XCOM 2
Proficiency Plugin: The MOCX Initiative
50 Comments
Coley 8 Nov, 2024 @ 7:39pm 
Oh, I forgot to mention that. Yes I have that installed, I've tried that command and it worked out fine. Thanks for confirming FTB!
FearTheBunnies  [author] 8 Nov, 2024 @ 7:26pm 
If you have this class pack installed, you can use the rebuild command to change to this mods classes.
Coley 8 Nov, 2024 @ 6:49pm 
I may have found something. Would this work? RebuildSelectedSoldiersClass LightSharpshooter, then whatever number for the rank?
Coley 8 Nov, 2024 @ 6:44pm 
Hey so, like below, I've been using Odd's S9 modlist, and missed that any captured MOCX end up as base classes, are there any console commands to rectify this or am I SoL? Thanks
TrikSta` 11 Oct, 2024 @ 12:10am 
Legend, thanks mate.
FearTheBunnies  [author] 10 Oct, 2024 @ 9:47pm 
If you have a local mod you can use it to redo the correct stuff. If you do not, then edit the S9 tweaks and just comment out or delete the changes made to XComDarkClassData.ini
TrikSta` 10 Oct, 2024 @ 4:40pm 
Thanks for the reply man! I will fiddle when I get home, how do I tweak it so that it enables the classes from this mod?
FearTheBunnies  [author] 10 Oct, 2024 @ 3:07pm 
The Odd S9 tweaks change the reward classes. You will need to undo that tweak.
TrikSta` 10 Oct, 2024 @ 2:38pm 
Hey FTB, I'm running Odd's season 9 list but instead of amalgamation I'm running everything proficiency instead. I've just captured my first set of mocx and they have the base classes, no dark classes except a dark reaper. Any idea why this would be the case?
EvilBob22 17 Aug, 2024 @ 8:18am 
That's probably something you'd have to do yourself. I haven't looked too deeply into it, but it may be as simple as making a copy of XComClassData.ini and setting the NumInDeck and NumInForcedDeck values. Here is a reference to what this stuff means: https://www.reddit.com/r/xcom2mods/wiki/wotc_modding/soldier_classes
warriorandtoaster 17 Aug, 2024 @ 12:00am 
TBH, I'm very interested in getting these Proficiency remixes of the vanilla classes as alternatives to the base Proficiency classes *without* the need for MOCX. Is there a way to get that done? I honestly just wanted a way to use a Proficiency-level Grenadier since I would've liked to give Sappers cannons instead of rifles or shotguns.
Theobald 22 Nov, 2023 @ 10:19pm 
Very understandable, i had no awareness of the difficulty implied, sorry !
FearTheBunnies  [author] 22 Nov, 2023 @ 8:18pm 
@Theobald, I agree it would be fun to see, but my skills when it comes to animations are very limited, so unless someone else does it for me it most likely will never happen
RustyDios 21 Nov, 2023 @ 10:39am 
That would be awesome.. but even making the copy of the base-class intro takes ALOT of work .. obviously from my example it is possible, but it's not something done "simply and easily" :)
Theobald 21 Nov, 2023 @ 9:54am 
A totally-not-meaningful request, but it scratches my OCD:
It seems seeing Rusty's Psionics that you can give a base class intro to a modded one, would you consider giving the 5 base class intros to the light classes ? Pretty please with a cherry on top ?
FearTheBunnies  [author] 7 Oct, 2022 @ 6:08pm 
@Risitas_Fanboi The new classes introduced by this mod are already configured for Dedicated Pistol Slot. If you were wanting to add pistols to the ENEMY units, that is another thing entirely, as it would also require AI trees to allow them to fire the pistols.

As to the new classes I created, you can find their template definitions in XComClassData.ini. The template names of the five new classes are LigthGrenadier, LightRanger, LightSpecialist, LightSharpshooter, and LightPsiOperative.

