XCOM 2
[WOTC] Reaper Cannibal
58 Comments
GUA 13 Aug, 2024 @ 12:41pm 
Odd question. I wanted to use these conversion skins with the Xeno zoologist mod. How can I use your cannibal as pets I summon?
File not found 20 Jul, 2024 @ 5:38pm 
Yeah the cannibals all t poses for me too. Any way to solve this?
NightNinja54  [author] 22 Jun, 2022 @ 9:54am 
@Drewivy
Very kind, thank you

@OverlordMGC
Sell to black market

@Grei Shoutmon, @Leytra, @Ghost
Ah, unfortunate, sorry for the discrepancies :(
Drewivy 19 Mar, 2022 @ 7:20pm 
love your work.
can't wait to see more:):steamthumbsup:
OverlordMGC 14 Jul, 2021 @ 5:33am 
What can I do with their corpses?
Aeryen 16 Jun, 2021 @ 2:16pm 
for some reason all of them t-pose in game :/
Leytra 18 Mar, 2021 @ 8:05am 
lots of T-posing from these guys, I think they need a once over
T'erissk 11 Jan, 2021 @ 10:02pm 
The Cannibal replacer for the Sectoid doesn't show up in game correctly. It'll show up in a "reveal sting cutscene" but then turns back into a sectoid afterwards.
NightNinja54  [author] 12 Dec, 2020 @ 10:49am 
@alexholmes446
This mod by itself adds the Cannibal as a normally spawning enemy. This mod combined with it's raider faction counterpart will spawn the cannibal as a third party enemy: Raider Faction: Reapers
Lich Meister 12 Dec, 2020 @ 10:46am 
Maybe this has been asked before and answered, but does this mod add the cannibal as a 3rd party enemy like the lost or are they working with advent?
NightNinja54  [author] 21 Nov, 2020 @ 9:59am 
@dmc32
Thanks man, appreciate it! I agree about the sectoid voice, but is what I can offer at this time
dmc32 21 Nov, 2020 @ 4:57am 
@NightNinja54, Nice enemy mod, the health regeneration makes this tougher than your other enemy mods IMO, just wish it didn't have the Sectoid voice, seems tougher than a Sectoid, thanks for this.
NightNinja54  [author] 7 Oct, 2020 @ 5:56am 
@VoidLight, @Gentleman-Velociraptors
Hi, yes so you can fully customize how and when these units appear via their encounter lists as mentioned. In regards to the broken animations caused by an overhaul mod - if another mod edits these base game animations, that is going to conflict. Going forward, I'll update my best practice to make a copy of the animation set instead of using a direct reference, but I can't always anticipate incompatibilities unfortunately.
Gentleman-Velociraptors 7 Oct, 2020 @ 1:56am 
You have to change the XComEncounterLists.ini in the files for each unit to make it so they don't replace ADVENT since, by default, that's their intended effect.
VoidLight 7 Oct, 2020 @ 1:18am 
I use them only as a raider faction of course and with the sitrep mod they are present in nearly every mission. I believe it might be better if they used the multiplayer sectoid animations or something so that overhauls wont effect its animations? (im not sure if what I said even makes sense lol)...
Gentleman-Velociraptors 5 Oct, 2020 @ 3:38pm 
I mean.... It makes sense that and ADVENT Overhaul is somewhat incompatible with another ADVENT Overhaul, like the Reaper\Collector factions are technically supposed to be.

If I recall correctly, the Raider Faction option is there for people who want the Reapers\Collectors to be a third faction rather than replace ADVENT.
VoidLight 5 Oct, 2020 @ 2:43pm 
@NightNinja54

You might have been told this already but this mod is kind of incompatible with advent overhauls (advent to empire and advent to emporium of man). Since the animations are replaced I often see this monster T-pose among other wonky animations. Is there any chance you can use animations from another creature mod rather than sharing with a vanilla alien?
NightNinja54  [author] 30 Sep, 2020 @ 4:05pm 
@Alec
[...]\steamapps\workshop\content\268500\2234432616

@Jill Sandwich
You got it :)
Alec 30 Sep, 2020 @ 3:26pm 
I can't seem to find the mod anywhere. Where are the files "XCOM_Customize_This_Mod" and "XComGameData_CharacterStats"?

I've also noticed there aren't any file for this mod in steamapps>workshop>content>[XCOM AppID] where all the other mods are stored. Am I missing something here?
Jill Sandwich 30 Sep, 2020 @ 11:41am 
@NightNinja54
awesome man, and thanks for all the answers. also hopefully we will see a replacer for sectoid down the road.

cheers!
NightNinja54  [author] 29 Sep, 2020 @ 8:47pm 
@Jill Sandwich
Yeah, I can update this in the future but since its not game breaking might take a while before I revisit.
Jill Sandwich 29 Sep, 2020 @ 10:04am 
@NightNinja54
ah i see, yeah it's too much trouble, not worth the time. never mind then.

