XCOM 2
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[WotC] Useful Autopsies - Viper
   
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27 Nov, 2017 @ 7:24am
30 Jul, 2018 @ 10:31am
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[WotC] Useful Autopsies - Viper

In 1 collection by ArcaneData
[WotC] Useful Autopsies - Complete Collection
4 items
Description
Makes the Viper Autopsy worth your time - unlocks the Gas Grenade in Engineering!

Ever wondered why your engineers need to waste elerium cores in the Proving Ground to invent a gas grenade, while the Viper autopsy sits useless and unfinished in the lab? No longer!

Features
  • gas grenade is no longer obtained through Experimental Grenade Project; it is now unlocked by the Viper autopsy
  • gas grenades are built in Engineering for 35 supplies and 1 viper corpse; they upgrade to bombs as normal
  • Nanomedikit unlock is unaffected, and is still obtained through the autopsy
  • research texts have been modified, so the mod feels like just another part of the game

The mod has been thoroughly tested for bugs, so it shouldn't cause any issue with your campaigns. I aim for my mods to be of high quality, and to integrate seamlessly with the base game.

Compatibility
This mod doesn't override any classes, so it should be compatible with almost everything. The only things to worry about are other mods which modify the experimental grenades project, or otherwise alter how gas grenades are acquired.

It is compatible with existing saves, even if the autopsy is already complete, and works with new campaigns as well. This mod will detect the presence of Tier III Grenades by Farkyrie and make the appropriate modifications for full compatibility.

Looking for other Useful Autopsies? Click here for the full collection. Have any suggestions for future mods? Make a comment here.

Are there any other autopsies you feel aren't worth your time? Make a comment and share your ideas. If you like the mod, give it a thumbs up, and enjoy!
Popular Discussions View All (2)
0
1 Feb, 2019 @ 3:31am
Simplified Chinese Translation
zxc2008
54 Comments
Haku72 15 Feb @ 4:06pm 
adding onto LWOTC incompatibility:

running LWOTC and the useful X mods togetther (I had viper, MEC and purifier active) caused a bug where I couldn't create any new gas grenades / incendiary grenades. I'd completed the research, but had no option to create them in engineering.

Disabling the useful X mods fixed my issue.
Pirate Captain 12 Dec, 2024 @ 4:24am 
@jat11241976, according to @Francis:
Proving Grounds Overhaul breaks this mod. (190 other mods without PGO; and Venom rounds work fine. And with JUST these two mods, the breaking occurs.)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2259746446

with PGO and this installed:

the Chryssalid Autopsy does NOT say it unlocks Hellweave (correct behavior for mod), nor Venom Rounds.

The Hellweave nor Venom rounds are available in Engineering after the Chryssalid Autopsy.

*Install order matters*;
if this mod was installed last:
Exp. Ammo project CAN create venom rounds; then Venom are available in engineering (PGO feature), but then use THIS mod's cost.
The Exp. Armor project does NOT contain Hellweave, even after being exhausted of possibilities.

if PGO was installed last:
Exp. Ammo project CAN NOT ever create venom rounds,
The Exp. Armor project *can only ever produce Hellweave, forever. That's it.*
Wulf 29 Sep, 2023 @ 7:21pm 
Does not work with LWOTC. Won't crash your game, but won't affect proving ground/research.
jat11241976 12 Feb, 2023 @ 8:07am 
Anyone know for sure if this (and the other Useful Autopsies) are compatible with:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2259746446 - Proving Ground Overhaul v2? I can adjust the ini files there, but I dont want to change if it is compatible. Thank you for these excellent mods!
Kanario97 21 Sep, 2022 @ 6:17am 
Spanish Translation:

[AutopsyViper X2TechTemplate]
-Summary="This creature is clearly reptilian in nature, although it appears to be not only sentient, but also highly intelligent. Still, the underlying physiology is remarkably similar to a number of terrestrial species - including the venom sacs, which we might be able to synthesize and incorporate for use in our medical supplies."
+Summary="Esta criatura de naturaleza claramente reptiliana, no solo parece sensible, sino también muy inteligente. Sin embargo, la fisiología subyacente es notablemente similar a la de varias especies terrestres, incluyendo los sacos de veneno, que podrían incorporarse a nuevos suministros médicos, así como a potentes explosivos químicos."
SgtoPereira>>> 19 Dec, 2021 @ 9:08am 
Hi. Compatible with LWOTC? Thanks.
EvilPolygons 15 Aug, 2021 @ 10:40pm 
@TheDuke37, if you have all of his grenade mods, then the Proving Grounds project will end up more or less emptied of grenades. The point of ArcaneData's mods (I guess) was to make getting grenades reliable and less based on RNG, and make autopsies a little more useful. However, some other mods can override his mods, causing one or more grenade types to be added *back* to the Proving Grounds.
TheDuke37 15 Aug, 2021 @ 1:20pm 
anyone else having an issue where you can still get them through Proving Grounds, and its the ONLY thing you seem to get when you try to get a grenade/ammo?
vandujr 4 Feb, 2020 @ 3:46pm 
but the viper's autopsy is already useful? I mean i get that it's kinda small (just better medkits) but still, that's totally worth it.
lokigod 30 Oct, 2019 @ 12:26pm 
Dear ArcaneData
I find your work quite creative. However, there are mods for grenade production in Workshop (from elerium cores, but it works). So, I want to offer you next ideas:
1) the last acid grenade make from andromedon autopsy
2) experimental grenades project have to unlock grenade production in Workshop
3) compile your full "useful autopsies collection" in one final mode
Hope it will be useful for you.

Sincerely,
I am ))