XCOM 2
Playable XCOM 2 Aliens - Viper Class Overhaul
145 Comments
lety4ayavoropaeva 17 Apr @ 12:57pm 
Is this mod compatible with the "Expanded Playable Aliens - LWOTC" version?
Aks 13 Jul, 2023 @ 9:02am 
Russian translation made!
Necromanchien 5 Jun, 2023 @ 2:10pm 
Hello, i have a problem with a viper. I had to clone one (Playable aliens for LW2) to finally get one, but they skillsets are blank, there's nothing to select when promoting ! If anyone with experience has somthing to help, i would gladly appreciate !
patterpawsjr 9 May, 2023 @ 11:30pm 
Does this mod include a class name that can be used in things like starting soldiers
vinx.909 25 Apr, 2023 @ 4:33pm 
would this mod work with [WOTC] Prototype Armoury? i'd really like to try Covert Infiltration which has it as a requirement but also read that someone else has a problem with the vipers weapons not getting better due to the generic upgrade being removed (and i'm guessing no build one better viper weapon being an option, but i could be (and hopefully am) wrong in that)
Boyrdee 10 Dec, 2022 @ 2:25pm 
lwotc tells me to remove this mod why?
OlegY 31 Oct, 2022 @ 11:16am 
Made everything to work.Reason why couldn't simple - my stupid brain.
Didn't load anim .upk before GameUnit .upk))
OlegY 30 Oct, 2022 @ 2:20pm 
@shinymoogle
Hi i'm currently trying to make your mod working with my viper skin.Changing only skeletal mesh in archetype,inside game skin applies but animations completely removed.
Any tips how to make everything work?

My skin already work with Enemy Reskinner and Playable Aliens mods.
NotSparta 25 Oct, 2022 @ 3:08am 
I would also like a status update. take as long as you need, but I like being in the loop. Been watching for a while.
The Tactician 10 Oct, 2022 @ 6:50am 
Is there any news on the compatibility update? If things are taking a while that doesn't matter, just want clarity on what we can expect.
shinymoogle  [author] 26 Aug, 2022 @ 8:35am 
For recruitment questions: most of that is handled in the required Playable Aliens mod and in Allies Unknown if you have that installed - this currently just overwrites the base classes but doesn't really handle character recruitment.

That said it's not great having to config multiple mods so I'm probably going to try and clean that up with a future update
shinymoogle  [author] 26 Aug, 2022 @ 8:31am 
Also apologies for long-delayed response to other questions: anyone is free to modify/borrow code or ideas from this. If you've got ideas and motivation, go for it! Just keep in mind some stuff might change in the next few months (see earlier response) if you try to build anything off of this.
shinymoogle  [author] 26 Aug, 2022 @ 8:19am 
Hey! As it turns out I found out about that mod just recently and I have been looking into making a compatibility update. There's definitely some great stuff there and I'd love to be able to get this to integrate well.

It'll take a little while to figure out the best way to do it though. I have a few messy bits in the code where it interacts with original playable aliens and I think I'll have to rewrite some of those bits.
SapphirePCimagine 26 Aug, 2022 @ 3:59am 
Hello! Is there any way to solve the compatibility problem? steam://url/CommunityFilePage/2560189445
Dęąth Viper 11 Apr, 2022 @ 11:51pm 
Hi! Would you mind if I made a mod that gives this a new class like the sangheili? Where the conditions are similar and the viper will be a viper-only class in its own?
Adam_Kogane 2 Mar, 2022 @ 3:14pm 
im on a new playthrough with everything and i havent aquired one viper. something im doing wrong??
Inaire 18 Feb, 2022 @ 7:03pm 
can this be made to work without
XCOM 2: Alien Hunters
SmoliFemboi 22 Dec, 2021 @ 8:42pm 
I noticed that this mod also lets viper recruits work in RPGO. nice
oceansoul 26 Jul, 2021 @ 8:37am 
@Emboro there's a few options stun/mind control them then extract via fulton (evac corpses mod), or mind control one and have them evac normally/win the mission while they are still controlled.
Zeph 16 Apr, 2021 @ 2:07pm 
Yeah nevermind I noticed the fix. Cool beans
Zeph 9 Apr, 2021 @ 1:18pm 
Ever gonna get that floating data pad removed?
Emboro 6 Apr, 2021 @ 10:07pm 
excuse me, how can I kidnap a viper? stun her or mind control or what? con you give me some advice please
King_Zeon 8 Mar, 2021 @ 11:23am 
does anyone know the console command to recruit a viper?
Foxstar2k12 21 Feb, 2021 @ 6:36pm 
This gives a game X-Com 2 a chance to have Angel. from the fanfic X-Com: Ranger by Wanderer D on www.fimfiction.net . A good read.
不穿胖次 2 Jan, 2021 @ 7:50pm 
Does this mod need to restart the game?Abandon the old file?
Cerebralcloud92 21 Dec, 2020 @ 8:11pm 
Excuse me, I just need to know, have there been any animations added with this mod that makes the MANY animation bugs with the Vipers fixed?
Rolle 1 Dec, 2020 @ 8:30am 
Hello
I have a question, I have to pay attention to something when activating the mod, I cannot recruit or find any vipers

I come from Germany and work with a google translator because my english is bad.

