XCOM 2
[WotC] Useful Autopsies - Viper
54 Comments
Haku72 15 Feb @ 4:06pm 
adding onto LWOTC incompatibility:

running LWOTC and the useful X mods togetther (I had viper, MEC and purifier active) caused a bug where I couldn't create any new gas grenades / incendiary grenades. I'd completed the research, but had no option to create them in engineering.

Disabling the useful X mods fixed my issue.
Pirate Captain 12 Dec, 2024 @ 4:24am 
@jat11241976, according to @Francis:
Proving Grounds Overhaul breaks this mod. (190 other mods without PGO; and Venom rounds work fine. And with JUST these two mods, the breaking occurs.)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2259746446

with PGO and this installed:

the Chryssalid Autopsy does NOT say it unlocks Hellweave (correct behavior for mod), nor Venom Rounds.

The Hellweave nor Venom rounds are available in Engineering after the Chryssalid Autopsy.

*Install order matters*;
if this mod was installed last:
Exp. Ammo project CAN create venom rounds; then Venom are available in engineering (PGO feature), but then use THIS mod's cost.
The Exp. Armor project does NOT contain Hellweave, even after being exhausted of possibilities.

if PGO was installed last:
Exp. Ammo project CAN NOT ever create venom rounds,
The Exp. Armor project *can only ever produce Hellweave, forever. That's it.*
Wulf 29 Sep, 2023 @ 7:21pm 
Does not work with LWOTC. Won't crash your game, but won't affect proving ground/research.
jat11241976 12 Feb, 2023 @ 8:07am 
Anyone know for sure if this (and the other Useful Autopsies) are compatible with:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2259746446 - Proving Ground Overhaul v2? I can adjust the ini files there, but I dont want to change if it is compatible. Thank you for these excellent mods!
Kanario97 21 Sep, 2022 @ 6:17am 
Spanish Translation:

[AutopsyViper X2TechTemplate]
-Summary="This creature is clearly reptilian in nature, although it appears to be not only sentient, but also highly intelligent. Still, the underlying physiology is remarkably similar to a number of terrestrial species - including the venom sacs, which we might be able to synthesize and incorporate for use in our medical supplies."
+Summary="Esta criatura de naturaleza claramente reptiliana, no solo parece sensible, sino también muy inteligente. Sin embargo, la fisiología subyacente es notablemente similar a la de varias especies terrestres, incluyendo los sacos de veneno, que podrían incorporarse a nuevos suministros médicos, así como a potentes explosivos químicos."
SgtoPereira>>> 19 Dec, 2021 @ 9:08am 
Hi. Compatible with LWOTC? Thanks.
EvilPolygons 15 Aug, 2021 @ 10:40pm 
@TheDuke37, if you have all of his grenade mods, then the Proving Grounds project will end up more or less emptied of grenades. The point of ArcaneData's mods (I guess) was to make getting grenades reliable and less based on RNG, and make autopsies a little more useful. However, some other mods can override his mods, causing one or more grenade types to be added *back* to the Proving Grounds.
TheDuke37 15 Aug, 2021 @ 1:20pm 
anyone else having an issue where you can still get them through Proving Grounds, and its the ONLY thing you seem to get when you try to get a grenade/ammo?
vandujr 4 Feb, 2020 @ 3:46pm 
but the viper's autopsy is already useful? I mean i get that it's kinda small (just better medkits) but still, that's totally worth it.
lokigod 30 Oct, 2019 @ 12:26pm 
Dear ArcaneData
I find your work quite creative. However, there are mods for grenade production in Workshop (from elerium cores, but it works). So, I want to offer you next ideas:
1) the last acid grenade make from andromedon autopsy
2) experimental grenades project have to unlock grenade production in Workshop
3) compile your full "useful autopsies collection" in one final mode
Hope it will be useful for you.

Sincerely,
I am ))
EvilPolygons 17 Sep, 2019 @ 12:40am 
@ArcaneData I like your Useful Autopsies mods too much to get rid of them at this point. If I can find a decently-balanced mod with some new experimental grenade types, then great. If not, then so be it.

