XCOM 2
Xeno Zoologist Monster Master
66 Comments
Meman82  [author] 10 Mar @ 12:27pm 
@Realistic Dinosaur Collection Do you have a collection of the mods you are using?
Realistic Dinosaur Collection 10 Mar @ 12:07pm 
Using this in a mod pack. Way, way, way too many of this class spawn.

Also it's ridiculously OP spawning a berserker at LCpl.

OP and ... not interesting. There are no interesting choices to be made. Just... smash. Smash. Smash. Every turn.
Meman82  [author] 18 Feb @ 1:57pm 
@Marcus It is possible you would need to use the unreal editor and change out the berserker model in XZMMGameUnits.upk to the berserker omega. It has some custom animations for different attacks so you would need to make sure they transfer properly
Marcus 18 Feb @ 9:52am 
Wonder if a can change the berserker to a berserker omega. going to see if that can be done.
Digan 12 Jan @ 4:14pm 
That way then, you could scale damage and abilities that way ^^ Would be really fun and exciting to see what new "Evolutions" Each monster can get to :O
Digan 12 Jan @ 4:13pm 
Would be cool ^^ , Also Any chance you could make a version where, over time/ranks the monsters/classes evolve? to better variants ?
I know it would be alot of work but u could just make, Xeno Zoologist 2.0 :3
Like some modded Variants of Berserkers i seen , for example One called "Titan" As a brigadier, there was some Armored Variants and so on:) Could make for very epic Class (not that it isnt alrdy) :D
Meman82  [author] 12 Jan @ 3:05pm 
@Digan For the moment the only work around would be to change the individual attack value for the attacks you want to have more damage. For example in XComChryssalidData you could increase the damage of the basic attack from 3 to 4 if the upgrade doesn't feel substantial enough when you get to that point. I can push an update but that may take a bit of time as I haven't worked with XCOM for awhile.
Digan 12 Jan @ 1:27pm 
So, there is no way to edit how the scaling works per Computer tech?
Meman82  [author] 12 Jan @ 12:42pm 
@Digan sorry what I meant was I hard coded in the numbers for the damage bonus so you can’t edit it from the config.
Digan 12 Jan @ 12:31pm 
Ahh ok , thanks! :3 Maybe there is missing lines for damage scaling from the config? since its getting potentially ignored?
Meman82  [author] 12 Jan @ 8:48am 
@Digan So upgrading the super computer buffs aim, mobility, hp, and damage. Damage is upgraded by +2 at magnetic, and +4 at the last tier. Most of the numbers can be adjusted from XcomGameData_XenoZoologist.ini under [XenoZoologist_MonsterMash.X2Effect_XZMMSpawnUnit] but the config for the damage numbers seems to have been ignored though.
Digan 12 Jan @ 6:05am 
Oooh, i have not upgraded it YET , good to know tho :) Once i upgrade, ill report back ^^
Which stat does it scale with? if i wanted to change the scaling , as i run the game with custom configs ^^
Meman82  [author] 11 Jan @ 6:53pm 
@Digan Upgrading the super computer should upgrade damage, does it not for you?
Digan 9 Jan @ 4:30pm 
Also, is there any way to scale the monsters damage?? Would love to know that :O

Like if it could scale from Level of the Supercomputer or something :O Would be really good.
Dęąth Viper 20 Dec, 2024 @ 7:45pm 
Added you. I want to create abilities similar to the ones here, would love to know how you accomplished this!
Meman82  [author] 17 Nov, 2024 @ 1:01pm 
@csbrown101 It's not been mentioned before so it's likely a specific mod interaction but without more info its difficult to diagnose, however you should still be able to console command add it back. What specific command did you try?
csbrown101 17 Nov, 2024 @ 11:46am 
Has anyone encountered a glitch where if you equip the super computer, then swap to a different weapon, the super computer disappears from your inventory entirely? Not only that, when it does, i dont see another to buy from Shen, the upgrade to quantum is gone, and iam unable to create a new one with the add item command in the command console. This is the second campaign where this has happened to me, though in the first campaign, i had the primary secondaries mod from iridar, and thought id done something wrong by slotting it in the primary slot.
Meman82  [author] 10 Nov, 2024 @ 10:35am 
@Haless Soldiers still gain exp from going out on successful missions. This classes exp level curve is the same as the specialist where they need fewer direct kills to level and so roughly has the same time to level as other classes.