Thank you in advance
Bluflare1 29 Oct, 2020 @ 7:35pm 
There any chance of using chimera squad stuff for this mod?
Spyro91RepDragoCrosshair 29 Oct, 2020 @ 1:23pm 
@shinymoogle can I message to you then because I got on sell last week WOFC and I had play valinna Xcom2 with the aliens but unfortunately there’s a t pose. Every time I go out and fight and also no aliens in the advenger (xcom2 vinllia mod) And I have learning disability so can I messge you the reason it had issues I love the vipers and want to see they can be costimze skins ect because I made a oc viper but she’s blue^^ so I want to have a good story in the WOTC thank you
shinymoogle  [author] 29 Oct, 2020 @ 11:32am 
Spyro - I'm going to need a LOT more detail than that before I can try any troubleshooting... Please make a post in the Bug Reports thread and include: the exact text of the error, when the error occurs (as specific as possible - " after pulling a poisoned Stun Lancer through explosives when it used its last action for a melee attack " is way more helpful than " during combat "), and your full mod list. Thanks!
Spyro91RepDragoCrosshair 29 Oct, 2020 @ 8:30am 
There’s a error says viper skills error that it pops out how does that be fix
2ScoopsPlz 31 Aug, 2020 @ 2:55pm 
Would love some basic customization for this. Apparently playable aliens used to have it, but it broke along the way, so maybe you could take a look at that. Otherwise, good job, It's fun having aliens on your side and being able to show them the pain of being pulled out of full-cover by a viper.
Red110 1 Jul, 2020 @ 12:15pm 
How about create Alien Pose Pack (poses for vipers,mutons and sectoids)
shardinhand 10 Jun, 2020 @ 2:48am 
is it possible to recuit any aliens like normal human soldiers? ids like to get more aliens on my team.
Bearalaika 9 Jun, 2020 @ 2:21pm 
@lordofthepies It's because WOTC not only changed some modding framework, but added quite a bit to the game itself.

If you want playable aliens for vanilla it's here:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1218007143

And here's for LW2:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=847605822
Lord of the Pies 9 Jun, 2020 @ 5:37am 
can somebody please explain why all the good mods require wotc?
Bearalaika 26 May, 2020 @ 6:16pm 
Second that, or even a seperate model to make XCOM vipers distinct from alien vipers.
Diana (Kitty) 8 May, 2020 @ 7:55pm 
I'd love for some way to implement some customization... I know playsble aliens *used* to have more customization, but some update broke it... could you maybe look into this?
[FU] Tay'Weay 1 May, 2020 @ 4:50pm 
I wonder, now that Chimera-squad came out, is there a posibility to import some animations and models from that game to this mod (so we can have Viper carrying other weapons then their stocked one....and perhaps armors from chimera-squad)?
gliscor96 30 Apr, 2020 @ 11:07pm 
so... will this ever include a playable Faceless at some point? XD just wondering if there was a way to figure out how to make Faceless playable, as i haven't seen anyone touch the concept yet
Eclipse 28 Apr, 2020 @ 5:11am 
So I tested this mod mid-campain and it works fine except the fact that it completely breaks existing vipers. Mine lost all of their skills and were unable to learn new ones cuz tecnically they had no class. Besides this mod works fine.
GrimRose0w0[TTV] 26 Apr, 2020 @ 6:31pm 
I was actually thinking the same thing as @bluwu

If you could find a way to transfer the model over from Xcom:CS, it would fit this mod perfectly.
Bluflare1 23 Apr, 2020 @ 4:18pm 
So regarding the news about the new xcom game, and the ability to play as a viper named Torque will there be any new changes to the vipers for this mod since you'll have some more material to work with? Like say new animations, poses, abilities etc?
Gixcaririxen 22 Apr, 2020 @ 11:45am 
it's really nice mod, thanks
shinymoogle  [author] 18 Apr, 2020 @ 7:10am 
Komissar - Sorta. The way photobooth poses are handled in the source code is that the game first checks the soldier class, then runs through the entire pose list to see which ones can be added. The problem is that the class filters are hard-coded, meaning that if you specify a class which didn't exist in base game, it will never be added for anyone. As a workaround I've set the Viper poses as generic poses, but picked from an animation set that soldiers don't have so they don't get added to the generic pose list (the reverse is why Vipers get no poses by default).

That means adding new animations requires either: a class override, which isn't ideal because it conflicts with larger mods, or creating a custom animation set for the unit model.
Komissar Gebet 16 Apr, 2020 @ 4:54am 
@shinymoogle

As far as I can tell, the photobooth poses can be restricted to a specific class (the viper in this case) through the .ini file.

I guess the hardest thing is to create new anims for the avenger screen. Yet it is possible! Because there are mods with krogans, asari etc, which have animated helmets (instead of heads) and non-human legs/arms and they work fine. So it's actually depends whether you have the time and will to do it.
shinymoogle  [author] 15 Apr, 2020 @ 11:16pm 
As for the other aliens, I don't have really have any plans for another overhaul. Photobooth fixes might be doable with a simple .ini tweak though - turns out the poses are all added by entering a timestamp for an existing animation. The harder part is making sure normal soldiers don't end up getting the animations too...
shinymoogle  [author] 15 Apr, 2020 @ 11:05pm 
Komissar - I haven't done much extensive testing on adding this to existing campaigns, so I can't really say for sure how it'll turn out. What I do know is that existing Playable Aliens Vipers will be mostly untouched since internally they'll be locked into a different class (defined in Playable Aliens), not the custom ones here. You *might* be able to recruit Vipers that can skill into the ones in this mod but I can't say for certain.
Komissar Gebet 14 Apr, 2020 @ 12:44pm 
One question. I am already late in the campaign. Not sure if really want to restart... aaaand I already have a couple of allied vipers on the team. Are they going to still work or I should definitely start a new campaign to use you mod? The question maybe a silly one, but still!