XCOM 2
MOCX - ADVENT Division: MOCX Reskinner
39 Comments
KnoxAHHHHHHHHHH  [author] 16 Oct, 2023 @ 9:14am 
@Masako Follow the "Incorrect Out Error" fix if you haven't already. I'm unsure if this would be a LWOTC issue or just the mod deciding not to work.
Masako 16 Oct, 2023 @ 8:59am 
I can't get this to work with LWOTC. I've installed all requirements and typed the RegenerateMOCXCrew command. If anyone has a solution, I'd appreciate it. If not that's okay too.
M0NSTER 25 Mar, 2023 @ 11:17pm 
Thank you, just want to save someone else from running into the same problem. Thank you for the update and the mod.
KnoxAHHHHHHHHHH  [author] 25 Mar, 2023 @ 1:35pm 
Because you asked, I have added a new section for the mod description stating the possible fix.
M0NSTER 25 Mar, 2023 @ 11:53am 
Just to save others the problem I ran into, any chance you could make the issue on Not replacing "bUseCharacterPoolOnly =" from true to false in MOCX Customizer+ config be more noticiable or put it in it's own section of Important. Had half my character pool eaten up by MOCX. (yes i know i should read all the mod descriptions)
Ember 13 Mar, 2023 @ 11:30am 
And never mind- the config changes did nothing.
Ember 12 Mar, 2023 @ 5:18pm 
seems to be an issue at my end, my config kept reseting in AML and I had to go change em the old-fashioned way, they seem to stick now so there shouldn't be any further problems (I hope)

Sorry if I made you worry.
Ember 12 Mar, 2023 @ 5:12pm 
configs* damn I shouldn't mod pastm idnight,
Ember 12 Mar, 2023 @ 4:30pm 
regenerated after changing conflicts, still happening.
KnoxAHHHHHHHHHH  [author] 12 Mar, 2023 @ 2:38pm 
If this issue still persists, please inform me.
Ember 12 Mar, 2023 @ 2:36pm 
I suppose the default gear was due to the armour then, the soldiers only became my character pool soldiers the moment they got to warden armour (I use unrestricted customisation)
KnoxAHHHHHHHHHH  [author] 12 Mar, 2023 @ 2:29pm 
That is entirely due to an option with MOCX Customizer+, it chooses from recruits and dark VIPs; there is an option to disable that in the config.

If you use AML (Alternative Mod Launcher) you can use the config editor built in at the bottom of the mod manager. Go to "Config/XComDarkXCom.ini" and under "Cosmetic Rules" has the list of rules that enables MOCX to use your character pool.

Replace "bUseCharacterPoolOnly =" from true to false in order to completely remove the use of your character pool.

If that doesn't work there is another other config option you can try changing to false (that being "bRookiesAreWildcardClass =")

If you do not wish to go into the config options, simply just ensure your character pool has a class set and is not listed as a dark VIP, then it should work fine.

