XCOM 2
MOCX as EXALT 1.4
126 kommentarer
JataboMetenabo 22. juni kl. 15:50 
Fair enough, man. Appreciate the mod anyway.
MrCloista  [ophavsmand] 17. juni kl. 15:36 
Technically yes, though that'd add an exalt voicepack to the required mods, and at the time I released this I wasn't happy that there was a good one.
JataboMetenabo 17. juni kl. 13:27 
Don´t mean to be picky, but would it be possible to modify their voices so that they spew the same radio chatter from the previous game?
MrCloista  [ophavsmand] 10. maj kl. 1:32 
@Dio Brando this mod is purely localisation and adding the weapons to the black market, it makes no changes to capture chance
Dio Brando 10. maj kl. 1:25 
Does anyone had problems with capturing exalt agents using extract corpses? During my playthrough everything at first works like a charm and when I stun and knockout exalt agent I for example can carry agent to extraction point or using fulton from extract corpses mod to capture enemy agents. When I capture EXALT agents there is usually messeage about agent being able to survive capture and for the capture I get 3 additional ablility points. And then on the avenger I can see captured agents in my roster. But it happens already second time for me when I load my save and try to capture stunned EXALT agents and when I use fultion there is message that "[here should be name of the agent] was gained from capture", no message about chances for survivorablity from capture or gainig additional ap points from capture. And when I get back to avenger no EXALT agent in my roster. Anyone had such problem?
MrCloista  [ophavsmand] 25. mar. kl. 19:38 
@Medicman that'd be set by the main mocx mod if it's possible at all, which i don't think it is.
Medicman 25. mar. kl. 1:30 
How do I get them to spawn with their class name (EG EXALT Soldier) instead of there generated character name
hottt3 19. mar. kl. 1:47 
Please please give a clear description of what this mod does as the first line in the description section! Thanks for the mod.
James Stone 2. mar. kl. 5:07 
Final Update: Unsubscribing and Resubscribing did the trick, I read somewhere that's the only real way to change load order in this game. Sorry for the bother, I'll leave the comments in case someone needs it in the future.
James Stone 2. mar. kl. 4:44 
Update: Units spawn with EXALT gear, XCOM voices and the chips still say MOCX. I think I'm getting weapons but they're not called EXALT (ADVENT gatling cannon was the one I got). So I think it's a localization override, I just don't know how to fix it or how to make this mod top priority
James Stone 2. mar. kl. 4:06 
I'm still getting "The MOCX Initiative" message in the strategic map, and I have no other MOCX modification mods (but I do have both Raiders and The Cult of Jariah as Raider factions). Is there any known mod incompatibility that would cause this?
kmanno 21. feb. kl. 10:27 
Oh, that's even easier than I thought. I can just add the damage stats to XComGameData_WeaponData.ini in the Mocx mod. I like having extra weapon options in TLM and enjoy that you added support in this mod. Thanks for your help on this.
MrCloista  [ophavsmand] 21. feb. kl. 9:47 
You'd need to modify the base mocx mod for stats etc. Easiest option is removing the tlm.ini
kmanno 21. feb. kl. 5:46 
Could this mod be easily modified to work with Iridar's 5two and Tesla loot mod? I'm using both and these weapons are popping up in TLM but of course their damage stats are lower than the 5two. Assuming everything can be done with template editor? Short of that, can I just delete the TLM.ini in this mod so the weapons aren't available for loot boxes?
kman11000 5. feb. kl. 21:17 
I am and it seems it was. That's very weird that it just purely steals them and doesn't pop up anything to notify you. Thank you for pointing that out to me
RustyDios 5. feb. kl. 20:55 
are you using the Combination Workshop and Laboratory?
it might have stolen the projects to be used there
kman11000 5. feb. kl. 18:44 
I am going to assume this is a mod compat issue on my end (large modlist) but for whatever reason with the Exalt Chip Decryption research I can see the unlocks prior to finishing the research (via a mod) but once I finish it the Archives/Report screen shows nothing and I get no pop ups to show things I unlocked. I already built a proving grounds and I cannot see the projects for the chips there either. I do not believe I am missing the means to make to them. Weirdly this is also happening with the Cybernetics research from the Augmentations mod. Resubbed and created a new save to test if maybe just a file error happened but the issue persisted (used console commands to test on the new save).
MrCloista  [ophavsmand] 24. okt. 2024 kl. 14:52 
@lichen93 yes the uniforms provided here are for random-gen exalt, any pulled from character pool will use their customisation
lichen93 24. okt. 2024 kl. 14:13 
Can I still custom their uniform if I want?
KrzepkiSzpinak 20. aug. 2024 kl. 7:52 
That makes sense, thank you for promt clarification!
RustyDios 20. aug. 2024 kl. 6:18 
LWotC changes it so you only get "corpse loot" on certain mission types, namely Troop Columns.
KrzepkiSzpinak 20. aug. 2024 kl. 5:55 
I have an issue with exalt loot - I see it dropping with specified weapons and items names but I am not getting it after the mission. It's not listed neither in items nor in artefacts in the post mission screen where all other loot is visible. I don't have it in inverntory as well. I'm running mod jam and experimental LWOTC at the moment. Any ideas what might be causing it?
FeeL 31. maj 2024 kl. 9:08 
Added Tesla Loot Mod support so its just automatic or i need to do something? cuz i belive this is doing something wrong...cuz im getting like beem cannons with 7-10 dmg even tho i just researched magnetic weapons
RustyDios 5. maj 2024 kl. 1:18 
For some mission types, yes. Might also be a by-product of something like the Yellow Alert mod.

