XCOM 2
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MOCX Class: Zealot
   
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2.196 MB
24 Jan, 2020 @ 10:27pm
13 Apr, 2021 @ 8:59pm
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MOCX Class: Zealot

In 1 collection by RealityMachina
RealityMachina's War of the Chosen Mods
97 items
Description
Adds a MOCX equivalent to Templars. Effectively a demonstration mod of how to make this kind of thing on your own with the backend changes I did to the MOCX Initiative mod.

Their skillset is...well, basically take a look at what a standard Templar has available to them, they basically have 90% of that. There's a *couple* abilities I took out because I felt it would be way too unfun to try fighting against, or because I didn't think I could make them work for the AI as well (They got a reworked version of channel, for instance), but I mean only a couple.

Rend? Yep, they don't miss with their melee strikes like normal Templars. They get Volt too.

Parry? Got that too.

Deflect and Reflect? They can grab that when they level up.

Ionic Storm? Ain't nothing stopping them from completely ruining your day if you let them build up enough focus.

Invert? Yeah this is just as annoying as it sounds if you've played the ADVENT Psi Commandos mod. If you haven't, then, well, this means a Zealot can suddenly switch out positions with one of your squad members and still have an action to act.

And yeah, they can get some of the side perks like fortress or bladestorm.

Have fun! And yes this works with currently progressing games: class additions will work automatically as MOCX recruits and trains personnel every month.


31 Comments
sushigirl 16 Apr @ 4:52pm 
For some reason they dont have their gauntlets at all, if anyone knows the reason or fix it would be nice
knightwing78 11 Apr, 2024 @ 4:39am 
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 12 Sep, 2022 @ 12:42pm 
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  [author] 12 Sep, 2022 @ 12:31pm 
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 4 Sep, 2022 @ 4:39am 
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) 10 Jul, 2022 @ 12:31pm 
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 9 May, 2022 @ 7:20pm 
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 9 May, 2022 @ 6:31pm 
...So if I want to force a character from the character pool to become a MOCX Templar what would I have to do?
saximaphone 6 Feb, 2022 @ 3:51am 
Should I just add a new block to the XComGame.int to overwrite it?
saximaphone 5 Feb, 2022 @ 5:54pm 
The unit name isn't in the localization file. Where am I able to change it?