If you use that change the config mid campaign, make sure you type in the console command "RegenerateMOCXCrew" in order to completely refresh the enemy MOCX pool.
Ember 12 Mar, 2023 @ 1:51pm 
I think i figured out a reason? some of the MOCX soldiers suddenly showed up using my character pool characters.
KnoxAHHHHHHHHHH  [author] 8 Mar, 2023 @ 6:05pm 
Strange this was originally the issue I saw after removing MOCX Customizer+, but if the issue still persists, I'll try some updates soon. My guess is, as said previously, a mod priority issue, so I'll likely try forcing my mod to run after MOCX Customizer+.
Ember 8 Mar, 2023 @ 3:33pm 
but I had the MOCX Customizer+ installed? or was that a more general message not aimed at me?
KnoxAHHHHHHHHHH  [author] 8 Mar, 2023 @ 2:47pm 
After some testing, it has been revealed that not having MOCX Customizer+ installed makes MOCX units use their base equipment, requirements have been updated accordingly.
KnoxAHHHHHHHHHH  [author] 6 Mar, 2023 @ 12:54pm 
It could be based off mod priority, I'll see what I can do.
Ember 6 Mar, 2023 @ 12:06pm 
*other mods
Ember 6 Mar, 2023 @ 12:06pm 
I have them all equiping the same kevlar outfit, without having any mods that should effect MOCX
KnoxAHHHHHHHHHH  [author] 26 Feb, 2023 @ 5:33pm 
In the Gameplay tab of Options, make sure all cosmetics are disabled, it could be due to it attempting to select multiple different options there, I'll attempt to try to figure out the issue and update it with a new build
Risitas_Fanboi 26 Feb, 2023 @ 3:18pm 
It was a new campaign, what should I do?
KnoxAHHHHHHHHHH  [author] 26 Feb, 2023 @ 10:05am 
@Risitas_Fanboi, did you just install the mod mid-game and have you tried regenerating MOCX crew, if there are still these issues, I can try investigating, but the underlying problems might just be with certain cosmetic mods that are unable to be disabled from character generation.
Risitas_Fanboi 26 Feb, 2023 @ 8:18am 
I dont know what is wrong but for some reason MOCX units that are assigned to a class (I mean above Rookie) also doesnt seem to use their intended armors, they just seem to equip random cosmetics, I even had one with an invisible torso
KnoxAHHHHHHHHHH  [author] 20 Feb, 2023 @ 6:57pm 
No problem, I updated the mod description in-case anyone else has this problem.
Hermit CRABBO 20 Feb, 2023 @ 6:53pm 
@KnoxAHHHHHHHHHH
Thank you so much :praisesun:
KnoxAHHHHHHHHHH  [author] 20 Feb, 2023 @ 6:51pm 
@havokscorp @Hermit CRABBO, If you add this mod mid campaign, you NEED to regenerate your MOCX Crew, install MOCX Customizer+ and type the console command "RegenerateMOCXCrew" and then the problem is solved. The reason it doesn't work without doing this is because there is an actual roster of units they have, so they won't automatically replace
Hermit CRABBO 20 Feb, 2023 @ 6:35pm 
do not use this in mid game
it won't work
RomRojal 20 Feb, 2023 @ 3:26pm 
got it thanks
havokscorp 20 Feb, 2023 @ 2:13pm 
Safe to add mid campaign?
KnoxAHHHHHHHHHH  [author] 20 Feb, 2023 @ 1:40pm 
@RomRojal The MOCX Initiative mod adds coil weapons itself and doesnt require any mod to bring them in. The Beam weapons are from the base game.
RomRojal 20 Feb, 2023 @ 9:08am 
what would happen if I don't have any mods that add beam and coil weaponry?
Mac Dog64 20 Feb, 2023 @ 2:20am 
@KnoxAHHHHHHHHHH, Cool if so looking forward to it:)
MrCloista 19 Feb, 2023 @ 3:56pm 
Also gz on the release, always nice to see other takes on what mocx could be.
MrCloista 19 Feb, 2023 @ 3:42pm 
@Mac Dog64 there are many such mods, Claus' Assault Troopers and Pathfinders for a start.
KnoxAHHHHHHHHHH  [author] 19 Feb, 2023 @ 3:21pm 
@Mac Dog64, I always wanted to make mods that add new enemy units/items, but I have never known how to do so, instead I decided to start making classes and this reskinner as making an enemy mod will likely need some of these aspects. Maybe at some point I'll get my ideas for new ADVENT units actually working.
Sweet6Shooter 19 Feb, 2023 @ 11:01am 
This looks nice!
Mac Dog64 19 Feb, 2023 @ 6:59am 
Cool, I hope there is a mod that adds new ADVENT units to go up against in the game. A dedicated mod that adds numerous units, like the Long war Alien mod but ADVENT oriented.
Deadput 19 Feb, 2023 @ 6:31am 
Very nice, I've done similar with the times I used MOCX in my games since I too was unimmersed by them using Xcom armor by default, them being a special forces Division so to speak in Advent really makes them more immersive since they already shared weapon tech with Advent so why not armor too?

Great to see the concept released as it's own mod though!
Sosa 19 Feb, 2023 @ 5:06am 
first v2