As to the conversion after capturing enemy MOCX units, @EvilBob22 was absolutely right: There is a CounterpartClass array in XComDarkClassData.ini which defines all available options you could get when you capture a MOCX unit.
EvilBob22 7 Oct, 2022 @ 2:13pm 
I have no idea if the dedicated pistols would work for them or not, I have no experience with that mod. You'd probably have to edit the MOCX loadouts in XComGameData.ini also.
EvilBob22 7 Oct, 2022 @ 2:00pm 
They convert into the "normal" version of their MOCX class when captured. You can change it in XComDarkClassData.ini (change the "+CounterpartClass=" lines) or use a bridge mod if one exists. With vanilla:
DarkGrenadier --> Grenadier
DarkRanger --> Ranger
DarkSpecialist --> Specialist
DarkSniper --> Sharpshooter
DarkPsiAgent --> PsOperative
DarkReclaimed --> Skirmisher
Risitas_Fanboi 7 Oct, 2022 @ 12:41pm 
and also what are these dark classes named as in the config files? I was hoping that I could add the needed codes to enable dedicated pistol slots for these guys but I dont even know what they are being referred to as, so I cant add the code for it
Risitas_Fanboi 7 Oct, 2022 @ 12:39pm 
so how does this mod decides which MOCX units converts into which class after being captured by XCOM?
djpaulycee 12 Jul, 2022 @ 7:50pm 
@RustyDios IT WORKED. tyty. ALSO a short PSA after playing around:

ANYONE WHO IS READING THIS. The mission will not end even if the MOCX agent is unconscious and being carried by one of your soldiers. That specific soldier carrying the sleeping body HAS TO BE EVAC'D before the mission can end
djpaulycee 12 Jul, 2022 @ 5:52pm 
@RustyDios ahh tyty. will be trying it out now!
RustyDios 11 Jul, 2022 @ 7:37pm 
You need some form of Non-Lethal Combat to knock them unconscious, then you should be able to pickup and carry to evac for possible capture :)
djpaulycee 11 Jul, 2022 @ 6:38pm 
@FearTheBunnies i think im definitely missing something. You can capture mocx enemy units? how? Im assuming thats the only way to get these classes right? theyre converted/re-educated mocx agents right? How do i go about doing that? Bear in mind, its my first time playing with MOcx and this mod

I just went and finished one of the many Mocx trianing facility missions and sometimes Mocx agents would get stunned instead of dying. I thought there would be a subdue button to capture and bring them back to base but there isnt. Am i missing an item?
FearTheBunnies  [author] 11 May, 2022 @ 5:37pm 
@I yield to none That is outside the scope of this mod, but I think to get it in the Black Market you would have to make them added to the deck, meaning they could show up as rewards and promotions
Tacoaloto 11 May, 2022 @ 2:57pm 
Possible feature request: Is there a way to make it so there's a chance the black market offers a soldier with one of the mocx classes, at the cost of increased intel?
EvilBob22 25 Apr, 2022 @ 8:22am 
I had the same missing AP that Golden Lune talked about, but the fix didn't work for me. I did all the stuff to make sure I had the latest version (unsubbed, made sure the 2675457061 folder was gone, deleted my local configs, and then resubbed), but still no AP. So, I started poking at the .ini files.

In XComClassData.ini, I set all the classes to +bAllowAWCAbilities=1, which gave me AP again, even on existing dark soldiers, but I had 2 rows of random abilities. That wasn't bad, I could ignore the 2nd row.

