XCOM 2
Additional Enemy Perks
161 kommentarer
Juravis  [ophavsmand] 25. sep. 2023 kl. 14:01 
This specific mod doesnt allow changing perks for additional enemy types
Juravis  [ophavsmand] 25. sep. 2023 kl. 13:59 
Dont change anything inside the UC, use the INI files

C:\Program Files (x86)\Steam\steamapps\workshop\content\268500\1140770689\Config\XComPerksConfig.ini
C7 25. sep. 2023 kl. 8:10 
May I customize additional perks on new enemies using `X2DownloadableContentInfo_AdditionalEnemyPerks.uc` by adding enemy names and perk names?
Juravis  [ophavsmand] 10. sep. 2020 kl. 8:34 
Unmodded no thats correct.
Rtma Eros Paragon 10. sep. 2020 kl. 6:16 
What's the purpose of Zero in for Viper? last I checked they cannot fire more then once per turn.
Juravis  [ophavsmand] 14. juni 2020 kl. 0:51 
Take my entire mod and just change it to whatever you like. Recompile it and post in as new on Steam Workshop.
Rtma Eros Paragon 14. juni 2020 kl. 0:51 
That's a Shame, can express appreciation for what you've done (And any other modder delivering passion), for whatever that's worth, what other options are their?
Juravis  [ophavsmand] 13. juni 2020 kl. 13:54 
Not going to happen, not modding anymore except small changes
Rtma Eros Paragon 13. juni 2020 kl. 12:00 
I tried adding a few perks to the Lost with the script file, opened in notepad, only to have the game not launch, I had to revert, disappointed, either could you add some sort of configuration file so we can tweak who and what gets perks or teach us how to do so otherwise?
Juravis  [ophavsmand] 10. feb. 2020 kl. 13:47 
I just add existing perks to units it is compatible with any mods, i have no idea why it would list it as incompatible.
LightenedDark 10. feb. 2020 kl. 11:02 
Hey Advent Avenger, can you comment on why this mod is listed as incompatible with Bio Division 2? https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1731235406 It is supposed to be just a merger of 4 mods I have, and I've noticed no compatibility problems between those mods and this one.

Is a tweak in order so I can keep using this mod with the update one(s)?
Juravis  [ophavsmand] 15. jan. 2020 kl. 17:27 
I wouldnt be surprised that would be the case, but that would be what i consider a vanilla bug
Rtma Eros Paragon 15. jan. 2020 kl. 7:33 
I have witnessed with a PSI Storm sitrep, being multiple Advent Priests and Sectoids present, I saw priests using Holy Warrior only to be wiped from surrounding solace what I assume wiping the buff clear when switching to next unit on their turn, anyone else experiencing this?
Juravis  [ophavsmand] 20. nov. 2019 kl. 14:59 
They just wont have my AI but if ABA has viper and mech ai itll work somewhat
Rtma Eros Paragon 20. nov. 2019 kl. 4:29 
I assumed it would conflict but with ABA it just applies to the Default variants so their is that distinction at-least. 🙂
Juravis  [ophavsmand] 19. nov. 2019 kl. 9:12 
Sure why not
Rtma Eros Paragon 19. nov. 2019 kl. 0:41 
Is this a good idea to use with A Better Advent or vanilla variants?
Juravis  [ophavsmand] 8. sep. 2019 kl. 22:15 
Ever Vigilant removed from units, too buggy.

Besides, there's a Dark Event for it now in WOTC.
Juravis  [ophavsmand] 4. sep. 2019 kl. 10:52 
Tried to give Neonates Frostbite but it doesnt work in game. Sorry for overwriting your INI files.
DragonKingAbashī 6. apr. 2019 kl. 13:46 
That is fine. Just a thought for you all. I really enjoy you all's mods and like to help out in any way possible.
Juravis  [ophavsmand] 6. apr. 2019 kl. 13:44 
I am not playing right now but if I return to it i might
DragonKingAbashī 6. apr. 2019 kl. 13:21 
I thought of another suggestion. This is just a thought and not a requesting. Have you considered working with some of the other modders on expanding this and their mods reach. I know mods like Playable Aliens, LW Classes and Perks, and Custodians have additional perks/traits/abilities for xcom and advent. Using those on other advent soldiers might be a scary, but thrilling. Imagine advent vipers getting the same abilities as xcom vipers or Lancers having bladestorm/close combat. It would toss every strategy out and force new ones based on whatever you make it (having certain abilities per force level or randomness). The other mods could be optional.
I do not have the skills like you and the others to do such a thing. I have played around with the mod device, but do not understand it. Plus, since you have a mod like it, I feel I would be infringing onto you. Maybe this could be idea for a future mod among you and other modders. If you do not want to do this, it is perfectly fine.
DragonKingAbashī 4. apr. 2019 kl. 16:54 
LOL, like I said, I have all tbh. But you do not have to add them all. This was purely a suggestion to you in case anyone else wanted the same and you were able to. Plus, I noticed you did some other modded enemies too, so I thought I would give you the list in case you wanted to add them one day. If you do not want to add them, I am cool with it. Just thought I would ask the question out of curiosity, especially since I enjoy your mods.
Juravis  [ophavsmand] 4. apr. 2019 kl. 16:07 
Wow thats a huge list. What do you want added in there
DragonKingAbashī 4. apr. 2019 kl. 12:18 
Would that list work?
DragonKingAbashī 4. apr. 2019 kl. 12:17 
Actually, I am an idiot. I remember finding a complete list online like a month ago. Here is the link: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1223925683

It was intended for spawning the enemies and, by all accounts, is regularly updated. I could go back and tell you what certain aliens are considered as subspecies.
Juravis  [ophavsmand] 3. apr. 2019 kl. 22:17 
I dont mind just need a good list
DragonKingAbashī 3. apr. 2019 kl. 21:53 
Alright, I was not sure if there was a workaround for it or not. I personally don't have any at the moment, but for the record, I do have nearly all enemy mods out there for my current runthrough. I might go through them within the next few weeks and give you the names if you wish to add them. It would be nice to see what perks you think would be best for them. Especially ones like the Custodians, Elites, Celatids, and others. I feel that this mod adds additional precautions to all advent forces since you really do not know what you may get your hands on.

