XCOM 2
[WOTC] Vorcha Stryker
41 Comments
Nero 29 Nov, 2023 @ 2:56am 
do both the vorcha stryker and pyro's corpses not have any uses?
NightNinja54  [author] 22 Jun, 2022 @ 10:19am 
@ElvenKingSlave
Yeah this is common with cosmetics unfortunately but shouldn't be bad besides cluttering that log.

@Brain is Back
Thank you

@kazuya0010
Maybe one day
ElvenKingSlave 9 Jun, 2021 @ 4:25pm 
This is a great mod. However, after suffering a massive crash because of another mod, I learned how to find the crash report. While scanning through it to see what caused my game to face-plant, I saw a long list of assets cause this error:
ImportText (BodyPartTemplateConfig): Missing closing parenthesis.
Among the assets was DLCName="MassEffectVorcha"
Is this just XCom handling mods like a brick or is it something in this mod?

For everyone else, this error doesn't cause your game to crash. It just makes the assets have a weird name in the customisation screen.
Brain_is_Back 29 May, 2021 @ 2:10am 
@NightNinja54
Brain_is_Back 6 May, 2021 @ 11:29pm 
brother, i just translated this mod into Korean. I want you to add this file to the mod.
https://drive.google.com/file/d/1Fm_9OV50f0z8uTfNmON8a4KO_YlSoIkg/view?usp=sharing
kazuya0010 2 May, 2021 @ 7:33pm 
Can you please make a mod for Saren turian Spectre as an enemy boss to fight mid campaign or later on in the campaign
NightNinja54  [author] 2 May, 2021 @ 9:37am 
@mynameactually
They do not, a design oversight on my part.
mynameactually 15 Apr, 2021 @ 3:37am 
They have regen?
NightNinja54  [author] 29 Mar, 2021 @ 9:16am 
@kazuya0010
You're welcome, always am interested in making more content. (Especially when folks like Cavily bring the great stuff in)
kazuya0010 29 Mar, 2021 @ 8:35am 
Thanks very much for making it. Finally some Vorcha enemies to add to the list of xcom enemies.
MaCC165 27 Mar, 2021 @ 11:42am 
k thx
NightNinja54  [author] 27 Mar, 2021 @ 11:24am 
@Deadput, @RambelZambel
Yeah, what Deadput said. The vorcha voice should be present, but intermixed every once in a while with the hard coded advent voice effects.
Deadput 27 Mar, 2021 @ 9:03am 
Depending on the archetype of the enemy unit they become hardcoded to use Advent lines since enemies don't really use "voice packs" like soldiers do.
MaCC165 27 Mar, 2021 @ 6:26am 
are the custom voices working for someone? Or is it normal they use advent tropper voice when hit or die?
MaCC165 27 Mar, 2021 @ 1:38am 
thx, whirlwind works/procs
NightNinja54  [author] 26 Mar, 2021 @ 6:32pm 
@RambelZambel
I believe there’s one called whirlwind in a long war perk pack.
MaCC165 26 Mar, 2021 @ 5:41pm 
could be , and your cerberus has one of it, i search for a similar ability in the common perk mods, maybe i find something similar for all melee attacks
NightNinja54  [author] 26 Mar, 2021 @ 5:26pm 
@RambelZambel
I’m curious if momentum has a list of abilities it triggers off of (rend) rather than any melee esk ability
MaCC165 26 Mar, 2021 @ 3:28pm 
i gave them momentum, it shows up in yet another f1, but he doesnt use it or it doesnt trigger, any idea why? LW2WotC_CloseCombatSpecialist works(just for testing, would give him a reason to stay in the open after melee, so he has more if he only melee most time like the stunlancer, who has stun and disorient)
i try change vorchaslash to a 2turn cooldown not turnending ability, i hope it lets him melee, move after and let him shoot next turn
MaCC165 25 Mar, 2021 @ 11:44pm 
ok thx, and i understand but for me they dont shoot
NightNinja54  [author] 25 Mar, 2021 @ 9:40pm 
@RambelZambel
It is something I considered during development. You can add it directly if interested via the customization configuration file by adding +abilities=“Momentum”. During design, I compared them to a stunlancer unit which does not have momentum and is still a alarming evening. Furthermore, compared to my Cerberus Dragoon enemy which does have momentum, the Stryker has a ranged weapon with incendiary rounds vs the dragoon which is a melee only unit. I wanted this to be a fair but interesting low level unit to encounter.
NightNinja54  [author] 25 Mar, 2021 @ 9:35pm 
@Lumiere
Raider Unit Manager

@Daze
Fair idea, I’d be curious if reality has interest in revitalizing.

