XCOM 2
Operators vs. Aliens - Complete Collection (In Alpha)
37 Comments
vampirebunbun 14 Oct, 2022 @ 6:01pm 
I subscribed to the modlist, but AML tells me I have a lot of missing dependencies and several conflicts with just the mods on this list active. Is that normal and ignorable or do I need to do something?
Gamma 23 May, 2020 @ 7:29am 
i launch this but the uniforms in beagles video he uses dont show up??
dskdev 19 Apr, 2020 @ 8:56pm 
Yo what's up with these pulse guns? They're similar to the normal weapons (-abilities, +crit damage) and are available from the start.
Blanjipan 30 Mar, 2020 @ 5:52pm 
Hey, Beags! I've come back after finishing a full campaign with OvA (and amidst a second one) and would like to report on my findings:

You've probably already gotten a million notices about this, but both Mag and Beam techs are hidden. It looks like an issue with WeaponSkinReplacer (it might be accidentally blacklisted), but I couldn't find either tier being hidden in the configs. Furthermore, SPARK weapons for both Mag and Beam are totally missing, including launchers. Not even removing WSR would show them, and console commands wouldn't spawn the items in. I have no clue why. Luckily I was able to use some reskinned items and port the stats to them as a temporary solution. Also, the Utility Slot for SPARKS are missing without Metal Over Flesh ( https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1125117203 ).

Besides these bugs (with some simple workarounds), the entire campaign was really enjoyable.
CatAtomic 16 Mar, 2020 @ 9:00pm 
Love this thing, man. Whether you continue working on it or not, it's an awesome mod already.
Electrosphere 26 Jan, 2020 @ 5:23pm 
@hobbes2280 Never did figure it out
hobbes2280 20 Jan, 2020 @ 1:56pm 
@Electrosphere same issue here did you ever resolve it?
Electrosphere 10 Jan, 2020 @ 7:27am 
What mod gives Sparks the utility slot to use the launcher? I have mechatronic warfare installed, but there's no slot to equip the launchers
hobbes2280 5 Jan, 2020 @ 10:01am 
@Kylljoy-LSG I would try going into Documents>mygames>XCOM2 War of the Chosen>XcomGame and renaming your Config folder something like ConfigX (to back it up) then running the game through the steam launcher which will generated an unedited config file from scratch. Then try and launch from AML. This has worked for me in the past.
Kylljoy-LSG 5 Jan, 2020 @ 8:38am 
Attempting to launch the collection from AML and it keeps crashing. Any suggestions?
hobbes2280 5 Jan, 2020 @ 5:32am 
I got them to work last night, the workaround was to disable iridar’s weapon skin replaced mods after researching mag weapons, that revealed the schematics to build in engineering. Then I built all the mag weapons, saved and exited. I then re-enabled those two mods and all the modded tier 2 weapons were there and functioning (including the Mactav 45!) No other gun folks.
Gonanda 5 Jan, 2020 @ 1:34am 
Also, I changed stats of all weapons through [WotC] Resistance Firearms - Main Module in file XCom_Global_WeaponStats.ini and all work excellent. This mod change stats globaly. Very convenient.
@hobbes2280, right now, for me all works fine! Do not loses of any skins, do not disabled any abilities. All works as Beagle intended. =)
Gonanda 5 Jan, 2020 @ 1:21am 
I'm used this mod - zzz Wotc Easy Unit Customizer from -bg-- [github.com] (Beagle used this mod earlier in his own collection.), and for me all abilities of all weapons from mods in this collection works excellent. I added all abilities of weapons in config [gist.github.com] of this mod.
hobbes2280 4 Jan, 2020 @ 3:50pm 
Yes. With those mods disabled there aren’t any abilities on the weapons and some items like the XSP .45 secondary losses it’s skin. Someone else mentioned the mod may be hiding the engineering templates for the upgraded weapons but I’m not familiar enough with modding XCOM 2 to be able to find where that would be.
hobbes2280 4 Jan, 2020 @ 3:19pm 
@resonansER I’m pretty sure I tried this and it disabled the abilities on the weapons. I’ll double check later though.
Gonanda 4 Jan, 2020 @ 2:47pm 
Guys, just turn off two mods: [WOTC] Iridar's Weapon Skin Replacer and [WOTC] Weapon Skin Replacer Configuration (beagle alredy implemented them into own main mod:
Changelog

-Centralized all basegame configs that mods have changed (If a mod has added their own configs within the basegame configs, they stay in their respective mod folders). If a mod is listed here, it means that it's no longer required to have it enabled. (Unless noted otherwise)
-Integrated TemplateClass01 into the mod. Now the class is called SoldierOperator.
-Integrated changes from Remove Unique Restrictions
-Integrated changes from Hero Ballistic Shields
-Integrated changes from [WotC] Fairer Fights
-Partial Integration: class changes from Mechatronic Warfare: Beaglerush Edition into Config/WarOfTheChosen. Mod still needed
-Integrated Weapon Skin Replacer Configuration[/b]

