XCOM 2
[WOTC] Resident Evil 3: Remake Nemesis (BETA)
201 Comments
Will it be possible to have the Nemesis a playable unit? It would be cool with my Alien squad!
Digan 11 Jan @ 7:29am 
Not sure if its issue with this mod but i imagine it was, i had to disable it temporarily, Nemesis spawned on one of the Assaults on Chosen HQ's (Assassin) one if that makes difference) and everything was going fine, until i assume he was about to fire a rocket launcher at one of the spectres and like 2-3 units around it, it was the First Nemesis Tier and it very much looked like he was about to fire the launcher as camera zoomed out like he was about to, then it just crashed.

Unsure if something wrong here or somewhere else, just thought id mention it, incase it was an error with this mod :)
Nullified 16 Dec, 2024 @ 9:41am 
In desc i know it says for lwtoc users but how do you activate it
Lumpy350 20 Aug, 2024 @ 1:32am 
Does this work with LWOTC?, I would dream to face 4 Chosen (Hunter, Assassin, Warlock and Spark), and 4 rulers (Archon, Viper, Berserker and Nemesis) in the same game.
MalteseFalchion 20 Jul, 2024 @ 2:33am 
How does one control whether the M202 uses its special 4-rockets? Iridar's Rocket Launchers 2.0 is a requirement for the mod, but the author maybe implied in an earlier post that the Iridar mod makes the M202 into a reskin with only the rockets in loadout being fired.

I notice the ability for firing 4 rockets present when I click a soldier after they've used all of their actions, but then it only shows during their turn what rockets they've equipped.
NerevarRising97  [author] 18 Jun, 2024 @ 9:29pm 
@Valaso Osalav - thanks for your constructive criticism. I definitely recommend adjusting the spawn weights in the EncounterLists.ini - you can also adjust each of the Nemesis variants' stats to make them a bit easier (or disable some entirely). At the moment I'm not actively developing the mod, plus adjusting the mod would reset *everyone's* configuration file changes.

That's not to say I'll never update the mod, but once again a friendly reminder for everyone to back-up their configuration changes in case an update *is* necessary. ^_^
Valaso Osalav 18 Jun, 2024 @ 8:40pm 
my only gripe with this mod is that it spawns in WAY too many nemesises and bosses over regular hordes of zombies so I am hoping its something you wish to balance in the future, because going up against maybe one or two groups of tyrants is one thing I ran into a mission where all that was spawned in were tyrants which is fun for like 2 seconds then it becomes an impossible mission to complete and I am trying to enjoy the game not sit there for hours watching my soldiers shoot at the same enemy, I mean these fuckers overpowered the aliens there which is cool but when you are at the beginning of the game this mod is way too overpowered, so just giving you some constructive criticism I truly enjoyed it otherwise and hopefully something you plan to fix in the future.
Talon 31 May, 2024 @ 11:18am 
I use this with Sukovs Lost Army Nemesis mods. Is there any way to make Nemesis NOT spawn for Advent, and only spawn as a boss on the Lost faction?
Shiro 17 Dec, 2023 @ 6:14pm 
A thought just occurred to me. How exactly do we "defeat" Nemesis for good? Is that included or are they gonna, more or less, follow us throughout the entire game?

....Well, i guess that would technically be fitting, but it'd feel weird if there's no actual way to stop it.

That aside, love the work you put into this. Very high quality enemy mod and I like it.
saximaphone 19 Nov, 2023 @ 6:36pm 
Not sure if there is a conflict somewhere, but I have yet to have a parasite zombie actually attack.
They always use both actions on movement.
Thorke 11 Aug, 2023 @ 7:23am 
hello, is there any viable way to modify the texts of the narrative? I am Spanish and I do not know much English, I do not understand the conversation.
Thorke 1 Aug, 2023 @ 7:34am 
hola, hay alguna forma viable de modificar los textos de la narrativa? soy español y no se mucho ingles, no me entero de la conversacion.
MalteseFalchion 8 Jul, 2023 @ 1:41pm 
Just for the interests of personal reference, is there a list anywhere of which other mods can trigger the certain... fun moments of this mod? I assume, for instance, that your RE:Village Chris is too new for this mod to interact.

