XCOM 2
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MOCX as EXALT 1.4
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12 Dec, 2021 @ 4:42pm
9 Aug, 2024 @ 4:14pm
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MOCX as EXALT 1.4

Description
This mod relocalises MOCX to be XCOM's rivals from Enemy Within : EXALT. It also changes their 3rd weapon tier to be 'experimental' weapons.

v1.4 Fixed localisation

Added Tesla Loot Mod support.


v 1.3
Made EXALT Weapons available in the Black Market. 25% chance of the weapon table appearing, then 15% chance for each Primary of that tier, and 25% for that tier's pistol.

Localisation for EXALT Pistols has been added (though they still use the conventional pistol inventory image) , the T3 pistol has become the EXALT Plasma Pistol, shooting the same Red Plasma Projectile as the Assault Rifles. EXALT Pistols have WIO support - they cannot benefit from the Bridge Techs, but DO NOT suffer from the Small Caliber Penalty.

Higher Tiers will still show in the Black Market if the Dark Events for them are countered, consider these to be 'prototypes' that have been 'liberated' from their workshops.



Update v1.1 Added EXALT Icon for those running [WOTC] More Target Icons 2020 (https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2010827399)





Features
  • MOCX fully relocalised to be EXALT.
  • Default Uniform for random-gen EXALT is the EXALT suit.
  • Tier 3 EXALT weapons now use weapon skins from Iridar's ADVENT ARSENAL and are fully localised as experimental plasma and sonic tech.


Credits
  • RealityMachina - for MOCX
  • Iridar for Advent Arsenal & WSR
  • Max for EXALT Suits
  • RustyDios for the modpreview. & MTI2020 Support
Popular Discussions View All (1)
0
18 Dec, 2023 @ 3:59am
简体中文 Simplified Chinese Localization
Tommy
126 Comments
JataboMetenabo 22 Jun @ 3:50pm 
Fair enough, man. Appreciate the mod anyway.
MrCloista  [author] 17 Jun @ 3:36pm 
Technically yes, though that'd add an exalt voicepack to the required mods, and at the time I released this I wasn't happy that there was a good one.
JataboMetenabo 17 Jun @ 1:27pm 
Don´t mean to be picky, but would it be possible to modify their voices so that they spew the same radio chatter from the previous game?
MrCloista  [author] 10 May @ 1:32am 
@Dio Brando this mod is purely localisation and adding the weapons to the black market, it makes no changes to capture chance
Dio Brando 10 May @ 1:25am 
Does anyone had problems with capturing exalt agents using extract corpses? During my playthrough everything at first works like a charm and when I stun and knockout exalt agent I for example can carry agent to extraction point or using fulton from extract corpses mod to capture enemy agents. When I capture EXALT agents there is usually messeage about agent being able to survive capture and for the capture I get 3 additional ablility points. And then on the avenger I can see captured agents in my roster. But it happens already second time for me when I load my save and try to capture stunned EXALT agents and when I use fultion there is message that "[here should be name of the agent] was gained from capture", no message about chances for survivorablity from capture or gainig additional ap points from capture. And when I get back to avenger no EXALT agent in my roster. Anyone had such problem?
MrCloista  [author] 25 Mar @ 7:38pm 
@Medicman that'd be set by the main mocx mod if it's possible at all, which i don't think it is.
Medicman 25 Mar @ 1:30am 
How do I get them to spawn with their class name (EG EXALT Soldier) instead of there generated character name
hottt3 19 Mar @ 1:47am 
Please please give a clear description of what this mod does as the first line in the description section! Thanks for the mod.
James Stone 2 Mar @ 5:07am 
Final Update: Unsubscribing and Resubscribing did the trick, I read somewhere that's the only real way to change load order in this game. Sorry for the bother, I'll leave the comments in case someone needs it in the future.
James Stone 2 Mar @ 4:44am 
Update: Units spawn with EXALT gear, XCOM voices and the chips still say MOCX. I think I'm getting weapons but they're not called EXALT (ADVENT gatling cannon was the one I got). So I think it's a localization override, I just don't know how to fix it or how to make this mod top priority