The problem is that so many weapon mods on the Workshop are grossly overpowered.
ArcaneData  [author] 16 Sep, 2019 @ 8:45am 
@EvilDastard - That's okay, I had planned for other Useful Autopsies that would remove the experimental grenades project completely but I haven't gotten around to that yet.

I haven't personally used any mods that add more experimental grenades, though you could skip the viper or purifier Useful Autopsy mod to keep multiple options in the list if you so wished.
EvilPolygons 14 Sep, 2019 @ 11:33am 
@ArcaneData Okay. I honestly don't know how I feel about that. On one hand I really like your autopsy mods. They're logical and add extra flavor to the game. But on the other hand, the experimental grenade project ends up being completely gutted, and might as well be renamed "acid grenade project".
I'm not criticizing your mod or anything like that, so don't take this as an attack on your work. Just sharing my thoughts on that one aspect.

Can you recommend a mod on the Workshop that I could run alongside your mods, that would populate the experimental grenade project with some new types of grenades to balance out against those removed from the project by your mods?
ArcaneData  [author] 14 Sep, 2019 @ 7:15am 
Correct, the acid grenade is the only remaining experimental grenade.
Flashstriker 14 Sep, 2019 @ 1:54am 
@EvilDastard - I believe the Acid Grenade is the only thing remaining
EvilPolygons 13 Sep, 2019 @ 10:11pm 
I really like the idea of your Autopsy mods, but I'm wondering:
With all your mods installed, what grenades will still be left in the Proving Grounds experimental project?
Flashstriker 13 Sep, 2019 @ 9:00am 
Hrm, don't know why my Experimental Grenades aren't working then. I don't like Cut Content Ammo too much, so I guess I'll ditch it next time. Thanks regardless
ArcaneData  [author] 13 Sep, 2019 @ 8:11am 
Rewards Deck Refresher works fine with Useful Autopsies. It is likely Cut Content Ammo, as Useful Autopsies doesn't seem to play well with anything else that modifies experimental lists.
ArcaneData  [author] 13 Sep, 2019 @ 8:11am 
Rewards Deck Refresher works fine with Useful Autopsies. It is likely Cut Content Ammo, as Useful Autopsies doesn't seem to play well with anything else that modifies experimental lists.
Flashstriker 12 Sep, 2019 @ 5:05am 
I'm using this Collection - https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1776722478

As far as I can see, besides Cut Content Ammo, nothing else is messing with the Experimental Projects. The only thing it might be is Rewards Deck Refresher, but I can't imagine it is right?
Flashstriker 12 Sep, 2019 @ 4:44am 
I can't think what would be messing up my Grenades, but could Cut Content Ammo be messing up the Venom Rounds?
ArcaneData  [author] 12 Sep, 2019 @ 4:29am 
@Flashstriker - the grenades are supposed to be removed from the experimental list from the very beginning. You might have another mod which changes the experimental list, however, invalidating the changes that Useful Autopsies made.
Flashstriker 11 Sep, 2019 @ 6:05am 
So I just realised, but with this mod installed, I still unlocked a Gas Grenade from the Experimental Project. Likewise I got Venom Rounds from the Experimental Project as well (yes I know thats on the Chrysalid mod but might as well mention it here). I hadn't done the autopsies yet, so are they only removed from the Experimental list once I do the autopsy?
ArcaneData  [author] 25 Feb, 2019 @ 2:41am 
@Cúchulainn - It should work even if you install it mid-campaign. It will detect whether you've finished the research already, and give you the rewards accordingly.
Cúchulainn 24 Feb, 2019 @ 6:49pm 
I was wondering if this is subscribed mid campaign, after already researching, does it just give you the rewards? Or does this only work on new campaigns?
Alyfox 2 Feb, 2019 @ 5:47pm 
ArcaneData> I noticed the Chryssalid one somewhat after I posted this, apologies!
ArcaneData  [author] 2 Feb, 2019 @ 3:54am 
@Alyfox - Not without modifying the scripts themselves. I have released a Chryssalid Useful Autopsy mod that unlocks venom rounds, however.
Alyfox 2 Feb, 2019 @ 3:24am 
Hrm.. there is there way to add the venom rounds to it? or swap them in for gas grenade?
ArcaneData  [author] 4 Oct, 2018 @ 6:48am 
@Fonzosh - I intend to.
Fonzosh 4 Oct, 2018 @ 5:31am 
Will this be uppdated with the release of the Tactical legacy pack?
Urza 17 Aug, 2018 @ 11:39pm 
I just took all your autpsie mod :steamhappy:

