XCOM 2
MOCX Class: Zealot
31 kommentarer
sushigirl 16. apr. kl. 16:52 
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 kl. 4:39 
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 kl. 12:42 
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  [ophavsmand] 12. sep. 2022 kl. 12:31 
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 kl. 4:39 
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. juli 2022 kl. 12:31 
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. maj 2022 kl. 19:20 
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. maj 2022 kl. 18:31 
...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 kl. 3:51 
Should I just add a new block to the XComGame.int to overwrite it?
saximaphone 5. feb. 2022 kl. 17:54 
The unit name isn't in the localization file. Where am I able to change it?
A Fungal Network 1. apr. 2021 kl. 21:26 
Any plans to make skirmisher and reaper equivalents?
Thalioden 2. jan. 2021 kl. 18:58 
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 kl. 18:54 
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. juli 2020 kl. 22:25 
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 kl. 18:04 
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 kl. 14:31 
Yes.
CobyTheApple 13. feb. 2020 kl. 4:02 
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 kl. 4:57 
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 kl. 23:06 
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 kl. 17:34 
This is so mean. I love it!! Thank you so much !!
The Magic Conch 25. jan. 2020 kl. 15:31 
The dark side is strong with this one :)
Pluvia 25. jan. 2020 kl. 12:19 
Excellent
Nasarog 25. jan. 2020 kl. 12:06 
AWESOME
Nazkai 25. jan. 2020 kl. 8:57 
Very Cool RM Thank Ya! :steamhappy:
Deadput 25. jan. 2020 kl. 8:43 
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 kl. 7:49 
wonderful
CP5 25. jan. 2020 kl. 7:43 
Welp, time to start abducting mocx some more. But just the kind of thing I needed for my campaign right now.
RealityMachina  [ophavsmand] 25. jan. 2020 kl. 6:28 
They should count as Templars for you to kidnap, yeah.
Flashstriker 25. jan. 2020 kl. 3:33 
Oh
dmc32 25. jan. 2020 kl. 0:59 
Wow, with parry and volt, tough enemy mod, thanks.
Kakroom 24. jan. 2020 kl. 23:09 
The best mod in foreverever comes from RealityMachina, and nobody was surprised.

Can I fulton these guys to recruit them?