@stukov
Oh okay, understood!
MaCC165 25 Mar, 2021 @ 12:04pm 
can u give them momentum or something(i did with repurpose abilities mod, but dont know if it works, didnt see them again), so they dont stay in the open after the slash attack,
its like stunlancer without stun, and they dont rly shoot, i know its hard to let the ai choose between melee and shooting, i would give melee a cooldown(maybe with ability editior mod)
what melee ability do they use?
Lumiere 25 Mar, 2021 @ 11:35am 
Is there a way to have them only show up as raiders, not regular?
Ithinknuggetisswell 25 Mar, 2021 @ 9:17am 
With all these mass effect mods going around would anyone be willing to take the old mods reality released with the asari adepts, engineers and turians strikers and turn them into a raider faction or something.
Stukov81-T.TV 24 Mar, 2021 @ 1:26pm 
I actually use that mod, must have been unlucky that no AI pod activated them
NightNinja54  [author] 24 Mar, 2021 @ 1:17pm 
@Stukov
I’d recommend RedDobe’s AI-to-AI activation mod to address that so they participate before you find them!
Stukov81-T.TV 24 Mar, 2021 @ 12:20pm 
I met them in a retaliation mission, they fitted nicely there in my opinion. Just they did not attack civilians until i activated the pod. Once activated they were going in for the civilians, before that they were just patrolling around the map
NightNinja54  [author] 23 Mar, 2021 @ 8:46am 
@Trooper, Deadput
Reposting my comment from Trooper's question on the 'Raider Unit Manager' mod:
Yeah, they appear to be incompatible as each takes a different approach to the spawnWeight variable for a particular unit in the encounter list manager. This mod removes enemies from encounter lists by setting spawnWeight to 0 for quarantined units. [IncreasePodSizeByForceLevel] does a for loop iteration to add units to a pod based on max spawnWeight of the pod. Meaning, our 0 spawnWeight is actually allowing these units to be added to [IPSBFL]'s generated pools.

@SurrealBeliefs
Welcome, and thanks!
Deadput 23 Mar, 2021 @ 8:08am 
I don't know how the code of the unit manager mod works but it might be because it needs to be updated with the exclusions for this unit.
Nero 22 Mar, 2021 @ 10:32pm 
dunno why these guys showed up in gatecrasher even with raider unit manager installed
Matthew 22 Mar, 2021 @ 8:15pm 
@Night - All better, great mod and thank you for the quick fix.
NightNinja54  [author] 22 Mar, 2021 @ 5:13pm 
@SurrealBeliefs
Yikes! Thanks for catching that. Just uploaded a fix. Let me know if its good now

@The Magic Conch
Good call!

@Jet Sunstrider
Depends, I wouldn't want to spread all the units too thin, you know?
Matthew 22 Mar, 2021 @ 4:36pm 
Huh, not sure why mine have the body but invisible heads with teeth/eyes.
The Magic Conch 22 Mar, 2021 @ 4:25pm 
@NightNinja54, well Cavily did make cosmetics for the Blue Suns and Eclipse mercs, along with the shadow broker troops. So that's a decent start I'd say if you needed ideas
Jet Sunstrider 22 Mar, 2021 @ 12:40pm 
Another Raider Faction in the making? : P
NightNinja54  [author] 22 Mar, 2021 @ 9:40am 
@The Magic Conch
Yes, I would like to! Open to thoughts,
Sinapus 22 Mar, 2021 @ 5:50am 
We won't fall for Gavorn's tricks! We leave!
tastiger841 22 Mar, 2021 @ 1:03am 
:steamthumbsup:
The Magic Conch 21 Mar, 2021 @ 8:44pm 
Cool, any other plans for expanding on the Terminus faction?
VertigoJockey 21 Mar, 2021 @ 7:25pm 
'Prothean no like you!' - The Vorcha Councillor

Anyway, Pleased to see the Terminus Mercs are getting more fodder- I mean troop options.