XCOM 2
[WOTC] Chimera Squad: Verge Squadmate
122 Comments
Daddy Takeda 12 Jul @ 5:29pm 
I already subscribed to this mod while I was looking for a solution, but didn't have the heart to test it. At least it's there in case one day I forget and bring them on these missions again. :laughing_explorer: Thanks for the suggestion, though.
M0NSTER  [author] 12 Jul @ 3:31pm 
You can add this mod to take them on those missions:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1124713229
Daddy Takeda 12 Jul @ 3:19pm 
Yep, learned that the hard way. Not bringing him and Torque on these official/story missions. Still would love to have been able to mod his personal information like his names, nationality, voice, etc. Thank you for taking the time to reply, it is really appreciated. :KneelingBow:
M0NSTER  [author] 12 Jul @ 3:16pm 
I don't believe any custom characters can be brought on that story mission for that reason. You shouldn't run into that issue on any other missions. As far as adjusting the nationality as he is a custom character I believe you would have to program each flag on the back end to work with the Verge character template 'VergeSoldier'.
Daddy Takeda 7 Jul @ 4:09pm 
Oh, I now see that his ability is called Blink and is from Mitzruti's Perk Pack. So if it is possible to modify this ability in MPP ini file, it surely will take effect for Verge as well?
Daddy Takeda 7 Jul @ 4:05pm 
For example, his teleportation/phasewalk ability.
Daddy Takeda 7 Jul @ 3:51pm 
I was looking into XComEnvoy.ini and I see that more than half of Verge's skills are not in there (probably just the ones you created for him?). Is there a way I can also edit the other skills?
Daddy Takeda 2 Jul @ 8:17am 
It would have been nice if you allowed us to change Verge nationality / flag instead of locking it. ^^'
Daddy Takeda 1 Jul @ 11:39pm 
I took him on the mission that introduce Reapers, and I can't extract him. He "doesn't count", the game don't recognise him being in the extract area... So I can't go further...
Big Brother Max 11 Jun @ 6:21am 
Hey in console what is Verge's name because it doesnt show up when u use Verge
M0NSTER  [author] 23 May @ 4:38pm 
I use RPGO so I don't think that would conflict at all.
SusSusAmogus#СhillSusBang 22 May @ 10:24am 
IDK But verge didn't spawn on Gatecrasher mission (try all spawn slots), don't work console command. Will try to test all possible variants some later and post the solushion (if find)...
Mb some RPGO mods disable this...
M0NSTER  [author] 11 Feb @ 2:21pm 
If you want to adjust that you can change the squad slot number for him within the XComVergeSquadmate.ini file. Adjust SquadSlot = 4 to a different number.
ScriptGenius12 6 Feb @ 5:55am 
Works without crashing, but notably Jane Kelly does not spawn on Gatecrasher if I use the mod that lets me start with her. She still spawns in the barracks as a ranger tho.
ScriptGenius12 3 Feb @ 6:01pm 
pLanning to test this
ScriptGenius12 3 Feb @ 6:01pm 
nvmd saw it in requirements
ScriptGenius12 3 Feb @ 6:01pm 
I have the No More Psi Amps mod
M0NSTER  [author] 2 Feb @ 4:36pm 
I don't believe so. Haven't had anything like that reported.
ScriptGenius12 28 Jan @ 11:36am 
Will he be affected by mods that let you start with psions like PSI Rookies and Rusty's Psionic?
M0NSTER  [author] 18 Jan @ 2:30pm 
you can adjust within the configuration file to make BattleMadness And Stupor non-turn ending, which is actually my preference.

If I ever push out a new update on this I will most likely make that the default. Will also take the info in the descriptions into consideration.
Dęąth Viper 18 Jan @ 9:30am 
May I make a small suggestions / request? I noticed a lot of his skills end turn. Can you change them to not end turn? And possibly add into the localization of all your new abliities the AP cost / turn ending functionality so we can make better informed decisions on what to purchase? Very cool class :D
DrunkenMoken 31 Dec, 2024 @ 7:50am 
Not sure why but I am unable to get the console command to function. I am already mid campaign and really don't want to start over again.
M0NSTER  [author] 26 Dec, 2024 @ 3:09pm 
All of the voice files for Chimera squad is available online, someone just has to make them into a mod. I actually started working on a blue blood voice pack but ended up getting busy IRL.

Might work on releasing the Skills / Class for him sometime in the future.
Lanford 26 Dec, 2024 @ 9:36am 
@M0NSTER Sad to hear that even though the class already finished.

How about release it as standalone class so at least his class is out there that it can drum the interest from other to make a cosmetic and voicepack out of him?
M0NSTER  [author] 25 Dec, 2024 @ 6:42am 
@shiro sorry haven't been on here in awhile. The conflict is a result of the GOW mod using a different version of XModBase. I ended up going with the version that the Torque mod uses which ultimately made it incompatible with the GOW mod.

@Haydern
I have blue blood class made up but couldn't get much interest in others helping get the characters and voice packs made so ultimately didn't publish the mod publically.
Shiro 3 Dec, 2024 @ 8:31pm 
Update: I did the best I could, but the problem seemed be in how that mod was coded. That's above my area of expertise unfortunately, and while I know enough coding to understand what it does in their scripts, I don't have enough experience modding classes to know what exactly they did to cause a conflict.

At this point I wonder if it might just be easier to rebuild their mod from the ground up...

If anyone wants to take a crack at it though, in the gears tactics class mod, I think the issue may have been located somewhere in their perk file. But, as I mentioned, I don't know what in that script is causing the issue :'(

I suppose I could try commenting out lines bit by bit until something happened to narrow it down further, but after about 9+ hours working on it, I'm out of willpower. :'(

Hopefully someone figures it out someday.
Shiro 3 Dec, 2024 @ 11:14am 
Any idea what could be causing the incompatibility with Gears Tactics mod? To explain what happens, since Gears Tactics is a required mod to an amalgamation class pack, when you try to load a game with both this mod and gears tactics mod it cause an infinite loading screen or a crash.