Otherwise, great mod! You've really gone above and beyond.
Stolas 3 Jul, 2023 @ 4:56am 
NerevarRising97 Ohh, thanks mate~ ^^
NerevarRising97  [author] 3 Jul, 2023 @ 4:06am 
Valaso Osalav 2 Jul, 2023 @ 6:55pm 
would it be possible to add this as a enemy to both humans and aliens, I think it would make the most sense.
Stolas 1 Jul, 2023 @ 3:16pm 
Any know-hows on how to get Nemesis and Birkin on The Lost team?
☠ΩVesta's Fume KnightΩ☠ 2 Jun, 2023 @ 5:36pm 
Is there a chance we can have this character as part of the team instead of an enemy?
NerevarRising97  [author] 17 Mar, 2023 @ 6:18am 
@TwistedCricket42 That is unfortunate and by no means is 12 spawning in one haven mission intentional, especially only 2 months in!

However, as the previous comment complained about the difficulty being too easy, the reason I left as much as possible open to configuration was so that everyone can change it to reflect their tastes in difficulty. I appreciate your feedback! :UmbrellaLogo:
TwistedCricket42 16 Mar, 2023 @ 10:44pm 
Just got done with a battle with 12 nemesis enemies. They zombified literally every corpse on the field, and this was a resistance haven mission, so there were easily 30 tentacle headed zombies with more health than normal lost swarming my guys.

I read in the description that you had reduced the chance for them to spawn. I haven't touched the config files at all, this is fresh out of the box. I'm curious, how many spawned before the reduction? This mission was a campaign ender, and I was only about two months in. It's a good looking mod, but far too hard to use without micromanaging the config files.
NerevarRising97  [author] 24 Feb, 2023 @ 10:02am 
@axeldreemurr Feel free to adjust the number balancing of this mod through its configuration files! I purposely kept the health numbers on the lower end on the balance spectrum, but I appreciate the feedback.

@Synbad420 you can make it compatible with LWOTC by editing this mod's XComEncounterLists.ini file - as stated in the mod description. ^^
76561199261979778 24 Feb, 2023 @ 9:39am 
so I've used this mod for a while, and I have a one negative to say about this, two idea's for future mods, and some ways to improve on the negative, if this offends anyone, I apologise in advance, and yes, I'm fully aware this is probably hard as hell to code. so the alien ruler variant of nemesis is too weak in my opinion, I don't know if it's too little hp, or if its his limited abilities, but in my opinion he is hugely underpowered, for my idea's I feel that either nicholia(however it's spelt), or wesker could be a good enemy, but the ways to improve in my opinion are either increasing max hp, or giving him new abilities, like swapping between rocket launcher and flamethrower, or using the tentacles more, or making use of zombies more, maybe even adding the giant dog thing version of nemesis could be added, this is just feedback, so sorry if this offends you, yes I'm aware this is a beta
Synbad420 21 Feb, 2023 @ 10:38pm 
does this work with LWOTC
Stolas 19 Feb, 2023 @ 12:51pm 
After testing this and Birkin. I cannot WAIT for the full versions to come out! o.o
NerevarRising97  [author] 15 Jan, 2023 @ 11:45am 
@Punished Steak you could probably make some significant config edits so that only some of the Nemesis Character templates are part of team Lost, while the others remain on Advent.
Punished Steak 15 Jan, 2023 @ 11:42am 
Say I wanted to change Nemesis' team to the lost, like that other guy, but maintain his possibility to spawn in any of the maps he currently can (so he may appear as a random encounter). Would you have any advice on how to do that?
NerevarRising97  [author] 27 Nov, 2022 @ 1:57pm 
@Rump You should find it under "steamapps\workshop\content\268500\2400021624\Config\XComSamuraiEdge.ini" - hope that helps.
Big AL 27 Nov, 2022 @ 12:00pm 
where are the files to change the stats of the handguns?
Malarayap~kuun 21 Oct, 2022 @ 1:45am 
I can't seem to equip the rocket launchers? Are they really unusable? because I can equip the rockets just fine.
EvilTalkingFish 14 Oct, 2022 @ 9:03pm 
cool, thanks
NerevarRising97  [author] 14 Oct, 2022 @ 7:55pm 
@EvilTalkingFish you can use this companion mod to do so: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2783018787
EvilTalkingFish 14 Oct, 2022 @ 5:52pm 
So hey, I got a question for you. Say I wanted to switch this guy to the lost team. what file do I need to be playing around in?
ManiaBucket 23 Aug, 2022 @ 6:37am 
Now all we'll need is a Wesker mod, can already see troops needing to big brain em to win
Savar Belmont 3 Jun, 2022 @ 9:42am 
@campbellmc14 nemesis in re3 was one singluar entity but there were others created (lorewise) they however were shelved due to the failure of the active prototype we faced. I believe there's a room in re3r that has a bunch of nemesis' in black bags hung from the ceiling waiting for activation.
silverleaf1 3 Jun, 2022 @ 2:49am 
@Nerevarrising97 I encountered the ruler like enemy from this mod. The ruler came in at full strength and fought to the finish and made no attempt to evacuate. Is this the expected behavior?
campbellmc14 31 May, 2022 @ 9:16pm 
I like the idea of the mod and it's pretty good overall. Having said that I've noticed that I frequently run into two or more Nemesis. I'd argue that there should only ever be one Nemesis. I'd have it be akin to a Chosen in that sense.
silverleaf1 29 May, 2022 @ 8:06pm 
Just for your information. These guys will shoot at VIPs that have not been activated. Is this intentional?
Captain Democracy 20 May, 2022 @ 2:55pm 
Wonderful mod

