XCOM 2
Dynamic Enemy Creation (BETA)
65 Comments
Schlep 25 Mar @ 6:43am 
Hey, i’m kinda new to Xcom2, and I need to know how configs work and how to use this mod. :Oogie:
Dęąth Viper 19 Dec, 2024 @ 10:23pm 
@TheProtoFire Try this. Not sure if it will work but you migt be able to make a research project for advent that completes based on avatar process.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2958218158&searchtext=advent+research
Dman883 19 Apr, 2023 @ 2:02pm 
Seconded on the inability to target enemies after loading a save game during combat. Not sure if it's just the mod or a conflict with another mod.
Stukov81-T.TV 15 Dec, 2022 @ 9:16am 
i was unable to make it use doom counter ... it appears it would always read 0 doom. at least that's what i had when trying to setup Advent Evolution
TheProtofire 14 Dec, 2022 @ 10:57pm 
Can someone help me set up this config? I am trying to give Advent upgrades based on the Avatar meter. At 6 points of progress, all enemies gain small bonuses to all stats that increase with each additional point. I have tried several different campaigns and tested on missions when progress is at 6 but I cannot get any of the upgrades to apply. I've tested with Tier 1 troopers and they always show up with the default stats.

+ResearchStatBonuses = (UnitName = AdvTrooperM1, UpgradeID = "AvatarLv6", Stats = ( (StatType = eStat_HP, StatAmount = 4), (StatType = eStat_Offense, StatAmount = 10), (StatType = eStat_Defense, StatAmount = 5), (StatType = eStat_ArmorMitigation, StatAmount = 1), (StatType = eStat_CritChance, StatAmount = 5), (StatType = eStat_Mobility, StatAmount = 1), (StatType = eStat_Dodge, StatAmount = 5), (StatType = eStat_Will, StatAmount = 5) ), IgnoreFL = true, IgnoreAlert = true, IgnoreDoom = false, MinDoom = 6, MaxDoom = 12, AlwaysApply = true)
Withstandinator 7 Sep, 2022 @ 11:47pm 
Just as a data point in case it helps anyone I have a consistent bug report. I have this and all the base mods for LWotC, and then at any point during a mission if i save and reload a turn then none of the enemies are target-able and I can't interact with any map objectives.

If I grenade them then they work fine again, or if I skip a turn and the enemy moves themselves, but I was out of grenades for a mission and couldn't trigger the button.
Stukov81-T.TV 13 Jul, 2022 @ 7:22am 
apparently not for everyone. i have seen it happen on other streams, but for me i never had any problem with an objective so far. can't talk about chosen stronghold
Malek Deneith 12 Jul, 2022 @ 3:41pm 
As a warning to anyone who might stumble upon this comment section I must confirm that like others mentioned having this enabled caused campaign-long issues with activating objectives but also caused crashes during final chamber of chosen stronghold assault.
Which is a crying shame because the idea of this mod is great.
Stukov81-T.TV 1 Feb, 2022 @ 12:45pm 
Why have I not seen this mod earlier. It makes possible what i ever wanted :)
Thank you
Xx_yaoitron9000xX 19 Sep, 2021 @ 5:35pm 
It was not I don’t think
EasyName12345 19 Sep, 2021 @ 5:12pm 
Was the guide ever released? I need help adding a new unit.
Edit:Ed 7 Mar, 2021 @ 9:57am 
Perhaps someone would be able to help me, I can't seem to get the tints to work? I've added the custom bodyparts etc all working grand. But everything is coming up the editor-style weighting colours of Blue / Yellow and Red / Green. Not the tint I set, (0s or 1s, because I wanted black).

Any ideas?
Kasarov 27 Feb, 2021 @ 11:29pm 
I know I'm super late to the party, but is it just me, or is the Advent Trooper torso incomplete? It seems like the textures for the tactical rigging isn't present. (spawned in a normal Trooper side by side and it's fairly obvious; no insignia on the back, no red piping where the outline is, just solid black)

Otherwise, this is awesome!
Xx_yaoitron9000xX 26 Oct, 2020 @ 11:26am 
Hey, I was wondering that if you were still active on steam, could you give a simple tutorial on how this works? Unless you have already. It could even be a simple text file/page explaining it. I still haven't checked through all of the comments though so someone might have already, either way this looks awesome
Zeronidus 29 Jul, 2020 @ 8:05am 
I wish I could specifically say which mod/s it's clashing with but I turned them all off and re-enabled them on a category by category basis. However I believe Capnbubs had the same problem when their accessory mod was originally released. Maybe they can help point you in the right direction?
Chris The Thin Mint  [author] 29 Jul, 2020 @ 7:34am 
I've heard that the mod affects objectives before, but I have never been able to confirm it on my end and I honestly have no idea why it would do so. Sorry that it's causing bugs in your campaigns. Maybe I'll be able to run deeper tests in the future when I decide to overhaul the mod.
Zeronidus 29 Jul, 2020 @ 7:00am 
For anyone looking at this mod it appears the last update was well over a year ago. I have 300+ mods in my current campaign and I keep hitting that bug where you can't rescue the scientist in the extraction mission. I've narrowed it down to this mod out of the entire list. Bare in mind I have 300+ mods maybe this works on it's own however it causes problems for myself.
qux 9 Feb, 2020 @ 10:37am 
how can we change the voice and the head please ?
qux 9 Feb, 2020 @ 5:45am 
i can't change head, do you know why ?
PebblePot 30 Nov, 2019 @ 6:48am 
@SoloCross

Thank you very much
SoloCross 31 Oct, 2019 @ 10:12pm 
@IrateTeitoku
Figured out how to make the overlapping parts go away, you need [WotC] Enemy Reskinner