If EXALT are landing then your concealment is broken and the Aliens are very much aware of you (as those things are the triggers for the EXALT reinforcement drop)

These are things from the base MOCX mod however, as this mod is just some re-skin & localisation.... ...
FeeL 5. maj 2024 kl. 1:09 
is it normal that on stealth missions like take vip to extraction...whole map isnt allarted, and second when exalt lands....whole map start rushing my position? i played like with "ttc" commands to see reaction....every turn everybody just rushes to my position even tho i have no active enemies
Unkown Rose 2. maj 2024 kl. 17:47 
would it be possible for the to advent to wrok with this mod
Pol 28. mar. 2024 kl. 5:18 
Alright I'll keep that in mind, thank you!
MrCloista  [ophavsmand] 28. mar. 2024 kl. 5:04 
@Pol that's all part of the original mocx mod for the actual weapons. This mod changes their models but not their actual template/stats
RustyDios 27. mar. 2024 kl. 13:13 
Denne kommentar afventer at blive analyseret af vores automatiske indholdskontrolsystem. Den er midlertidigt skjult, indtil vi bekræfter, at indholdet ikke er skadeligt (f.eks. links til websider, som forsøger at stjæle oplysninger).
Pol 27. mar. 2024 kl. 12:27 
Is it possible to change the weapons they use, or is it something I gotta check out with the MOCX mod instead?
MrCloista  [ophavsmand] 28. jan. 2024 kl. 15:37 
@VI/Six it's the same as the mocx one, this mod is mostly localisation changes. @Vanzgars making an exalt raider faction wouldn't be difficult, it wouldn't have the level of functionality mocx has though. in theory it'd be possible to duplicate the original mod and make a purely exalt version, but that'd be something RM would have to give permission for, and i'm not interested enough in doing it to ask.
Vanzgars 28. jan. 2024 kl. 11:21 
Impressive. Very nice. Now, let's see an EXALT stand-alone that can exist alongside MOCX. And have them be one of those "Raiders" factions too.
Vampyr 6. nov. 2022 kl. 20:27 
What's the itemname for the EXALT combat chips?
MrCloista  [ophavsmand] 7. sep. 2022 kl. 12:31 
This mod, aside from adding TLM and Black Market support is entirely cosmetic.
Lux Manifestus 7. sep. 2022 kl. 10:58 
Does this mod add the EXALT Long Lance sniper rifle? I noticed that it does not add the 'Squadsight' ability to the wielder. Was this intentional?
Darkeng 30. aug. 2022 kl. 4:42 
Figured out why I cant change their appearence - I need to work with core MOCX mod and only with Kevlar tier (finally managed to make them wear plates as torso deco)