I seem to be having an issue where after equipping the rocket launchers I am unable to actually use them while in the mission. Any one able to help?
QueenofSparrows 11 May, 2022 @ 5:00am 
the amount of effort that's been put into this mod is absolutely astounding. using the quad rocket launcher with the modded rocketeer class seems to have some... interesting interactions though. not that i'm complaining of course, high explosive ordinance for days. can't wait to panic encountering more of these genuinely terrifying things.
Digan 9 May, 2022 @ 9:15pm 
o7 Got a question, technically he was controlled... it would make sense to eventually have control over Nemesis , aka maybe be able to create him? :) I think that would be just too badass to have Nemesis of your own :) With config so u can adjust it too :) maybe after autopsing a T1-T2 u could get started on making ur own nemesis with his skill tree and such :) That would alot i know but i feel it would be badass and still true to RE lore :3

Id really love if u did this ^.^ Make eventually Ustanak too and other Epic RE Bosses/Creatures :3 i feel like Resident Evil zombies and mutations would work really well in xcom ! <3 Love ur work btw!! <3
RomRojal 9 May, 2022 @ 7:30pm 
is there a way to make it so you can have them by default rather than having to do the nemesis autopsy?
NerevarRising97  [author] 9 May, 2022 @ 6:52pm 
@romrojal the latter.
RomRojal 9 May, 2022 @ 6:39pm 
the Tier 1 Samurai edges are available from the get go or do I have to get them from nemesis?
silverleaf1 10 Apr, 2022 @ 10:05am 
@NerevarRising97 I had a mission with lost where the ruler of this mod appeared. For some reason the ruler always passed on its turn. It did counterattack when struck.
Dies Irae 26 Mar, 2022 @ 5:33am 
For anyone using this with prototype armoury I have made a bridge for the weapons.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2784838143
Dies Irae 25 Mar, 2022 @ 2:38pm 
Thank you
NerevarRising97  [author] 25 Mar, 2022 @ 2:34pm 
I don't mind.
Dies Irae 25 Mar, 2022 @ 2:31pm 
That's fine, would you mind if I made one? (Wouldn't be soon,I am a slow modder)
NerevarRising97  [author] 25 Mar, 2022 @ 1:27pm 
@Dies Irea I don't use that mod so - at present - I don't have plans to make a bridge mod.
Dies Irae 25 Mar, 2022 @ 12:07pm 
Quick question about the weapons in this mod and prototype armoury. Do they auto upgrade when the next tier is researched or do you need to build them separately?

If they auto upgrade would you mind if a bridge for covert action was made for better balance