XCOM 2
[WotC] Enemy Reskinner
154 Comments
senator tom cotton 1 Oct, 2024 @ 2:49pm 
is there a way to reskin the advent troopers to xcom soldiers?
DukeBurger 18 Sep, 2024 @ 2:11pm 
Alright figured it out .......i didnt have the Armoured viper mod installed...Darn
DukeBurger 18 Sep, 2024 @ 1:59pm 
I need help reskinning the ViperM3 from the LWOTC Standalone alien pack with the armored viper , i cant quite figure it out since it uses a different system

+RESKIN=(EnemyName=ViperM3_LW, SkinName="ArmorViper.Archetype.ARC_ArmorViper", OverwriteSkins=True)

This isnt working
KotaKopp 28 Aug, 2024 @ 8:18am 
im having an issue getting this mod to download off of the workshop. is there any place where I can manually download this?
RustyDios 24 Aug, 2024 @ 3:10am 
LWotC changes enemy advent units from using a 'full body mesh' to using a 'part based mesh'.
This mod functions by expecting/changing a units 'full body mesh'.

So for LWotC this mod will be changing the units ""torso"" part. You will need to adjust the LWotC configs to '-' the config entries that add the units head/arms/legs/shins/thighs etc.
canaryinacoalmine 23 Aug, 2024 @ 9:21pm 
I'm trying to use this in LWotC to replace advent with tau, but the original models are still visible underneath the Tau ones. The drones seem to work fine, it's just the infantry.
Maxidonis 21 Jun, 2024 @ 12:53pm 
Also, does anyone know how I can find the default skin files and/or names?
Maxidonis 21 Jun, 2024 @ 11:39am 
I uncommented the examples in the ini, and they didn't work right.

+RESKIN=(EnemyName=Viper, SkinName="GameUnit_ViperNeonate.ARC_GameUnit_ViperNeonate", c=True)

This should have changed all vipers to the neonate skin, but I got a mix. Changing 'c=True' to 'OverwriteSkins=True' fixed it.

The line below (with c=false) worked, giving a mix of both vipers (deleting 'c=false' also worked). But the comment mentions Mutons?
; For example, this command will add the Muton Centurion skin, giving you a mix of both Vipers.

Lines to change the general didn't work.

+RESKIN=(EnemyName=AdventGeneralM1, SkinName="SkinName="GameUnit_AdvTrooper.ARC_GameUnit_AdvTrooperM2_M", OverwriteSkins=True)
+RESKIN=(EnemyName=AdventGeneralM1, SkinName="GameUnit_AdvTrooper.ARC_GameUnit_AdvTrooperM2_F", OverwriteSkins=False)

Deleting the extra 'SkinName="' didn't fix it. The generals still looked like generals.
[IF-FC] Konrak 3 Feb, 2024 @ 3:54pm 
@Lago does it works for Playable XCOM 2 Aliens mutons?
as example possible to change muton to muton centurion?
and if yes - where should i seek model names? thanks
RustyDios 24 Jul, 2023 @ 2:08pm 
@jovieandzack66
It would be cool if you could detail your configs and the required steps/mods in a discussion for others to see/use :)
jovieandzack66 24 Jul, 2023 @ 1:33pm 
@RustyDios It worked! You are an absolute legend man.
jovieandzack66 24 Jul, 2023 @ 1:27pm 
Thx, I'll try it out!
RustyDios 24 Jul, 2023 @ 12:55pm 
LWotC uses an entire different pawn/model -base- for it's troops system, but it should be;

XAdventTrooper.Archetypes.GameUnit_AdvSoldier_M

- which is what you would need to set in -this- mods configs to the ABA units, to then use the LWotC AlienCustomiser configs

~ GoodLuck!
jovieandzack66 24 Jul, 2023 @ 12:22pm 
Is there an arctype for just the floating advent head(what LW uses for it's units)?

