XCOM 2
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Flame Viper - WotC
   
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File Size
Posted
Updated
105.013 MB
6 Oct, 2017 @ 10:15pm
23 Sep, 2022 @ 1:27am
5 Change Notes ( view )
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Flame Viper - WotC

Description
FLAME VIPER: WAR OF THE CHOSEN VERSION
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She's back with a few new tricks and a shiny new Inferno Rifle in an updated version of the original!


MOD HIGHLIGHTS:
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1 New Enemy: The Flame Viper (comes in 3 types)
1 New Research Project: Flame Viper Autopsy
2 New Ammo Types: Inferno Rounds, Viper Rounds
1 New Armor Vest: Flame Scale Vest

This mod adds a new enemy to the game; the Flame Viper. A fiery variant of the Viper, the Flame Viper breathes fire, tongue grabs, and sets herself ablaze to increase her own combat effectiveness. In addition to that, she carries an Inferno Rifle into battle.


COMPATIBILITY
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This mod adds its own unique templates and config file entries to the game. It DOES NOT alter/override any base classes or config file entries. As such, it "should not" have compatibility issues with other mods, but Mod collisions can occur even when completely unexpected.


CUSTOMIZABLE
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Make the Flame Viper as easy or as brutal as you want. Just about everything is configurable including alternate LoadOuts to remove tongue grab and a flag to enable/disable Seething (default enabled). Changes to suit your own preferences can be found in the following files:

XComAshFlameViper.ini
XComGameData_CharacterStats.ini
XComGameData.ini

Be sure to make a backup of any changed file in case this Mod gets updated. You'll need to reapply your changes once you've taken the update.


LOCALIZATION
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English
French: Provided by sebkulu


NEW CAMPAIGN
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Enable the Flame Viper when you intend to start a new campaign. Enabling it for existing campaigns can result in unintended behavior. If you decide to do so, back up your save files first.


Other WotC Mods by Ashlynne_Lee!
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Loot Piñatas: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1128231549
ADVENT Warlock: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1144417938
Black ICE Codex: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2280597326
Muton Destroyer: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2482812108
More Skill Events: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3043880113


Original Mod for Vanilla
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Flame Viper: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=715318608
Popular Discussions View All (4)
3
13 Sep, 2022 @ 2:51am
PINNED: Update Complete
Ashlynne_Lee
4
21 Sep, 2021 @ 2:00pm
Bug Report: Flame Viper shooting Device on Protect the Device mission without casting Seething first causes game to softlock
Cpt.Haxray
1
27 Aug, 2024 @ 12:23pm
Russian Localisation
Aks
77 Comments
Daddy Takeda 4 Jul @ 11:05pm 
Thanks for the reply. That's indeed curious. :sad_explorer: Not sure what could cause this issue.
Ashlynne_Lee  [author] 4 Jul @ 10:27pm 
@Phoenix: Not sure why you would see that. The "T" pose usually indicates a missing animation.
The Flame Viper uses the base game Viper Bind Abilities (the tongue grab and the melee attack versions). The bind animations are included.

I tested it in my environment and both bind abilities work just fine. There's even a screenshot in the slideshow above where she is using the Bind Animation.

Maybe try to validate your game files since the animation is delivered in the base game files? I can't reproduce your issue so I don't have any other thoughts. :steamsad:
Daddy Takeda 4 Jul @ 11:13am 
There appears to be a bug. When a flame viper bind one of my squadmate, it does the T pose. :laughing_explorer:
Just got this game (I literally only bought it for the vipers im not even gonna try to lie about that) anyway, Is this compatible with Allies unknown? like could I recruit flame vipers?
Ashlynne_Lee  [author] 12 May @ 3:37pm 
I am still around :steamhappy:

I fixed it locally. Looks like it works as expected after correcting the typo.

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Psionic Reaper loaded with Viper Rounds aimed at a Sectopod: Damage 7 - 9
Psionic Reaper loaded with Viper Rounds aimed at a Muton Destroyer: Damage 9 - 11
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I want to tinker with it a little more before deploying an update.

Thanks for the catch!
sum1akaJ 25 Apr @ 11:06pm 
PSA: Fixing the typo Snyax identified causes came to no longer boot (at least from AML). Incredible! Anyways, if Ashlynne's still around or if anyone knows how to fix the viper rounds doing damage to all units, please let us know.
sum1akaJ 25 Apr @ 4:06am 
Wow! I came here to check because I found the Viper rounds added damage to ALL enemies including Mecs and ones that should be immune to poison.

The Inferno rounds work right so far (no added damage to Flame vipers, purifiers, Mecs), but poison doesn't. So I can confirm what Snyax wrote below that poison damage isn't marked correctly. I'll test if fixing the typo works.
Snyax 12 Apr @ 12:42pm 
Hey, I know this mod is like 8 years old or whatever but I came across something that looks suspiciously like a breaking typo on line 154 of X2Item_AshFlameViperUtilityItems.uc: DamageType = 'Posion' instead of 'Poison'

didnt test or anything but cant imagine that works right lol, anyway just felt like I needed to say something :)
Inaire 16 Dec, 2024 @ 4:42am 
is this compatible with the various recruitbable mods?
Ashlynne_Lee  [author] 25 Sep, 2023 @ 2:34pm 
@Sturmhammer: You can edit the XComEncounterLists.ini file in the ~\Steam\steamapps\workshop\content\268500\1160638944\Config directory.

Increase the SpawnWeight values for more frequent appearances, reduce them for less.