1 more thing, in the config files for cannibal stats, we can tweak a bunch of stuff, which is awesome, but we can't tweak weapon damage. is there any way you can add a line for us to change the weapon damage value?

cheers!
NightNinja54  [author] 28 Sep, 2020 @ 3:52pm 
@Jill Sandwich
1. Possible, but beyond my current scope - for similar reasons as #2:
2. I discovered 'sounds' are associated with animations - I would have to recreate every single animation sequence by hand to trigger each individual 'cannibal' sound effect. It's more effort than I can offer with competing IRL responsibilities unfortunately.
3. Yes, this is possible
4. My understanding is A as well. Higher the number, higher the chance of being included in a pod.
Hope this helps!

@Gentleman-Velocirapators
Time shall tell :)
Jill Sandwich 28 Sep, 2020 @ 1:32pm 
4. a question regarding the "SpawnWeight" value in the encounterlists.ini. i want to make sure. which is it, A or B?

A. spawnweight simply dictates the likelyhood of a unit being picked by the system. ie, the higher the spawnweight, the more likely the system will pick this unit when it generates a tactical mission.

this is my understanding and seems to be confirmed by testing all this time since encounterlists.ini is implemented. i set spawnweight for units like brute and praetorian to pretty high , at around 50-60. and they seem consistently spawn more than lower weight units like collector infantry units.

B. spawnweight dictates how much space a unit takes up inside a spawned pool for a tactical mission. ie if the spawnweight of a unit is high, it actually makes the system to spawn it less, because it takes up too much space. this is bad news, it has the opposite effect of A, especially for those of us who want to spawn more mass effect units in each mission.
Jill Sandwich 28 Sep, 2020 @ 1:30pm 
@NightNinja54
thanks for the fix, they spawn normally now in game and they look awesome in game ! :D

a few small suggestions and a question:

1. currently it's weapon effect is a green beam, is it possible to change it to a ballistic weapon effect ? collector rifle firing effect ( and sound ) might be a good fit.

2. currently cannibal uses the sound of sectoids, which is very high pitched and therefore kind of jarring. if i remember correctly, cannibal in ME3 has this kind of lowkey roar. is it possible to change the sound of sectoids to the sound of the faceless? default faceless has this lazy, lowkey roar, it's not as loud and strong as berserker's sound. so i think it might be a good fit for cannibals.

3. since they use the same animation set. is it possible to make a replacer for default sectoids? sectoids is a very common enemies from the get go, and also i don't mind seeing cannibal uses the full set of abilities of sectoids, so just a model swap.

continue to next post.
Gentleman-Velociraptors 28 Sep, 2020 @ 9:07am 
If you want my two cents, the Banshee might work best for the Faceless. Might look a little wonky during the transformation bit, but it works with the claw swipe attacks.
NightNinja54  [author] 28 Sep, 2020 @ 7:11am 
@Old Ben
Welp, I took a look at the Encounter-Spawn lists and I believe you're right. I've made an update this morning to correct. The enemy should now appear appropriately as a follower between force levels 5 - 15. Can you let me know if the enemy spawns going forward? Thank you

@ScrmblesThDethDealr
Yeah, I think I can work on something for that.

@M.O LILSLIMCAT
One day

@tastiger841
Good points

@Novash
Yes, these models are rigged to specific animation sets. If a new enemy replaces an existing enemy, we would want the animation sets to sync up, otherwise abilities and movement will be very wonky.
Old Ben 27 Sep, 2020 @ 8:11pm 
Cannibal does not appear. Started a new game, current at FL13 and still no appearance. Did the usual clearing of config folder, etc., prior to new game. Where is it ? Any other known mods that may cause it to not appear ?
gitrekt 27 Sep, 2020 @ 6:08pm 
@NightNinja54 do you guys have any plans to replace the ADVENT general that shows up on some missions with a mass effect enemy? He is the only ADVENT trooper that doesn't have a replacer mod yet...
gitrekt 27 Sep, 2020 @ 6:07pm 
@M.O LILSLIMCAT same....I was playing for a while once they did all the Cerberus unit replacers but now I will wait until the full game is done.
M.O LILSLIMCAT 26 Sep, 2020 @ 10:00am 
I'm just waiting for all the foes from mass effect to be added to the workshop. Imma make a full freaking mass effect campaign
tastiger841 24 Sep, 2020 @ 7:09pm 
I almost finished a 40K campaign (kept crashing after killed the avatar mostly due to me having too many mods activated).