Context: When balancing the ABA mod with LW, I noticed that the gatling troopers at m2 and m3 change their names to gatling sergeants. So then I thought "It would make more sense for them to have the captain helmet" (since in LW, the advent sergeants have the captain helmet). So I tried using the alien variations config that LW uses, but it ends up looking kinda ugly with parts overlapping each other(or like a frankentrooper). I know it's been a while since you got a comment on this mod, but I'd appreciate the help. thx :)
Lago  [author] 30 Mar, 2023 @ 7:33am 
If you're this far into the file structure of XCOM 2 already, the easiest way might be to download the mod tools and make a small mod that edits the character template directly. Then you'll be able to toggle the unit in question to use parts and define all those parts.
SilverSkies 29 Mar, 2023 @ 6:13pm 
update: the dev of template master says "Template Master currently cannot modify or create character templates, it cannot do anything that has to do with units."
SilverSkies 28 Mar, 2023 @ 9:02pm 
it doesn't seem to have any directions for units. just weapons and items and things.
i was planning on trying to do it through blender, but if there is an easier way that would be great
Lago  [author] 28 Mar, 2023 @ 6:35pm 
I don't actually know. It's definitely possible to make a unit out of cosmetic parts, it's just that this particular mod isn't set up to do it. Template Master probably can.
SilverSkies 28 Mar, 2023 @ 5:16pm 
if it uses parts is it possible to stitch them together in blender then use that as the upk? or would it still not work because the system is different?
Lago  [author] 28 Mar, 2023 @ 8:27am 
The invisible unit happens if the mod tries to load a model it can't find. For example, if the ADVENT to CIS mod you're trying to use assets from isn't loaded, the game won't have access to the models. You can get around that by copying the relevant packages from that mod's Content folder to this mod's.
Lago  [author] 28 Mar, 2023 @ 8:25am 
"Is it because there are different parts in the files like ARC_Torso_M?"
That'd be it. This mod can swap out models, but if the unit is made of cosmetic parts it's using a completely different system this mod doesn't interact with.
RustyDios 27 Mar, 2023 @ 5:49pm 
@Porygon
Why are you using either the old wpf launcher OR the new 2k one??
You should ideally be using the AML [github.com]
SilverSkies 27 Mar, 2023 @ 4:58pm 
the mod loads fine. skin just isn't applying
@porygon. im on aml
Porygon 27 Mar, 2023 @ 4:56pm 
Copied from an older post of mine:

'...the older launcher for XCOM2 is still in the game files as a legacy .exe. It still works and everything. You have to find that launcher in the game folder/Binaries/Win64/Launcher folder, it's ModLauncherWPF.exe.

The mods have to be selected in that launcher as well as the 2k launcher. Then you can just launch it from the 2k launcher and it's good. The Reskinner mod was unchecked for me in that launcher, so I checked it off and it works. Nothing wrong with the .ini.'
SilverSkies 27 Mar, 2023 @ 4:55pm 
if i try using the super battle droid instead (unused ingame) it turns invisible
Porygon 27 Mar, 2023 @ 4:55pm 
BTW just a reminder that you need to go into the game's built-in launcher to enable the mod. We never see the real launcher these days because we have to have the trash 2K launcher.
SilverSkies 27 Mar, 2023 @ 4:50pm 
it just loads the default skin
SilverSkies 27 Mar, 2023 @ 4:50pm 
im pretty sure the game is loading it. other enemies from advent to CIS are using the battledroid models
SilverSkies 27 Mar, 2023 @ 4:15pm 
Is it because there are different parts in the files like ARC_Torso_M?
Lago  [author] 27 Mar, 2023 @ 8:45am 
That looks like it should work. Are you sure the game loading the GameUnit_BattleDroid package?
SilverSkies 26 Mar, 2023 @ 8:23pm 
i made some progress but this doesn't seem to be having an effect
+RESKIN=(EnemyName=AdvGrenadierM1, SkinName="GameUnit_BattleDroid.ARC_BattleDroid_M", OverwriteSkins=True)
SilverSkies 26 Mar, 2023 @ 6:21pm 
trying to replace some skins from lwotc with ones from advent to CIS
SilverSkies 26 Mar, 2023 @ 6:16pm 
can anyone help me find the enemyname and skinnames? i have read all of the comments here and am still confused
RustyDios 5 Nov, 2022 @ 3:04am 
the Game archetype needs to have the correct animation packs assigned
OlegY 28 Oct, 2022 @ 12:33pm 
Perhaps only one problem exist and it is with animations of moving - viper slithers over and over same place for 10-15 seconds until the finally reach their destination.

