XCOM 2
MOCX Class: Zealot
31 Comments
sushigirl 16 Apr @ 4:52pm 
For some reason they dont have their gauntlets at all, if anyone knows the reason or fix it would be nice
knightwing78 11 Apr, 2024 @ 4:39am 
dose anyone know how to fix the problem with them not showing up with there shard gauntlets the only use there auto pistols
Malek Deneith 12 Sep, 2022 @ 12:42pm 
It's... bizzare. Because I still have an unedited copy saved, downloaded 8/8/2022 going by file dates, and *that* has Sidearms in loadouts. But I grabbed a fesh copy just now to doublecheck and that *does* have pistols like you say.
And there were no updates since... last year apparently. So I have no idea how that happened.

But hey if live copy on workshop right now uses Pistols then it's all good.
RealityMachina  [author] 12 Sep, 2022 @ 12:31pm 
hm? They should be using pistols unless you have a mod that alters that:

+Loadouts=(LoadoutName="DarkZealot", Items[0]=(Item="RM_AdvKevlarArmor"), Items[1]=(Item="DarkGauntlet_MG"), Items[2]=(Item="Dark_Pistol_MG")))

+Loadouts=(LoadoutName="DarkZealot_M2", Items[0]=(Item="RM_AdvPlatedArmor"), Items[1]=(Item="DarkGauntlet_CG"), Items[2]=(Item="Dark_Pistol_CG")))

+Loadouts=(LoadoutName="DarkZealot_M3", Items[0]=(Item="RM_AdvPoweredArmor"), Items[1]=(Item="DarkGauntlet_BM"), Items[2]=(Item="Dark_Pistol_BM")))
Malek Deneith 4 Sep, 2022 @ 4:39am 
Shouldn't this mod also have Laser/Coilgun packs as prequisites? M2 and M3 loadouts for Zealot include Sidearm_CG and Sidearm_LS respectively which are neither vanilla weapons nor part of base MOCX mod.
Zaku II (Alias WatcherZigzagoon) 10 Jul, 2022 @ 12:31pm 
you know, I only got this mod because it was needed to spawn a character I custom made for MOCX... I suddenly feel like I'm gonna regret this course of action
saximaphone 9 May, 2022 @ 7:20pm 
Do the standard procedure for applying character pool to a unit as per regular MOCX. Make sure they are a templar class in the character pool and match your settings in the MOCX ini
RomRojal 9 May, 2022 @ 6:31pm 
...So if I want to force a character from the character pool to become a MOCX Templar what would I have to do?
saximaphone 6 Feb, 2022 @ 3:51am 
Should I just add a new block to the XComGame.int to overwrite it?
saximaphone 5 Feb, 2022 @ 5:54pm 
The unit name isn't in the localization file. Where am I able to change it?
A Fungal Network 1 Apr, 2021 @ 9:26pm 
Any plans to make skirmisher and reaper equivalents?
Thalioden 2 Jan, 2021 @ 6:58pm 
I think it should be:
+Behaviors=(BehaviorName="DarkZealotRoot", NodeType=Selector, Child[0]=BleedOutPass, Child[1]=TryJob, Child[2]=GenericGreenMovement, Child[3]=RM_DarkZealot_RedAlert, Child[4]=GenericAlertHandler, Child[5]=SkipMove)
Thalioden 2 Jan, 2021 @ 6:54pm 
There's a few errors in this line in XcomAI.ini:
+Behaviors=(BehaviorName="DarkZealotRoot", NodeType=Selector, Child[0]=BleedOutPass, Child[1]=TryJob, Child[2]=GenericGreenMovement, Child[2]=RM_DarkZealot_RedAlert, Child[3]=GenericAlertHandler. Child[4]=SkipMove)
Igot10buckz 17 Jul, 2020 @ 10:25pm 
I have a question regarding a bug I've started seeing in my playthroughs. The Wraith commandos, Resistance templars and MOCX Zealots have been spawning without their shard gauntlets forcing them to merely rely on their pistols and occasionally the MOCX Zealots and Wraith commandos will go crazy with bladestorm and hit enemies across the map with it, albeit by only 1 damage. I've tried deleting my config files multiple times but it has yet to work. I wanted to know if you could provide any insight on the issue?
cybersbe 27 Feb, 2020 @ 6:04pm 
Neato! I've wanted something like this. BTW, what is the relation between this mod and the character pool? Do characters listed under the Templar class get picked? (Like you've done with reclaimed) Or is it random like with other classes?
Shavy 14 Feb, 2020 @ 2:31pm 
Yes.
CobyTheApple 13 Feb, 2020 @ 4:02am 
Me: You know, maybe I don't need all these mods that add new enemies.

RealityMachina: *Releases a new mod*

RealityMachina: *Begs for money on patreon*

Me: Lets everyone know that your mods are shit.
EvilNecroid 28 Jan, 2020 @ 4:57am 
i edited files so that i can turn rookies into templars but they hold invisable guns.
do u know how to make the way a templar stands available to all soldiers?
flyboy254 25 Jan, 2020 @ 11:06pm 
Me: You know, maybe I don't need all these mods that add new enemies.

RealityMachina: *Releases a new mod*

Me: SUBSCRIBED!
Kexx 25 Jan, 2020 @ 5:34pm 
This is so mean. I love it!! Thank you so much !!
The Magic Conch 25 Jan, 2020 @ 3:31pm 
The dark side is strong with this one :)
Pluvia 25 Jan, 2020 @ 12:19pm 
Excellent
Nasarog 25 Jan, 2020 @ 12:06pm 
AWESOME
Nazkai 25 Jan, 2020 @ 8:57am 
Very Cool RM Thank Ya! :steamhappy:
Deadput 25 Jan, 2020 @ 8:43am 
Nice! I wonder what other classes some people might be able to come up with now that this exists as a potential template.

As for the mod itself, Templars were already pretty nasty for us against the Aliens, this should be a good demonstration on just how crazy Templars actually are, this will be fun.
廣東陳奕迅 25 Jan, 2020 @ 7:49am 
wonderful
CP5 25 Jan, 2020 @ 7:43am 
Welp, time to start abducting mocx some more. But just the kind of thing I needed for my campaign right now.
RealityMachina  [author] 25 Jan, 2020 @ 6:28am 
They should count as Templars for you to kidnap, yeah.
Flashstriker 25 Jan, 2020 @ 3:33am 
Oh
dmc32 25 Jan, 2020 @ 12:59am 
Wow, with parry and volt, tough enemy mod, thanks.
Kakroom 24 Jan, 2020 @ 11:09pm 
The best mod in foreverever comes from RealityMachina, and nobody was surprised.

Can I fulton these guys to recruit them?