Hopefully, I can get you know names in the coming weeks and you can see if they are worth adding. Again, no pressure. This is purely your mod and if you dont want to do that, I am alright with that. Thank you so much for all your hard work!!
Juravis  [ophavsmand] 3. apr. 2019 kl. 20:50 
I add perks based on Template Names, so it's mob-specific. I don't open all the units in game then add the perks in a list manner, it would create issues. Give me the template names you wish I'd add and I'll throw in a quick fix to those specific enemies. I need the exact template names in the code, not "Muton Centurion" for example but MutonCenturionM2 as an example.
DragonKingAbashī 3. apr. 2019 kl. 19:59 
Out of curiosity, if there a way to apply the perks to specific enemy subtypes. By this I mean the modded enemies. I know mods like ABA have subtypes of certain advent forces (advent gunslinger, primes, CX Archons, etc.). I was not sure if there were ways to blend them into your mod easily, such as having any enemy that is listed as a muton or viper have those abilities. Do you understand what I mean or would this be too complicated for this mod alone?
Juravis  [ophavsmand] 8. feb. 2019 kl. 11:04 
You can already do that without mods
ATRZ 8. feb. 2019 kl. 8:52 
ADVENT Avenger - have you ever considered upgrading Adv. Mech's micro missiles, so they would impose the rupture effect on affected targets? Just an idea.
Juravis  [ophavsmand] 23. jan. 2019 kl. 10:50 
UPDATED for Favid's Perk Pack mod (if you have it, otherwise no effect).
Juravis  [ophavsmand] 12. nov. 2018 kl. 9:31 
Probably. I listed them in my AI mod
NilchEi 12. nov. 2018 kl. 8:49 
Wouldn't it be better to add Chosen No Forced Bleedout Tweak (and maybe [WOTC] Chosen Weaponry Fix) to required items list here as well? Since kill-dependent perks you have given to Chosen doesn't trigger for bleed outs, they become uselsss addition without aforementioned fix.
Juravis  [ophavsmand] 4. nov. 2018 kl. 1:21 
Removed Sustain from the Chosen Warlock, the animation isnt playing well and the Warlock acts funny when he's back from it.
Fun Pak 29. okt. 2018 kl. 14:22 
Alright then. I figured it was at least worth asking, but if it would cause that much hassle then there's really no point to putting in all the effort for one tiny problem. Thanks for responding, anyways.
Juravis  [ophavsmand] 28. okt. 2018 kl. 9:36 
I'm not touching the Chosen Weakness mechanism, it would require changes that could break other things. And i'm totally fine with weaknesses being invalidated late game.
Fun Pak 28. okt. 2018 kl. 5:05 
Would it be feasible to either remove the Shellshocked weakness or negate the Fortress for the chosen who has it?
Because this mod pretty much invalidates that weakness in the lategame.
Ohcult lord 9. sep. 2018 kl. 11:40 
Is the any way I could remove solace from sectoids? I like all of the new additions excet for that.
Taylem 30. jan. 2018 kl. 16:52 
Other than this snag, amazing mod. /tips hat
Juravis  [ophavsmand] 30. jan. 2018 kl. 16:48 
Adding perks should not make it incompatible unless it adds incompatible perks like ever vigilant and deep cover but even then mobs cant use hunker down correctly. I cant see any problems really.
Taylem 30. jan. 2018 kl. 16:36 
The incompatibility was noted on its mod page ... as it adds perks, AI, etc to the General.
Juravis  [ophavsmand] 30. jan. 2018 kl. 16:35 
You can pick both all my mods are compatible unless noted otherwise
Taylem 30. jan. 2018 kl. 16:19 
Aye, AI, new look, etc. Pretty amazing piece of work. Hard to pick between these two. :P
Juravis  [ophavsmand] 30. jan. 2018 kl. 16:17 
Delete the section mentioning the general pretty easy. But its hard to tell if everything else doesn't break. Im not aware of shadows mod does it include ai?
Taylem 30. jan. 2018 kl. 9:27 
What is needed to be done to remove the General from this mod? Really want to use this mod together with the General revamp by Shadow79.
Juravis  [ophavsmand] 12. jan. 2018 kl. 14:12 
Yes
Aegelweard 12. jan. 2018 kl. 9:50 
Is this compatible with your AI mods for both regular troops and Chosen (as this mod also messes up with the later)?
Juravis  [ophavsmand] 9. nov. 2017 kl. 19:37 
Untouchable has been removed from Lancer1s. Give a break to people at game start. Untouchable has been transferred to the Lost Howlers, because those guys need to be scarry.

I also fixed some misc non critical bugs. Update your INIs if necessary.