Still, it leaves the issue with EXALT/MOCX not upgrading their look with armour and Reclaimed running in stardart EXALT suites with their class helmet
Plush Langobard 29. aug. 2022 kl. 14:45 
I did find a scuffed solution. You have to use the right and left arms parts from this dated version of Exalt suits instead https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=696566464&searchtext=EU+ports

For convenience:

X1Exalt_LeftArm
X1Exalt_RightArm
X1Exalt_LeftArm_F
X1Exalt_RightArm_F
Plush Langobard 29. aug. 2022 kl. 12:41 
anyone have a solution to units spawning with no arms?
Epigamesh 18. juli 2022 kl. 12:14 
@Mak I've noticed the same thing before, but it seems to come from the base MOCX mod (just before @MrCloista released his mod, I was trying to tweak the *.ini files because I already wanted to give them an exalt look ; the second an third tier were always the same as the first, no matter what I did).
Also, you might already know it, but in case, you can use the spawning commands with the consol (all the existing units, including MOCX are listed here : https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1223925683) and just make appear the specific unit you want to test.
@Cloista Thank you for this mod, by the way (and the many others I'm using too) ; it is a delight to fight exalt again :D
DERPKING1991 14. juli 2022 kl. 14:06 
someone should do a overhaul of Exalt in general to have all the og Exalt weapons but thats just me as I know it could be a while and it could be a while before xcom 3 comes out
Mak 1. juli 2022 kl. 3:05 
Ok so I noticed 2 interestign things.

1. (not relevant to anyone not messing with the cosmetics) All the EXALT soldiers are spawning with the apeparance set for the Kevlar tier armor for regular soliders. They have had upgraded armor in my campaign for a while and they still use the first appearance.

2. Found an EXALT Plasma Pistol on the black market for the whoping price of 0 supplies :P
Mak 23. juni 2022 kl. 15:45 
@MrCloista I found the config file and like you said it was pretty easy to figure out. Seems to have worked nicely as you can see here .

Though I think I might have found a bug. The first EXALT group i got in my campaign had a Reclaimed/Dark Skirmisher but even though I had set up different cosmetics for them in the config file he was wearing the same outfit as the rest. Cant really tell if it's all of them or just some since i hadn't encountered more of them yet.

This of course is irrlevant to anyone not messing with the cosmetics though since they'd all be wearign a versio nof the EXALT suit anyway..
Arkhangel 23. juni 2022 kl. 9:33 
Could be a weird issue with UCR. Though, from what I've seen, it looks like the Arms section Exalt arms just aren't showing up. Even for the two captured Exalt troopers I have.
MrCloista  [ophavsmand] 21. juni 2022 kl. 9:08 
@Mak it's not difficult just needs changing in the xcomdarkcustomisation config. @Arkhangel check that config I just mentioned for spelling errors, it may have corrupted.
Mak 21. juni 2022 kl. 3:13 
I was thinking of starting a new campaing with these guys but I have a question regarding the default outfits for random gen soldiers. Would it be a terriblly involved process for me to change the configs so that isntead of the EXALT suits they'd wear for example one of the full body torso pieces from This ADVENT cosmetics Mod ? Or woudl I be better off jsut mass producing a bunch of Dark ViPs into the soldier pool and hope for the best?
Arkhangel 20. juni 2022 kl. 23:48 
All of the ones I've seen so far. Spread across all classes. Randomly Generated ones.
MrCloista  [ophavsmand] 20. juni 2022 kl. 20:14 
which exalt units were they?
Arkhangel 20. juni 2022 kl. 19:34 
Got EXALT Spawning that don't have arms. Rest of the Cosmetics are fine, though.
MrCloista  [ophavsmand] 17. juni 2022 kl. 8:40 
VERY lucky. At FL14 in current campaign and i've not seen more than an advent mag pistol (tier 1)
Tacoaloto 17. juni 2022 kl. 8:11 
I'm only at like force level 8 or 9 and had an EXALT plasma shotgun show up in the black market. I'll just consider myself lucky and move on