Later, I found other mods have a setting in XComGame.ini to disable the default AWC. Adding that in fixed the 2 row problem:
[XComGame.CHHelpers]
+ClassesExcludedFromAWCRoll="LightRanger"
+ClassesExcludedFromAWCRoll="LightSharpshooter"
+ClassesExcludedFromAWCRoll="LightGrenadier"
+ClassesExcludedFromAWCRoll="LightSpecialist"
+ClassesExcludedFromAWCRoll="LightPsiOperative"
FearTheBunnies  [author] 26 Feb, 2022 @ 11:43pm 
@Golden Lune Fixed. It may or may not affect any Dark Psi Agents you already have recruited, but any new ones should now get AP like they're supposed to
Golden Moon 21 Feb, 2022 @ 6:18pm 
Ah good to know, I've been working around it with console commands. I have been able to grant them additional skills with the Training Center now, but i can confirm one of my Dark Psi Agents leveled up to Warlock and they gained no AP, even though they have Genius combat intelligence, so they still have 0 individual AP. Maybe their AP gains per level is bugged.
FearTheBunnies  [author] 21 Feb, 2022 @ 2:47pm 
@Golden Lune That is not intended, no. I will look into it. They should be getting AP and able to benefit from the Training Center like normal.
Golden Moon 21 Feb, 2022 @ 12:04pm 
I'm really enjoying this mod, it makes the effort of capturing MOCX feel rewarding by acquiring new classes of units. I have noticed that the dark classes don't gain AP and can't get additional skills from the Training Center, is this intended?
FearTheBunnies  [author] 4 Feb, 2022 @ 5:42pm 
@-shhfiftyfive MOCX has an intrinsic formula based upon factors such as the rank of the unit being extracted, and its current health. The only way to get a MOCX conversion is by extracting mind-controlling a MOCX unit at end of combat or knocking out a stunned unit and then using an evac zone to extract them.
-shhfiftyfive 29 Jan, 2022 @ 12:13am 
and i'm curious the exact % chance of success after extraction they will recondition.
and is there config to make it 100% ?
-shhfiftyfive 29 Jan, 2022 @ 12:10am 
noob question: what is prerequisite/process to

"The only way to get one of these classes is by reconditioning a MOCX member."

besides just capture in tactical...

any research, facility, project?
FearTheBunnies  [author] 12 Jan, 2022 @ 7:58am 
At the moment, yes. In the future I may work on upgrading the AI/dark class skills to include some of the toys from Proficiency classes
Nitsah 11 Jan, 2022 @ 12:32pm 
Does Mocx still have original classes as enemies?
MrCloista 11 Dec, 2021 @ 8:11pm 
@TrooperCoon it's already supported natively (which saved me the job of adding them to the dps plugin)
Nero 11 Dec, 2021 @ 6:32am 
does this support dedicated pistol slot or do i have to configure it myself?
Joyeuse 9 Dec, 2021 @ 12:56am 
uwu
Jaffapug 8 Dec, 2021 @ 3:46am 
This is, and I only save this word for special use, nifty. 10/10
GameAcc 7 Dec, 2021 @ 10:02am 
@RustyDios, thanks!
o EEK o 7 Dec, 2021 @ 9:59am 
boom! insta-subscribe :steamthumbsup:
RustyDios 7 Dec, 2021 @ 6:17am 
Get a MOCX unit to bleedout.. and carry to evac (or use the Fulton Harness mod).. there is a chance they will join XCOM
GameAcc 7 Dec, 2021 @ 5:44am 
How can one recondition MOCX?
FearTheBunnies  [author] 6 Dec, 2021 @ 9:29pm 
They are still translated to Reapers/Skirmishers/Templars like normal, because the Proficiency Class plugins for the Hero classes reworks those classes, so nothing was needed to be done there.
BroncoXeno2035 6 Dec, 2021 @ 9:05pm 
What happens with Zealots or Dark Hero units?
FearTheBunnies  [author] 6 Dec, 2021 @ 8:27pm 
Yes, it can be installed mid-campaign and even mid-tactical. Any MOCX unit who survives capture AFTER it is installed will roll for the new classes, otherwise they will have the original classes
Nero 6 Dec, 2021 @ 7:35pm 
so does this work mid campaign?
2Battlestations 6 Dec, 2021 @ 5:13pm 
I never 'reconditioned' a MOCX unit before, but will try to asap!
RustyDios 6 Dec, 2021 @ 4:03pm 
Nice !! Congrats on the release!