More xp leveling specific cans be found here
https://www.reddit.com/r/Xcom/comments/eutkny/xcom2_detailed_soldier_xp_and_leveling_post/?rdt=37764
Haless 10 Nov, 2024 @ 5:04am 
hello, sorry for this newb question, how this soldier gain xp if are his "summons" that are killing enemies? Or the kills are assigned to the summoner?
GUA 7 Aug, 2024 @ 6:22am 
Just got back to playing XCOM. This is my all time favorite class. I love having minions and creating armies. For me it works best eliminating the .In down below and actually allowing for multiple beasts. Fantastic work.
Meman82  [author] 4 Apr, 2024 @ 10:23am 
@Hunkules I'm addicted to that alliteration
Hunkules 4 Apr, 2024 @ 8:40am 
Beastmaster is a more fitting name In my opinion, but cool mod nonetheless
Meman82  [author] 25 Jun, 2023 @ 11:53pm 
@SUN-BEE It's been awhile but I believe if you go to XcomGameData_XenoZoologist.ini and remove
[XenoZoologist_MonsterMash.X2TemplateHelper_XZ]
+MutuallyExclusiveAbilities = (Abilities=(XZSpawnChryssalid, XZSpawnMuton))
+MutuallyExclusiveAbilities = (Abilities=(XZSpawnChryssalid, XZSpawnFaceless))
+MutuallyExclusiveAbilities = (Abilities=(XZSpawnFaceless, XZSpawnMuton))

and a way to pick abilities of the same rank you should be able to do what your asking. Do note this widely breaks the balance of the class.

Pre-Existing Characters may have to be rebuilt in order for the change to take affect on them.
SUN-BEE 25 Jun, 2023 @ 8:13pm 
This mod is awesome! However, I want to summon all 3 types of monsters, is there a way to modify the INI file or something?
Meman82  [author] 23 Apr, 2023 @ 7:58am 
@Jokerke A basic melee unit is a lost but once you get to the next tier you start summoning that paths unit.
Jokerke 22 Apr, 2023 @ 1:55pm 
What does "Summon one Basic Melee Unit" mean? What is summoned? A Stun Lancer?
Dinonoms 14 Jan, 2023 @ 11:27am 
Thanks a lot
Meman82  [author] 14 Jan, 2023 @ 11:24am 
@Sharknoms The super computer can be upgraded at the same techs that the gremlin can be upgraded. Those are the Advent Mech Autopsy for tier 2, and the Gatekeeper autopsy for tier 3.
Dinonoms 14 Jan, 2023 @ 10:53am 
Oh great =D
Mind telling me what research needs to be done for those?
Meman82  [author] 14 Jan, 2023 @ 10:03am 
@Sharknoms Aim scales with super computer weapon tier at tier 2 it's 75 by default and at tier 3 it's 80 aim. Also the faceless subtree begins with +10 aim by default. Without their master guidance (holotargeting) the monsters are going to be about as accurate as rookies.
Dinonoms 14 Jan, 2023 @ 6:18am 
Is there any way ti increase the Base Aim of the summoned monsters aside from holotargeting? 65 is a very underwhelming.
walt.bustamante 15 Dec, 2022 @ 11:20pm 
very interesting mod, i been wanting some sort of Beastmaster for a while cause i love berserkers too much.

My only grips are that it give you access to chryssalids and Berserkers too soon in a campaign, you'll be summoning them before you even face them as enemies and that summoning has no visual effects.