And magnetic weapon will appear.
iamthestove 1 Jan, 2020 @ 4:31pm 
absolutely love this modset, even if im just picking and choosing what i implement at this point. beaglerush is why i started playing xcom at all. shit is tons of fun. add my name to the list of people expressing interest in a lower-level balance for OVA, im a new little baby when it comes to xcom type games but im having fun regardless. hooray for beagle and all the wonderful modders who work on this stuff. god bless the antifa troops and veterans. i love you.
Osmotic Pressure 31 Dec, 2019 @ 7:00am 
So far I am really enjoying this mod set. This is the most fun I’ve had playing xcom 2 in a while. However I am also having the same difficulty as the others with the mag and gauss research not unlocking the engineering schematics for the rifle, shotgun, sniper or cannon. The faction weapons pistols and vibroblades all unlocked correctly however. I have seen that you said you would look into that already and I appreciate it because like I said I enjoy playing this along with watching your own play through on YouTube. You rock Beagle.
Vipher 29 Dec, 2019 @ 9:20pm 
@tempestasAurum i just finished up a mission with my own modpack compiled together out of parts of this and ABA. My 2rd gurrilla mission of the game sent me to rescue a resistance operative and the first group was okay. killed the 13 enemies on the map that were spawned but there was 35 reinforcements by the time evac arrive.... some how, no troop loss i managed to live, I only killed 28. But i was super chuffed with the outcome lol. Im not great at these kinds of games but i have put 300 hours into it plus 500 hours xcom EU so dont even worry if stuff is too hard, it just comes with time playing the game. and beagle has like 8000 hours or something haha. I can say that practicing on the hardest difficulty and just forcing yourself to play till you literally lose your whole barracks then restart is a good way to learn. IMO.

Sorry for wall of text haha
Beagle  [author] 29 Dec, 2019 @ 4:01pm 
Thanks for your reports, I'll try to sort this out soon!
CookieFloof 29 Dec, 2019 @ 11:10am 
Yeah I seem to have the same issue with Mag weapons, I don't know if there is any workaround available. Amazing modpack otherwise, very enjoyable so far.
NihilisticDoubt 27 Dec, 2019 @ 1:41pm 
Hey Beagle, I hope this finds you well. When I research Mag weapon, I didn't get either corresponding mag weapons or a way to build mag weapons. I thought maybe it was under Gauss weapons? Nope, there doesn't seem to be a way to get mag weapons in your collection. I'll look around see if any of the mods are conflicting with something or I'm missing mod, but everything thing seems to be in order.
Vipher 21 Dec, 2019 @ 2:25pm 
So im confused the new promotion screen and the halo armor are stating conflicts? is that supposed to be in the collection? I also load up xcom 2 wotc from the alternative launcher and after the firaxis logos etc, i get a grey black screen just before you should get the main menu. Cant alt tab, and nothing happens for ages till i log out and then log back in. Any ideas at all? ^^
tavin44 16 Dec, 2019 @ 10:00pm 
yea just tried mod and on legendary since its only balanced for that i couldnt even do first mission lol..20 enemies vs my 9..yea wasnt gonna happen lol..i dont know how u all can play that good.
tavin44 16 Dec, 2019 @ 7:44pm 
thx for the reply beagle..ill try it out looks interesting if its to hard ill just waittill u update it for easier difficulties..keep up the good work u modders do so much for us gamers and i hope u know alot of us do appreciate your work.
Beagle  [author] 16 Dec, 2019 @ 7:06pm 
@tavin44 I try not to make anything that's "just for hardcore players", but there are some things to note if you're looking for a more laid-back experience

- Right now, it's only balanced for Legendary difficulty, though in the future I'll add numbers for the rest
- It's tougher overall; it's designed so you can lose missions without losing the game more than vanilla is, but that's because you *will* lose more missions than vanilla (and that's ok!)
- You might need to adapt your playstyle a lot compared to vanilla - the battles play out completely differently, thanks to totally different abilities and weapon behaviours.
tavin44 16 Dec, 2019 @ 6:46pm 
im guessing this modpack isnt for casual players huh? im not a hardcore player that can come up with military strategies..would this still be playable for me?
Degenerate 16 Dec, 2019 @ 6:38am 
Never mind. I went back and watched previous streams to see which perks were missing exactly, and I realized that those perks weren't there to begin with. However Target Definition is still there rather then the new perk Tracking.
Degenerate 16 Dec, 2019 @ 6:02am 
I seem to be having an issue where my reapers are missing perks in there class tree. I looked through the collection to see if there was any mod that didn't install, but I can't seem to find it. Not sure if anyone else is experiencing this, or if this is an isolated issue.
Blanjipan 13 Dec, 2019 @ 5:10pm 
Has the day truly come? Blessed be the day Beags releases the OvA modpack.
Abyss 12 Dec, 2019 @ 4:02pm 
Hey, im getting an error on launch.
"attempting load of package : mechatronicwarfare" Game wont launch
Beagle  [author] 11 Dec, 2019 @ 3:29am 
@DrBor Yes, once this experience seems to be fairly stable and working, I'm planning to add more to it.
DrBor 11 Dec, 2019 @ 3:24am 
Planning to add enemies from CreativeXenos team or ABA?
Abyss 11 Dec, 2019 @ 2:48am 
thank you and your team for your work
LiquidShadow 8 Dec, 2019 @ 3:26pm 
Not a problem at all. I just happened to do a fresh reinstall of Xcom 2 and went to look for some good mods just to have different gameplay experience. During this process I checked latest collections and this is/was at top of the list. Then I found out there is associated youtube channel, which has gameplay videos related to this collection. Rather interesting idea/approach for a mod and collection if I may say so.
Beagle  [author] 8 Dec, 2019 @ 2:19pm 
Oh, I apologise, I didn't realise people could discover this already.

This is a day or two from being actually complete, I created it in advance so that it could be bundled with an upcoming OvA core mod. I'll add that to the description.
LiquidShadow 8 Dec, 2019 @ 2:18pm 
This particular collection is working fine but the end results is not what one would expect. Operator class is missing in action so you can not promote your soldiers to Operators. I stopped at this point and am unable to tell if weapons actually have the perks or not. However with operator class not being included I suspect this other main part of this "Operators vs. Aliens" thing not working either.