Probably this problems exist with every viper reskin by your mod.
Putting animations inside .upk won't help.
And yes, problem only with specific animations type - moving.
OlegY 28 Oct, 2022 @ 10:47am 
@Lago
Thank you very much!
Indeed problem was in template, "example weapon" template works just fine))
But i won't(probably publish this mod in workshop because it contains... some sensitive content.
And again, thank you and have a good day/night etc :)))
Lago  [author] 28 Oct, 2022 @ 7:28am 
My suspicion is your default mod isn't working, so the game isn't loading the upk.

The default mod that comes with the mod tools is bugged, so you either need to build a mod from scratch or get a working version of the default mod template from the modding wiki.

However, you might be able to get away with just dropping the .upk right in Enemy Reskinner's Content folder. I'm pretty sure that works, but it's been a while.
OlegY 28 Oct, 2022 @ 7:04am 
@Lago
Hi! Are you know any tips how to use your mod with own skins or alternatives how this can be made(i noob in modding)?
I found nice viper model in blender so attached it to in-game viper skeleton then imported to XCOM Editor where added materials, сopied and modified in-game archetype for use with it,tested it's work with animations(everything fine) then exported all as .upk.

To made it to work i used your mod.So made Default Mod, inside Content folder added my .upk file with everything(archetype, skeleton mesh, materials and textures) then simply added .ini file from your mod and wrote +RESKIN=(EnemyName=Viper, SkinName="ALT_Viper.ARC_GameUnit_Viper", OverwriteSkins=True) .Skin name took from archetype file.
Unfortunately this doesn't work((
Porygon 17 Oct, 2022 @ 3:40pm 
Too bad someone hasn't made something identical yet. Not that the base-game-only demographic is that big this late in the game's life cycle.
Porygon 17 Oct, 2022 @ 3:39pm 
I see; thanks anyway!
Lago  [author] 17 Oct, 2022 @ 2:58pm 
This mod relies on some of the fundamental code changes made in WotC, so a base game version would need to be coded differently from the ground up.
Porygon 17 Oct, 2022 @ 12:21pm 
@Lago
How would I adapt this mod - with your permission and obvious credit given - for use with the base game (so the workshop release would not require wotc)? I can read the config files and edit, but I know nothing about XCOM modding proper. Is there a tag in your mod that locks it to wotc? Something I could change myself?

It's mostly for my own interest as I'd like to use this mod but in a base game run (plus shen's last gift and alien hunters). And naturally the launcher yells at me if the mod requires wotc.
Hazel Horse 2 Jul, 2022 @ 10:41am 
Ah, I'd been copying the AdventGeneralM1 example in the config file for formatting.
Lago  [author] 2 Jul, 2022 @ 9:09am 
You've written SkinName="SkinName="
Hazel Horse 2 Jul, 2022 @ 3:47am 
I've got
> +RESKIN=(EnemyName=AdventPathfinder, SkinName="SkinName="GameUnit_AdvTrooper.ARC_GameUnit_AdvTrooperM2_M, OverwriteSkins=True)

but when testing by loading up a legacy skirmish and dropping the unit, its still got its old look?
Lago  [author] 8 May, 2022 @ 7:26am 
It should work with anything that doesn't replace models after it. LWotC's models will be listed under its character templates in the mod's files.
Porygon 8 May, 2022 @ 5:08am 
Will this work with LWOTC? If so, where can I look up the unit names that the mod uses?
Lago  [author] 27 Oct, 2021 @ 8:44am 
The MOCX leader uses the Soldier pawn (the one made of customisable parts), which unfortunately doesn't work with this.
Last Raven 26 Oct, 2021 @ 8:55pm 
Am i able to replace the Avatar with, say, the MOCX leader?
Cornbread 4 Oct, 2021 @ 6:04pm 
Edit: So I did get it to work, just not how I anticipated. I was hoping to literally replace units 1:1, but it 'only' reskins them. Which makes sense given the name lol. :cozybethesda: