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Since this mod is now updated, is there any other file i have to modify to play this class?
C:\Program Files (x86)\Steam\steamapps\workshop\content\268500\2887871228\Config\XComClassData.ini
but may be slightly different depending on your steam install location
Change the plus sign of the below to a minus
[XComGame.X2SoldierClass_DefaultClasses]
+SoldierClasses="XenoZoologist_MonsterMash"
like so
-SoldierClasses="XenoZoologist_MonsterMash"
This will disable the class from showing up for new recruits onward.
When I activate Origins on a new game and rank up squaddies I have about a 50/50 shot of either choosing their starting abilities or getting them stuck as monster master (Since thats the only other specialization technically)
Is there any chance you could look into this? I like the mod a lot and the base xeno zoologist works fine as does the one faceless perk tree for some reason but I don't want to start a campaign with the mod if it's going to lock half my roster into being beastmasters (That's alot of chryssalids lol)
Thanks for making this mod though It was super fun when I was playing around with it!
Personal bias, but I felt like the base HP values of the summons were really low; 4 HP is getting dusted by pretty much anything. Considering you only get a single charge of your buddy per mission it can take away the Zoologists teeth very quickly if the Aliens get a lucky shot off on your minion.
I see. Thank you!
Can this / should this be used with the two LWOTC versions you recently made of the zoologist mods and the RPGO patch that was made to make LWOTC and RPGO work together? Thank you in advance.
+MutuallyExclusiveAbilities = (Abilities=(XZSpawnChryssalid, XZSpawnTroopers))
until you hit [XenoZoologistCodex X2UniversalSoldierClassInfo]
This turns off exclusivity between the new Monsters and the old Xeno. You could for example take Codex + Faceless
To get units from the same mod go to the mod in question and go into XComGameData_XenoZoologist in the config folder
and delete
[XenoZoologist.X2TemplateHelper_XZ]
+MutuallyExclusiveAbilities = (Abilities=(XZSpawnTroopers, XZSpawnCodex)) and the like
or
[XenoZoologist_MonsterMash.X2TemplateHelper_XZ]
+MutuallyExclusiveAbilities = (Abilities=(XZSpawnChryssalid, XZSpawnMuton)) and the like
with all three of these things done you should be able to pickup all 6
Hopefully its now possible to use all or most of the summons simultaneously? seeing how the character dosnt attack at all :O
For more information on load ordering stuff you can look here
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=683218526&searchtext=load+order and if you use the AML mod loader you can manually alter the load order through that.
I tend to use random functional classes and weapon restrictions SWO's as well if that is any help.
[XenoZoologistTrooper X2UniversalSoldierClassInfo]
it should have the skill list followed by
[XenoZoologistChryssalid X2UniversalSoldierClassInfo]
if that is not showing up my best guess is that the mod did not update properly. If that's the case try Unsubscribing then Resubscribing.
I don't know why, any way to see why/how?
No mod conflicts on my end or crashes other than this
(None in the Alternate Mod Launcher)
Any way to fix it?
I edited the XComRPG.ini found here Steam\steamapps\workshop\content\268500\2632853751\Config\
I remove any of the category restriction lines. This lets me use any xeno ability with any primary. Copy and replace below...
https://pastebin.com/zz7wQUk5
Перевод свой потерял=(
>spawn 5 advent soldiers a guy
>make him also a gunslinger
>outnumber literally any mission by making every single soldier command a squad
10/10 fuckin love it