XCOM 2
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RPG Overhaul Specialization - Xeno Zoologist
   
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1.480 MB
20 Oct, 2021 @ 10:30am
19 Nov, 2022 @ 4:57pm
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RPG Overhaul Specialization - Xeno Zoologist

Description
This mod adds Specialization based on the Xeno Zoologist class mod and the Xeno Zoologist Monster Master class

There are three specialization:
Codex
Spectre
Advent Trooper
Chryssalid
Faceless
Berserker
Based on the three leveling paths in the base mod.

The only difference in skill tree for the Codex, Spectre, and Advent Trooper branches is the passive buff applied depending on the unit type chosen is instead made into a perk placed at the Sergeant rank.

The Chryssalid, Faceless, Berserker have unique abilites at the sergant rank
Chryssalid - Executioner Your Xeno has +10 Aim and Crit Chance against enemies at 50% or less health
Faceless - Cutthroat Your Xeno's melee attacks against biological foes ignore their armor, have +15% Crit Chance, and do +2 Crit Damage
Berserker - Wrecking ball Your Xeno gains an activated ability that allows it to break through walls and cover when moving.
37 Comments
Digan 7 Jan @ 5:51pm 
There was a way to make it so u could spawn all of em but i cant recall how X_X
CaptainBlaster 20 Aug, 2024 @ 10:41am 
OK, i found out you need a Supercomputer to in your primary slot to spawn the guys. But i cant find the Supercomputer. I did what Zhoukon said, but i still cant spawn anything...
Since this mod is now updated, is there any other file i have to modify to play this class?
CaptainBlaster 20 Aug, 2024 @ 9:40am 
The Zoologist doesnt work with RPG. To be able to summon for example 2 Troopers you need the skill to summon a basic unit. Since in RPG you can choose different skills to begin with you dont get the basic skill from this class. Or am I doing something wrong?
Sobaka.Sutulaia 5 May, 2024 @ 3:18pm 
I think it is better to make the computer an additional weapon because it can only summon 1 unit and after that the persona is useless.
Lumiere 8 Jan, 2024 @ 9:13pm 
I'm having an issue where the monster master class is showing up as it's own distinct class, aside from RPGO's universal soldier class. So when I promote, it will either pick the soldier, OR a monster master. I have all the required mods installed, any idea why this would happen?
RoxeusRose 18 Jun, 2023 @ 2:23pm 
Consulta alguien mas tiene el bug de la habilidad que aumenta la vida del xeno nunca funciona ? o solo aplica al codex ?
小灰狼 25 May, 2023 @ 4:13am 
@Meman82 I got a weird problem about this mod when I encounter the first chosen mission with Pratal Mox and the reaper. The evac number of the whole team was count as 7, including the advent troop I summoned. However, the advent did not count as an evac unit, therefore despite all of my 6 team members stood inside the evac point, there was one missing number, and was stuck. I have tried to get the advent killed by lost but the number didn't change. It should be pratal, reaper, 4 members, altogether 6. How could I fix this problem? Does it happen with other evac missions?
JSchneidz 28 Jan, 2023 @ 11:29am 
Thanks for your help, I straightened it out in the .ini file like you instructed. There must be some compatability issue occuring somewhere. Hopefully your comment can help if anyone else gets the issue.
Meman82  [author] 28 Jan, 2023 @ 1:12am 
@JSchneidz It's most probably a load order issue which can be difficult to fix without the Alternative mod launcher. I recommend manually disabling the monster master class in the classes config folder. It is most likely in
C:\Program Files (x86)\Steam\steamapps\workshop\content\268500\2887871228\Config\XComClassData.ini

but may be slightly different depending on your steam install location

Change the plus sign of the below to a minus
[XComGame.X2SoldierClass_DefaultClasses]
+SoldierClasses="XenoZoologist_MonsterMash"

like so
-SoldierClasses="XenoZoologist_MonsterMash"

This will disable the class from showing up for new recruits onward.
JSchneidz 27 Jan, 2023 @ 4:07pm 
Hi, I'm getting an issue with this mod and the origins setting that I believe is part of RPGO Second Wave.

When I activate Origins on a new game and rank up squaddies I have about a 50/50 shot of either choosing their starting abilities or getting them stuck as monster master (Since thats the only other specialization technically)

Is there any chance you could look into this? I like the mod a lot and the base xeno zoologist works fine as does the one faceless perk tree for some reason but I don't want to start a campaign with the mod if it's going to lock half my roster into being beastmasters (That's alot of chryssalids lol)

Thanks for making this mod though It was super fun when I was playing around with it!