The modders who made Advent to Imperium used the Callidus assassins for Faceless, and Culexus Assassin for the Warlock.

So my guess is it depends on which reaper you want to be the replacer.
-=[Novash]=- 24 Sep, 2020 @ 12:44pm 
@tastiger841
Well I was thinking more about their physical appearance rather than their ME-canon capabilities :steamhappy:

@NightNinja54
You mean the animation set for the vanilla faceless?
NightNinja54  [author] 24 Sep, 2020 @ 9:31am 
@VertigoJockey
Haha, it's up to you if you want to wait for them all - but remember everything is always a work in progress. I can't promise a day when it will all 'be done'. The good news is that you can add these enemies to in-progress campaigns and they'll show up like they were always there. But yes, Banshee up next - tbd from there.

Terminus Forces is definitely one I want to round out, especially with all the development collector/reapers and cerberus has received and will continue to receive.

For ruler/chosen stuff, it's on my ideas backlog - so hopefully one day, but also may be a while since I'll have to familiarize with those systems.

@Novash, @tastiger841
It's more about the rigged animation set than the model appearance for replacers
tastiger841 23 Sep, 2020 @ 11:25pm 
I think Adjutant is a better fit for the Faceless since they all can transform.
VertigoJockey 23 Sep, 2020 @ 11:13pm 
Forgot to comment on this, but I'm psyched for the coming releases. While I really do want to start a new game to fight the Elders, Reapers and Cerberus - along with the myriad other raider factions, I'm holding off solely because I want to wait until the roster of enemies is completed. I remember seeing you mention that a Banshee is in the works, and I'm curious on if the Scions and Adjutants will be a thing as well...

Not to mention that I really want to know how the Terminus Forces enemy pack is going to pan out...

Also.... random nonsense thought but if there was a way to add ruler/chosen equivalents to raider factions - Kai Leng as discount Assassin? Or should he remain rotting in an advent prison to shank people with toothbrushes and steal cereal?
-=[Novash]=- 23 Sep, 2020 @ 11:00am 
@NightNinja54
Shame, they have the perfect look for it, with their contorted grotesque form :steamhappy:
NightNinja54  [author] 23 Sep, 2020 @ 7:55am 
@Gentleman-Velociraptors
The update for Multiple Sitreps on the 25th will allow you to further customize how the game pulls sitreps. Both the Collector-Reaper 'Raider Faction' and 'Forces' are available sitreps that can be included in the multiple sitrep customization configuration file as desired.

@Novash
Hopefully Faceless replacer one day, it won't be a cannibal though.

@Jill Sandwich, @FluffyOwO
:)
Gentleman-Velociraptors 22 Sep, 2020 @ 6:16pm 
This will have the same new config options like the rest of them on the 25th, right?
-=[Novash]=- 22 Sep, 2020 @ 4:44am 
Would be kind of cool to have this one as a replacer for the boring clay-looking "Faceless" :steamsunny:
RoyPsich 21 Sep, 2020 @ 9:32pm 
Nice!!
Jill Sandwich 21 Sep, 2020 @ 7:25pm 
@NightNinja54:
omg, yes! incoming banshee confirmed! thank you so much! :D
NightNinja54  [author] 21 Sep, 2020 @ 5:31pm 
@PantherHardraad
Yes, it's in development. Cavily ported the model and it looks wonderful. I will attempt to make a faithful adaptation while working within the restrictions of the animation set available.

@Spunkn, vika fenryka, brbsharkweek, tran.bronstein
:) thanks folks, enjoy
tran.bronstein 21 Sep, 2020 @ 5:22pm 
Wow does this look horrific. Can't wait to fight it. Good job.
Jesse Fleet 21 Sep, 2020 @ 2:47pm 
@Jill Sandwich quite similar to H.G.Giger's art style actually. Cyber-grotesque.
brbsharkweek 21 Sep, 2020 @ 6:39am 
Dude you are amazing.
Jock 21 Sep, 2020 @ 1:53am 
thank you i love them
Spunkn 20 Sep, 2020 @ 10:53pm 
More amazing Mass Effect Mods. Nuff said. Well done!
PantherHardraad 20 Sep, 2020 @ 8:38pm 
Looking forward to the Banshee being added. Any insights into that?
GUA 20 Sep, 2020 @ 6:30pm 
Hi Ninja. Yeah, if you could ask please. I was thinking of how the Krogan cosmetic armor is for bigger frames, it could follow that. Thanks again.