixes for internal mechanics that are outside of my scope of the mod - and besides, it was made with Ted Jam balancing in mind.
Big Brother Max 11 JUN a las 17:20 
Hey some of them are missing like the muton prowler and hunter are there any specific mods that contradict? I have mainly just LWOTC mods non that mess with aliens.
«Wyvern» 11 JUN a las 4:55 
Hi again. The last update you did has removed the POI which was pending on my world map. So i will be able to send you a feedback only when i will start a new alien rescue mission since the POI is gone
Mrvecz  [autor] 11 JUN a las 4:25 
A critical fix is out, i restored the script file from a backup from 2 months ago, this should definetiely fix it, once and for ALL
Willrocks147 10 JUN a las 17:30 
Hi, I was aware of the issue. I resubbed, unsubbed, resubbed, updated via AML
and waited a long time, got a new alien rescue mission for that psychic viper melee. Taipan?
Game crashes when in the pelican headed back to base.