continue to do more ! :steammocking:

thank you
Mice 30 Jul, 2018 @ 12:45pm 
hey thanks for the new compatibility update with the T3 grenades mod! looks awesome
ArcaneData  [author] 30 Jul, 2018 @ 10:33am 
Just updated: the mod is now compatible with the Tier III Grenades mod by Farkyrie. Gas warheads will be buildable in engineering if both mods are installed.
PYRACOR 20 Dec, 2017 @ 7:54pm 
keep it up with these mods! *thumbs up*
blockhead 3 Dec, 2017 @ 1:22pm 
andromedon version pls
ridwan 2 Dec, 2017 @ 7:28pm 
Great mod, thanks.
Reading about the andromedon autopsy, what if in order to build acid grenades early we would require a gas and an incendiary grenades as a proving ground research and then with autopsy it would boost like +1(or 2) damage?
We would get the grenade early but the downside would be we need both mods to have it.
Lyra 1 Dec, 2017 @ 2:29pm 
Ok.
ArcaneData  [author] 1 Dec, 2017 @ 8:03am 
@ConfusingDalek - I'm not planning to make a version for vanilla, however this version should (in theory) work fine without WotC, I just haven't tested it. As for your other question - the nanomedkit is unaffected, and is still unlocked through the Viper autopsy as normal.
Lyra 30 Nov, 2017 @ 3:36pm 
A: Could you make a WOTC-free compatible version?
B: Does this replace the nanomedkit as a reward, or does it add to it?
ArcaneData  [author] 30 Nov, 2017 @ 12:20pm 
IOException - I'm planning for the Venom rounds to be granted by the Chryssalid autopsy in a later mod.
IOException 30 Nov, 2017 @ 10:52am 
Nice. Maybe include Venom rounds too?
Die By My Sword666 29 Nov, 2017 @ 12:09pm 
The proxy mine upgrading to a more powerful explosive would be cool.
ArcaneData  [author] 29 Nov, 2017 @ 1:33am 
@Loafofcheese - That's a good idea. If the acid grenade remained as an experimental unlock in the Proving Ground, but then could be built directly in engineering after the Andromedon autopsy, it would make that autopsy more useful while also allowing early access to acid. Thanks.
Spicy Jeff 28 Nov, 2017 @ 4:49pm 
If you could also do one for Andromedons and Acid grenades, that'd be great. I don't know how useful that would be but it'd be nice to have the option.
Weebos 28 Nov, 2017 @ 12:59pm 
Cool tweak, I'm looking forward to your future projects.
ArcaneData  [author] 28 Nov, 2017 @ 9:18am 
@Circle of Psi - I look forward to hearing them. I've made a discussion thread now, so you can post there.
ArcaneData  [author] 28 Nov, 2017 @ 7:30am 
@YOUR FAMOUS GAY DAD - I am planning to improve the Purifier's autopsy soon. It will unlock the flamethrower heavy weapon and the incendiary grenade, as you suggested. I'll also buff the flamethrower so it's a viable choice against the rocket launcher or shredder gun.
YOUR FAMOUS GAY DAD 27 Nov, 2017 @ 3:56pm 
Love it. (If you're up to it, maybe a little boost to the Purifier autopsy letting you build incendiaries?)
ArcaneData  [author] 27 Nov, 2017 @ 3:30pm 
@bishopwulf - the medkit upgrade works as normal. The Viper autopsy unlocks the grenade as well as the medkit now.
bishopwulf 27 Nov, 2017 @ 3:12pm 
just one question, what happens to the medkit upgrade?