XCOM 2
MOCX Class: Phantom
19 Comments
ikki 20 Aug, 2024 @ 8:11am 
make sense, thx
FearTheBunnies  [author] 20 Aug, 2024 @ 7:56am 
@ikki Fixed the WIO integration pieces. I did not touch the damage arrays as I manually created those versus just copy/pasta'ing what WIO did.
ikki 19 Aug, 2024 @ 7:06pm 
3) Also the config doesn't attach WOTC_APA_EnemyTech together with SkeletonizedStock, which seems to be purely cosmetic, but its also the ability responsible for informing the player that the mocx weapons don't benefit from bridge techs... which is ironic considering that the 1) typo actually means they do affect them right now.
All pretty easy to adjust locally but I figured it was worth reporting here as well.
ikki 19 Aug, 2024 @ 7:06pm 
1) XcomWOTC_APA_WeaponItemOverhaul.ini mentions Dark_VektorRifle_MG/CG/BM instead of DarkVektorRifle_MG/CG/BM so the change to t6 wio is supposed to be doing doesn't actually happen.
2) The damage spread is also a bit off. WIO gives regular xcom bullpups and vektor rifles the exact same damage spread but the mocx counterparts setup by wio for bullpups and this mod for vektors are actually different. Along the way I accidentally discovered that wio didn't apply its damage changes properly because of a mistake in code thx to smg->bullpup mess, but that's just a funny sidenote, besides the point.
FearTheBunnies  [author] 9 May, 2024 @ 8:05am 
No idea how it would react, but I doubt it would do good things. Using something like WSR or XSkin would be the first options I would suggest. Have fun tinkering!
Kawapatch 9 May, 2024 @ 7:28am 
@FearTheBunnies Cheers for the quick response! Out of curiosity, how would the mod react if the asset mod was simply missing? I'm assuming it wouldn't be happy with it missing assets but I thought I'd ask anyway haha. Best case scenario I wouldn't mind seeing them shoot bullets out of thin air!

I was initially thinking of setting up Weapon Skin Replacer to replace just the assets of the DarkVektorRifle_CG weapon template to be magnetic and leaving the rest as is, but seeing that there are also the weapon upgrades I'm assuming I'll need to swap those out as well. Luckily WSR seems to be capable of doing that as well.
FearTheBunnies  [author] 9 May, 2024 @ 5:37am 
@Kawapatch If you want to decouple from Iridar's assets you will have to dig deep into the configs and code. Iridar's assets are used to create Coil Vektor Rifles, which are the MOCX T2 weapons. You would need to use tooling to replace all the armory UI image, the weapon archetype, and all of the attachments for it.
Kawapatch 9 May, 2024 @ 4:41am 
Hey Fear, I was wondering if it's feasible at all to decouple Iridar's LW2 Laser and Coil Weapon Assets from this mod? Not asking you to do it unless you feel like it of course, but wandering if I could use something like Template Master to replace the coil Vektor Rifle with something else? I'd really love to use this mod in my setup but as it is I've got nothing else using those Laser and Coil Assets and I'd like to avoid unnecessary bloat.
FearTheBunnies  [author] 14 Sep, 2023 @ 5:29am 
@Mask That comes from the Proficiency Hero Class plugin mod. If you are not a fan of the Dark Reaper class then it is very simple to either drop the plugin mod or go into the configs and strip out the class you do not like. This mod, on its own, returns captured Phantoms as Reapers.
Mask 13 Sep, 2023 @ 10:00am 
I appreciate your work, but mate please tell me one thing, how does a reaper carrying a gremlin and a tree full of gremlin perks make sense? I like that mocx have reapers but capturing them(?) totally useless and not worth at all. I humbly ask you to rework this mod to be more attractive to capture them.
FearTheBunnies  [author] 6 Sep, 2022 @ 7:44am 
@LeyShade Thanks for the report. Fixed!
LeyShade 4 Sep, 2022 @ 8:11am 
Error: Redscreen: ImportText (SoldierRanks): Property import failed for AbilitySlots in: (AbilitySlots=((), (AbilityType=(AbilityName="Highlands")), (AbilityType=(AbilityName="FTB_PhantomSting", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon)), aStatProgression=((StatType=eStat_Offense,StatAmount=2), (StatType=eStat_HP,StatAmount=0), (StatType=eStat_Strength,StatAmount=0), (StatType=eStat_Hacking,StatAmount=0), (StatType=eStat_CombatSims,StatAmount=0)))

Fixed errors in XcomDarkClassData.ini. Fixable by replacing files contents with copy from the below Pastebin =)

https://pastebin.com/0XFYqE9Q
LeyShade 4 Sep, 2022 @ 8:11am 
Error: Redscreen: ImportText (SoldierRanks): Missing key name in: (AbilitySlots=((AbilityType=(AbilityName="SoulReaper", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon))), (AbilityType=(AbilityName="Deadeye", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon))), aStatProgression=((StatType=eStat_Offense,StatAmount=2), (StatType=eStat_HP,StatAmount=1), (StatType=eStat_Strength,StatAmount=0), (StatType=eStat_Hacking,StatAmount=5), (StatType=eStat_CombatSims,StatAmount=0)))
Warning: Redscreen: ImportText (AbilitySlots): Missing opening parenthesis: aStatProgression=((StatType=eStat_Offense,StatAmount=2), (StatType=eStat_HP,StatAmount=0), (StatType=eStat_Strength,StatAmount=0), (StatType=eStat_Hacking,StatAmount=0), (StatType=eStat_CombatSims,StatAmount=0)))
The Ice Cream Man 31 Aug, 2022 @ 7:34am 
Thank you very much!
FearTheBunnies  [author] 31 Aug, 2022 @ 6:10am 
Yup, forgot them in the weapon template. All fixed now.
FearTheBunnies  [author] 31 Aug, 2022 @ 6:02am 
@The Ice Cream Man I probably missed something on my end. I will look into it.
The Ice Cream Man 30 Aug, 2022 @ 7:19pm 
This mod is long overdue. Excellent work.

Also I noticed the Phantom Vector Rifle doesn't have upgrade slots when equipped. Is this intentional or should I start looking for something wrong in my configs?
FearTheBunnies  [author] 26 Aug, 2022 @ 9:52pm 
The naming conventions and inspiration are similar, but that is all. The Raider faction is an independent faction that fights both XCOM and ADVENT whereas this is a Reaper based class for the MOCX faction. That means that when MOCX spawns units, it can now spawn Reaper soldiers alongside the regular classes and Skirmishers and Templars.
Lux Manifestus 26 Aug, 2022 @ 9:46pm 
How does this compare to the original Phantom faction mod?