XCOM 2
382 ratings
Interrogation And Recruitment
6
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
20.795 MB
1 Nov, 2021 @ 6:27pm
15 Apr, 2022 @ 9:59am
9 Change Notes ( view )
You need DLC to use this item.

Subscribe to download
Interrogation And Recruitment

Description
Missed the old EU/EW Interrogation system? Want a fairly immersive way to gain Intel from foes? Or do you just want to be able to capture (And potentially recruit) (mostly) all enemies you encounter? Well, this might be the mod for you!

This mod acts as mostly a Meta-mod for other mods to expand upon, but carries some basic functionality to potentially act as an example on how to do so.

Note, This mod is still relatively new, So expect potential bugs and glitches
Features
  • A new capture system, allowing you to obtain captives of various enemies via various means!
  • A unique facility to conduct interrogations (and potentially recruitment with the appropriate add-on mods) on captives within XCom's brig!

Currently This mod covers all Base + WOTC enemy templates*, Allowing them to be captured by either making them unconscious, Mind controlling them at end of mission, or if they're bleeding out when the mission ends. This also allows you to interrogate them for Intel and a chance at a facility lead depending on which type you interrogate.

*Enemies that would make sense logically to be able to capture, so no Gatekeepers or robots sadly.

Config
Lots of costs, and values and stuff can be changed in the config files, such as Interrogation time and rewards, and the cost of the facility, in addition to adding your own capture template and rewards (Given the reward item exists).

Compatibility
  • While this mod is rather lightweight (Surprisingly), and is mostly a meta mod for other mods to add-on to, There could be potential incompatibilities. So be aware of such issues and please report them in the Compatibility thread.
  • When run alongside Extract Corpses, Fultoning enemies will capture them and add them to the brig.

Git Hub
Here[github.com] you can view and potentially help expanding this mod further, or allowing your companion to add onto it easier. Note, This project is licensed under the MIT license

Credits

Credits to GameBreaker for finding a way to incorporate crew animations to the facility, making the facility feel more alive, rather than just sitting empty.

Credits to the PexM team, Including Rusty Dios for inspiration and guidance making the unique facility used in this mod.

Credits to the Pezito for is work making the UI images for the interrogation projects/results as well as the captive description in the brig.

Credits to the Iridar, Astral Descend, TeslaRage, h4ilst0rm and all the good folks at the X2 Modding discord for help with the coding side of this mod that I struggle with greatly.
Popular Discussions View All (6)
13
10 Oct, 2022 @ 4:57am
PINNED: Compatibility
Mr Danger Dude
12
13 Dec, 2024 @ 6:35am
PINNED: Interrogation And Recruitment Add-On discussion.
Mr Danger Dude
0
1
31 Jan @ 1:01am
简体中文翻译/Simplified Chinese Translation
SKRING
152 Comments
ScriptGenius12 27 May @ 6:03am 
Does it work with Non-Skirmisher Hybrids?
123jazz2007 9 May @ 7:26am 
So, I would just like to ask a question. By any chance is there a way to modify the code to allow the playable aliens from the following mods to be recruited?

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3177118204&searchtext=
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3240087035
robertcox 9 May @ 1:26am 
Though apparently it won't register that you can interrogate that captive, i imagine it'll fix itself after completing a mission though, cant find out right now. But it does show that captive exists.
robertcox 9 May @ 1:23am 
Nevermind I figured it out.

Additem {insert id of captive you want} in console

you can find the captive ID's in
C:\Program Files (x86)\Steam\steamapps\workshop\content\268500\2643632661\Config
in the XcomInterogationAndRecruitment.ini config file theres a list of capture rewards, they look like InR_Captive_AdventTrooper
robertcox 9 May @ 1:16am 
So i had the double agent order and extracted with a double agent captain, but since it wasn't technically capture i wasn't given him, is there some way to just cheat a captive into existance?
Jet 27 Apr @ 12:00am 
@tangqikong If you interrogate, they do not become a soldier. You need to Convert them using the 'ADVENT [Insert Unit Here] Conversion' or '[Insert Alien Here] Conversion'. If you do not do this, they will 'Die' and you will lose them.
NSFW Gamer 17 Feb @ 3:34am 
Glitchy and does not work well with mods that change the game. I've given up on it
Neuro JItsu 11 Feb @ 10:59am 
Has anyone gotten this to work fully?

I built the facility but cannot get enemies captured (other than MOCX), I can’t get them to bleed out, no option to KO them even when stunned with an arc blaster, etc.

Haven’t been able to mind control several at the end of the fight, I do need to try that.

Also, MOCX can be captured for me only on missions that get extracted by skyranger; missions that just “end” don’t lead to captures even when I’m carrying the unconscious bodies.

Any advice or tips are appreciated.
tangqikong 7 Jan @ 4:58am 
In the LWOTC game, the prisoner was successfully interrogated, but the prisoner did not appear in the soldier library, how to solve it?
BumbleBeeTuna 25 Dec, 2024 @ 9:20pm 
I built the facility, yet the subdue option never appears