Go to XComEnemyReskinnerRedux.ini and add

+RESKIN=(EnemyName=NameOfEnemyYouWantToReskin, SkinName="XAdventTrooper.Archetypes.GameUnit_AdvSoldier_M", OverwriteSkins=True)

for as many ADVENT enemies as you need to.
D 2 May, 2019 @ 10:26pm 
Is a guide still being made for this mod? Been somewhat successful in recreating lw2 advent troopers. Haven't figured out how to recreate the aliens though.
PebblePot 3 Mar, 2019 @ 6:35am 
I tried to change some of the default ADVENT troopers body parts, but it seems that I can't. The new parts appear, but the old default body parts are still visible and they clip with the new parts. Anyone got a workaround?
PebblePot 2 Mar, 2019 @ 9:49pm 
https://steamhost.cn/steamcommunity_com/id/IrateTeitoku/screenshot/1002519611441305113
I made a giant pink glowing ADVENT Trooper while doing some testing. Included my settings in the comments.
Rockshot 23 Feb, 2019 @ 8:24am 
i don't get what you mean by "To get started, take a look at XComAlienResearch, XComAlienCustomization and XComGameData_CharacterTemplates" do you mean like in the files?
BibleThump 13 Feb, 2019 @ 10:03am 
It seems that this mod breaks the animation trigger of some mainline story missions and causes the tasks to behave abnormally.

In the reaper's first lost and abandoned mission, an animated event will be triggered when walking near the corpses. However, with this MOD installed, it will no longer trigger, which causes the evacuation area to fail to trigger.

The only solution is to save and load, and then the task can be triggered normally.
Isaac Falwar 10 Feb, 2019 @ 11:27am 
I like what you did spectre, but what i am looking to do is create a variety in the advent troopers
PADDY 10 Feb, 2019 @ 5:39am 
Here's what this great mod is capable of-

https://imgur.com/a/ufGHt9S
Isaac Falwar 7 Feb, 2019 @ 5:39pm 
Do you have a guide for this mod put together yet?
PADDY 31 Jan, 2019 @ 1:37am 
would be nice to give the officer the killzone ability.
Shaggoth (Ищезаяц) 30 Jan, 2019 @ 11:45pm 
enemy with ALL abilities? 8S HEZAMADMAN!!!!1111
Star~Verse 30 Jan, 2019 @ 5:31pm 
Could this possibly allow someone to create a unit with all abilities...
Selevan 30 Jan, 2019 @ 11:12am 
So, can i create EG. tier4 advent soldiers (better than elite trooper, elite grenadier etc), that will spawn at the 20 advent strength with this mod?
neIVIesis 30 Jan, 2019 @ 10:03am 
Can this be used to further customize ADVENT units added by other mods, such as changing tints for the Bio Troops or ABA?
PADDY 29 Jan, 2019 @ 10:39am 
I 'ave a few ideas, but still gonna wait for the tuto.....

*cough* Flame MECs
Shaggoth (Ищезаяц) 29 Jan, 2019 @ 5:01am 
so anyone willing to share some itreresting iniz? :]
Shaggoth (Ищезаяц) 28 Jan, 2019 @ 10:12am 
what about other way? create playable faceless as allies unknown species? for example )
Nebula 28 Jan, 2019 @ 2:35am 
what about weapon, ammo, clip size, grenade, how much and type. + density of the smoke grenade?
Nicious 27 Jan, 2019 @ 2:29pm 
is there a way to create chrysalid queen? I hope to edit the body size of chrysalid . . . yes
Mac Dog64 27 Jan, 2019 @ 8:14am 
This is going to be so cool seeing new advent units, funly enough I posted a number of advent unit ideas on a general discussion called (What mods do people want) on page 232 I posted some ideas for new units to go up against. If its possible to mix match advent armors (with custom pieces of armor too) maybe use TLP armor pieces alongside advent armors) with different colors relating to the Advent coalition this mod will be a must have for modders:)
PADDY 27 Jan, 2019 @ 5:34am 
@Chris

AYYY-mazing mod, simply ayyy-mazing! BTW, did you make this mod cuz of this reddit post-

https://www.reddit.com/r/xcom2mods/comments/aivfqq/modifying_enemy_appearance_via_ini_editing/

?

Anyways, keep up the good work! Now, I can make some ADVENT Exo Jump flame troopers!!!!
Chris The Thin Mint  [author] 27 Jan, 2019 @ 4:18am 
@Freedom's Flame Research upgrades are only applied per unit, they aren't global. What you are suggesting would be best done with Dark Events, which i might support in the future.
creeper king 82 27 Jan, 2019 @ 4:12am 
dose this mod let you change the stats and other thingsof units all ready in the game eg can i give all advent armour
Freedom's Flame 26 Jan, 2019 @ 6:18pm 
For the alien research functionality, is it just a value that increases or would it be possible to implement an alien tech tree of sorts? I'm imagining using this too make a sort of side-grading system where the aliens choose between either layered armour (more HP) or plated armour (more armour points) at certain points in the game, as well as AP weapons vs. HP weapons that deal more damage. This would cause you to have to change your tactics and strategy layer upgrades based on which techs that aliens choose.
Heaven'sHammer 26 Jan, 2019 @ 2:47pm 
Thank you for sharing this. The LW2 team tried something similar.
Isaac Falwar 26 Jan, 2019 @ 2:08pm 
Ok that would work for me, in middle of campaign now thats not going to good, so that'll give me time to see how it goes
Chris The Thin Mint  [author] 26 Jan, 2019 @ 1:52pm 
Its gonna take a bit, i am busy with another project as well. Lets say a week?
Isaac Falwar 26 Jan, 2019 @ 1:47pm 
When do you think the steam guide is going to be finished?
Isaac Falwar 26 Jan, 2019 @ 1:45pm 
Ok cool, thank you.