I'm doing a bit of testing so far, to determine if there's a possible fix there. I can get past the infinite loading by removing Gear Tactics config folder. But, obviously, that crashes the game if you try to load.

So the infinite loading may be caused by something in the config (crashing is probably related to that though). I'm hoping that I can comment out sections that Amalgamation doesn't need with Gears Tactics and HOPEFULLY that will resolve the CTD and Infinite Loading.

But... if it were that easy, someone would've done it by now, so I don't know if I'll be successful. Worth a shot though.
Haydern 19 Nov, 2024 @ 11:43am 
@M0NSTER Hey, any plans to do Axiom/Cherub/Zephyr?
M0NSTER  [author] 11 Oct, 2024 @ 8:31am 
You could try verifying the integrity of your files for xcom 2. It would reset any configurations you previously made though.

https://www.youtube.com/watch?v=dGMkYLu091s&ab_channel=Bodomi
noul52 11 Oct, 2024 @ 3:56am 
hello, i cannot see this mod in my mod list. I tried unsuscribing and suscribe again but nothing.
M0NSTER  [author] 10 Oct, 2024 @ 5:24pm 
Yeah don't mind me, filling in for night shift this week.
Epic Dovahkiin 10 Oct, 2024 @ 10:54am 
can confirm it works as intended when not using LWOTC though technically berserk and panic are 2 different status effects (and yes berserk is in basegame WOTC) panic ONLY hunkers down while berserk is as you stated MONSTER (and yes battle madness applies berserk not panic to anyone who will ask)
p6kocka 10 Oct, 2024 @ 2:27am 
I am writing it´s the typical LWOTC behaviour where the target just hunkers down after panicking. It´s not your mod´s fault. Just to let you know it´s LWOTC.
M0NSTER  [author] 10 Oct, 2024 @ 12:12am 
The skill has nothing to do with LWOTC. it's copied from Chimera Squad game code.

It's gives the enemy the Panic status effect. By default it will make the unit change positions, shoot at random allies, possibly toss a flash grenade, possibly hunker.

If the enemy is immediately hunkering down you have another mod changing the Panic status effect.
p6kocka 10 Oct, 2024 @ 12:04am 
LWOTC does it. THere is no "berserking" in LWOTC. The unit just hunkers down.
M0NSTER  [author] 9 Oct, 2024 @ 11:31pm 
Battle madness is more or less the base game panic skill which also adds them to the Neural Network. You can configure the skill to last beyond the end of the players turn if you wish.

If your people are just hunkering down you probably have another mod that is modifying the Panic status effects
p6kocka 8 Oct, 2024 @ 8:32pm 
Hello. Battle Madness doesn't work like intended in lwotc because the targeted enemy just hunkers down and in the very next alien turn it's combat ready
Epic Dovahkiin 3 Oct, 2024 @ 8:47am 
i don't know how but it's fixed now
M0NSTER  [author] 3 Oct, 2024 @ 8:03am 
Are you referring to his rank icon? His ranks are based off the psi-ops ranks if so. If that isn't what you mean if you upload a screenshot I might have a better idea what is causing the issue.
Epic Dovahkiin 26 Sep, 2024 @ 8:00am 
so i don't know what caused this but for some reason verge's xcom slot at squaddie has a big white square and it says "missing 'LocFriendlyName'' for None" despite the fact i have all the requirements
Masako 15 Sep, 2024 @ 1:31pm 
Found a solution, add this line to the XComUI.ini in dollhouse's config folder

+PD_CharacterTypesOverrides = (CharacterType = "VergeSoldier")

works like a charm after that. i would assume the process is the same for other custom soldier types
Masako 15 Sep, 2024 @ 1:14pm 
I'm unable to customize Verge with project dollhouse installed. Does anyone know a solution?
M0NSTER  [author] 18 Jul, 2024 @ 4:36pm 
The mod just uses the visual parts from the Chimera Cosmetics mod.

I'm not sure how to add the sectoid animations, if someone lets me know how I will add them though.
Metroid 18 Jul, 2024 @ 10:00am 
I have some questions about Verge's visual:
- Isn't he too small for sectoid (both height and head)? Because in Chimera Squad Verge is the tallest of all characters.
- Shouldn't Verge have regular sectoid's animations rather than human's?
Samurai_Shogun 21 May, 2024 @ 9:30am 
No
M0NSTER  [author] 15 May, 2024 @ 8:55am 
I just started a new campaign and my verge looked normal along with the arms and legs. Made sure to check the invisible parts mod was updated as well. Are you using the [WOTC] Unrestricted Customization Redux as well ?
M0NSTER  [author] 14 May, 2024 @ 10:41am 
I will take a look at it later, thanks for bringing it up.
Samurai_Shogun 8 May, 2024 @ 2:35pm 
Invisible body parts has their template names changed causing verge to have vanilla arms and legs
M0NSTER  [author] 27 Feb, 2024 @ 7:41am 
I know some of the older invisible body part mods had that issue. If you go into your main menu options and click on gameplay you can adjust the frequency of parts showing up. Make sure you have invisible limbs set all the way to the left.
silverleaf1 27 Feb, 2024 @ 5:56am 
@Monster This is not due to your mod but it is an issue with one of its dependencies, the invisible body parts mod. Invisible body parts seem to randomly occur on soldiers, even ones from the character pool, and sometimes it is not possible to change the part to a visible one. Sometimes changing armor to a different type will get rid of the invisible parts.