Maybe for the mod to make more sense you should turn the second cell of the Psi lab into the place where you get this unit and train it there or make it a Berserker autopsy reward since is the stronger unit it summon.

wish i could do it but have 0 knowledge about modding.

ty for your work!
recruit564 1 Dec, 2022 @ 9:17am 
@shaggoth hi, yeah the destroy bases page has a lot of people complaining about issues it was the ambush feature chiming up at a point where i had a few different projects finishing at the same time . but since back loading i haven't had any issues that i was (though admittedly i have not tried to perform any of those covert missions since) and have had this mod in and thriving with the it pack mod making him a bad ass. good tip would be to install a mod that allows you to equip pistols or melee weapons in your utility slot, hope this is useful thanks @meman82
Eyesight 21 Nov, 2022 @ 3:55pm 
You can still play with the mod active but only regular human can use it , if one the viper learn it, maybe try to force it to switch to something else otherwise the game crash when you select the viper with the monster master class.
Shaggoth (Ищезаяц) 21 Nov, 2022 @ 1:14pm 
shit really? rectuitment interrogation is a must have one for me :steamsad:
Eyesight 20 Nov, 2022 @ 5:20pm 
it's a nice mod but after your summon die , you have to be carefull , your summonner become kinda useless , he can still do utility stuff.
Why not putting the summon animation from the warlock when you spawn a unit? They look to spawn out of thin air .
Also that mod is not compatible with the recruitment interrogation mod that allow you to recruit viper with base classe , if one of the viper learn that class , the game crash.
Shaggoth (Ищезаяц) 19 Nov, 2022 @ 10:34am 
hmmm, ok. i'm just building modlist for next playtrough at the moment :) and would definitelly like to have both :) thanks for clarifications
Meman82  [author] 19 Nov, 2022 @ 10:08am 
@Shaggoth I can't say for sure as a problem did arise for recruit564 but it sounded to me like it wasn't due to this mod as it was crashing before any units could be put into place. I don't overwrite anything and I doubled checked that against the raider bases mod and didn't see any obvious conflicts. If it is due to this mod it's likely from installing it mid campaign, as back loading seemed to solve their issue but it seems more likely the problem lies else where.
Shaggoth (Ищезаяц) 19 Nov, 2022 @ 2:46am 
so it's incompattible with destroy bases mod?
Meman82  [author] 17 Nov, 2022 @ 8:38am 
@recruit564 Glad to hear you got it working and are having fun with the mod!
recruit564 17 Nov, 2022 @ 8:33am 
@Meman82 yeah it was when I was using the destroy raider bases mod, it would crash every time the covert action was ready and I had done one a few days before downloading this and few others. I back loaded and am working past the issue sorry to suggest I’ll just thought I’d ask if you knew any as it wasn’t written on the page but all good and am having great fun with your mod.top mod combo suggestion is the jet pack mod as the dynamic duo flying in at the perfect pod pop is awesome. Thanks for your help regardless!
JackCarver 17 Nov, 2022 @ 5:35am 
Kinda wish he could get a pistol primary so he isn't relegated to hunkering down every turn like a civilian escort.
Meman82  [author] 16 Nov, 2022 @ 7:42pm 
Meman82  [author] 16 Nov, 2022 @ 12:33am 
RPGO Version now including Monster Master Units is out now
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2632853751
Meman82  [author] 15 Nov, 2022 @ 10:03pm 
@Eolo Chryssalids cannot melee attack civilians.
WaldoTheRanger 15 Nov, 2022 @ 6:40pm 
Whoa that's a great unique concept for a class
Jericho 15 Nov, 2022 @ 5:40pm 
Can Krissalids attack civilians to spawn cocoons?
Shapeless 15 Nov, 2022 @ 3:33pm 
@Meman82 sorry I worded it odd. Yeh more like the second part of what you were saying, I don't think its necessary, But I was just interested. Since a lot of classes were made proficiency style. This one is such an awesome idea though! Big fan of a class like this, it almost feels like Blue Mage
Meman82  [author] 15 Nov, 2022 @ 1:06pm 
@recruit564 I don't think this mod should be incompatible with any others I don't override any base game files. Is the crashing on startup or when an action occurs?
recruit564 15 Nov, 2022 @ 10:18am 
Have you got any idea what this mod might not be compatible with? I’m getting crashes and as it is one of my new mods that joined the roster shortly before it started crashing I thought I’d look into it(even just to cross it out as an issue) thanks for your time