XCOM 2
[WotC] Gene Mods - Iridar's Pack
20 Comments
-=Jordan=- 11 Sep, 2024 @ 12:04pm 
hmm nothing new in my gen lab, what did i do wrong?
Iridar  [author] 17 May, 2024 @ 8:19am 
You can change costs in the config.
Kinsect 16 May, 2024 @ 7:13pm 
is there a config to have it cost meld instead?
zin 13 Apr, 2023 @ 8:43am 
Thank you.
Iridar  [author] 13 Apr, 2023 @ 3:38am 
In this mod's config.
zin 12 Apr, 2023 @ 10:59pm 
Oh, I should’ve been more specific. I wanted to increase the passive bonuses granted by the ability, when using this Gene Mod plugin. I was wondering in which file I should change the numbers and why they’re set to 0 in the Gene Mods - Iridar’s Pack config file.
Iridar  [author] 12 Apr, 2023 @ 8:19pm 
@zin
You don't "have to" anything. It depends on what you want to achieve.
zin 12 Apr, 2023 @ 7:48pm 
The stats are set to 0 in the config (but not in the Rabbid Ability config). Do I have to change the stats in the Rabbid Ability config instead of this mod’s config?

; Passive stat bonuses are applied via Gene Mods instead.
RABBIT_PASSIVE_MOBILITY_BONUS = 0
RABBIT_PASSIVE_DODGE_BONUS = 0

SERPENTINE_PASSIVE_MOBILITY_BONUS = 0
SERPENTINE_PASSIVE_DODGE_BONUS = 0
XpanD 27 Aug, 2021 @ 2:25pm 
Just finished a campaign with about 280 mods, this one included, and had no major issues! Thanks for putting this up.
nekus 16 May, 2020 @ 8:49am 
ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=40), ResourceCosts[0]=(ItemTemplateName="CorpseSpectre", Quantity=1))
nekus 16 May, 2020 @ 8:49am 
ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=45), ResourceCosts[0]=(ItemTemplateName="CorpseSpectre", Quantity=1))
nekus 16 May, 2020 @ 8:48am 
bug :
Error: Redscreen: ImportText (Cost): Duplicate key index in: (ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=45), ResourceCosts[0]=(ItemTemplateName="CorpseAdventStunLancer", Quantity=1))
-=Fl!x=- 5 Mar, 2020 @ 1:15pm 
Hey Iridar, I just wanted to leave a quick thank you. Your mods are amazing! Thank you for creating such amazing content for us!
Tonkotsu Ramen 14 Oct, 2019 @ 9:36pm 
@Arkhangel "We have the holy hand grenade."
Arkhangel 10 Oct, 2019 @ 9:37pm 
@Star Dagger: "It's got huge sharp... it can jump as far as... LOOK AT THE BONES!"
Star¤Dagger 10 Oct, 2019 @ 7:04pm 
Are these vorpal rabbits? And if so, do you get a melee bonus on the next attack?
Arkhangel 10 Oct, 2019 @ 7:28am 
ooooo, you wascawwy wabbit!
Cavily 10 Oct, 2019 @ 1:27am 
Rabbit cosmetics when
Flashstriker 10 Oct, 2019 @ 12:45am 
This feels like a more balanced version of the ability, I like it
Iridar  [author] 9 Oct, 2019 @ 9:00pm 
I've also done some set up to add Serpantine as a companion Gene Mod which can be used only on soldiers that already have Rabbit Genes, but first we must do some changes to the main Gene Mods mod.