XCOM 2
Expanded Playable Aliens - LWOTC
170 kommentarer
JugiBugi 12 jul @ 5:26 
Hi, it seems that Muton infiltrator cannot use rupture bought with training center.. it would seem that rupture doesn't allow to be used with its weapon?
geh4th 22 jun @ 12:59 
I didn't realize that binding is a built in adjacency ability that doesn't require a Tongue Grab. Thanks for the explanation.
Mrvecz  [skapare] 20 jun @ 19:47 
Entwine affects the adjacency caused bind as well, which almost all vipers have access to, pretty much everyone but Taipan. The defence bonus would apply in that case as well and if the snake has access to ranged bind, then that would be augmented as a bonus.
geh4th 20 jun @ 14:05 
For the Naja, both Tongue Grab ("GetOverHere") and Entwine (M31_PA_Entwine) are in the Tier 1 Xcom Deck, but Entwine is an enhancement to Tongue Grab. This means that rolling Entwine is useless, because there's no grab to apply it to.

I recommend moving Entwine to the Tier 2 deck, swapping out with Will to Survive. It'll still be useless if you don't get Tongue Grab at Tier 1, but this way at least they can both be used if you're lucky enough to get them. An alternative is that perhaps Tongue Grab can be moved to the class core abilities or to one of the standard ability trees, enabling Entwine to be used if rolled.
Mrvecz  [skapare] 11 jun @ 23:06 
Yeah, Muton Hunters mod by Claus, it was missing from the requirements, i also added Ted Jam to the requirements, its technically not mandatory, but TJ contains too many fixes for internal mechanics that are outside of my scope of the mod - and besides, it was made with Ted Jam balancing in mind.
Big Brother Max 11 jun @ 17:20 
Hey some of them are missing like the muton prowler and hunter are there any specific mods that contradict? I have mainly just LWOTC mods non that mess with aliens.
«Wyvern» 11 jun @ 4:55 
Hi again. The last update you did has removed the POI which was pending on my world map. So i will be able to send you a feedback only when i will start a new alien rescue mission since the POI is gone
Mrvecz  [skapare] 11 jun @ 4:25 
A critical fix is out, i restored the script file from a backup from 2 months ago, this should definetiely fix it, once and for ALL
Willrocks147 10 jun @ 17:30 
Hi, I was aware of the issue. I resubbed, unsubbed, resubbed, updated via AML
and waited a long time, got a new alien rescue mission for that psychic viper melee. Taipan?
Game crashes when in the pelican headed back to base.
«Wyvern» 10 jun @ 7:49 
Facing an issue here as well
Unsubbed, resubbed, regenerated the mission by loading a save before the Rescue alien cover mission finishes. When the mission is completed, im crashing in the loading screen supposed to lead me the interior of firebrand with mission stats and propaganda annoucement.

Theres a particular visible line on crash logs which display:

Validation Failure Summary (These event listeners have been REMOVED) :
JugiBugi 10 jun @ 6:51 
Resubbed and still crashes so the POI must have been generated prior update so will add the recruit with command. I will report if future POI crash the game again.
Mrvecz  [skapare] 10 jun @ 6:43 
Sub and resub to EPA, as i pushed out a critical bug fix two days ago, the steam does not always update it correctly, though if the POI already exists, it will be broken forever as its already generated, so feel free to AddAlienRecruit PA_FrostViper to your barracks and get bluey that way.
JugiBugi 10 jun @ 6:36 
Hi, POI alien uprising just crashed the game. (Mod seems to be up to date) So the solution now is to ignore it and just add an alien recruit with a command?
D3athspartn 8 jun @ 8:46 
don't know if yesterdays big update caused this but my rescue alien defector missions are now glitched where they don't show or give any rewards. was working fine two days ago and i didnt add or remove anything
DoctorC 11 maj @ 19:35 
Allies Unknown Redux Species: Vipers is also working fine with this mod, but it will create a different class of "viper" to the pool. Same as Viper faction
D3athspartn 22 apr @ 14:45 
Previously the Taipan was working fine for me but in my recent run they font have their sword abilities despite having it equipped. I have other viper mods but none with conflictions. Jc if this was a previous issue or a new one.
dan0001 18 apr @ 5:21 
cool thanks :)
Mrvecz  [skapare] 18 apr @ 5:14 
You will be able to roll for them even mid-campaign, though do beware its still RNG to get them. Wraith would be semi-guaranteed given its handed out via covert operation after the second chosen hunt.
dan0001 18 apr @ 4:44 
I am playing Ted Jam without Requiem at the moment, but I am planning to add it into my campaign soon - will it be possible to then recruit the aliens that need Requiem once it is installed? Or does Requiem need to be installed from the start of the campaign to get those aliens?
Mrvecz  [skapare] 18 apr @ 2:16 
Yeah, that looks like it could work, on paper atleast
lety4ayavoropaeva 17 apr @ 15:10 
So, on the topic of Vipers in my collection, I can (should I) install?:
- Playable XCOM 2 Aliens
- Playable XCOM 2 Aliens For LWOTC
- Playable XCOM 2 Aliens - Viper Class Overhaul
- Expanded Playable Aliens - LWOTC

And I shouldn't install:
- Allies Unknown Redux Species: Vipers
- Viper Animation Depository [WOTC]

I can also install the following mods for other Aliens on the XCOM side, but without Viper:
- Allies Unknown: War of the Chosen Edition
- Allies Unknown Redux² – LWOTC Compatible
- Allies Unknown Redux Species: ХХХХХ (except Viper!)
and finally
- Reshi's Requiem Classes for LWOTC with all dependencies

At the same time, Vipers on the ADVENT side will also work correctly:
- Flame Viper - WotC
- [LWOTC] Flame Viper Bridge
- [WOTC] Armored Viper
- [LWOTC] Armored Viper Bridge
- Frost Legion
- [WOTC] Bio Division 2.0
- A Requiem For Man: The Requiem Legion
lety4ayavoropaeva 17 apr @ 14:42 
Thanks!
Mrvecz  [skapare] 17 apr @ 13:34 
Viper class overhaul is needed for some perks, Allies Unknown Redux will break animations of Vipers. Not sure if its still broken atm but it was last time i used it, though there were some changes to animations for vipers that might fix it, but i cant be certain.
lety4ayavoropaeva 17 apr @ 12:51 
It is known that mods
- Playable XCOM 2 Aliens - Viper Class Overhaul
- Allies Unknown Redux Species: Vipers
conflict with each other.
Which of them can be used with this mod?
Or is their conflict fixed at the level of your mod and I can install all 3?
Mrvecz  [skapare] 27 mar @ 5:05 
Ah i see, i will have to mark the bomb as infinite and clog up the inventory with yet another item
Canthyse 26 mar @ 9:31 
When I unequip barracks, the frost bomber loses his cryo bomb, and the heavy slot remains empty. Only way to recover it its to respec everytime or not using unequip all.
Mrvecz  [skapare] 26 mar @ 2:52 
Nope, its not really an alien lorewise and also i put a stop on the content creep when it comes to new aliens so i can focus on refining what already exists.
Canthyse 25 mar @ 16:48 
any chance to add a playable codex?
Savion 15 mar @ 12:29 
Nice. I'll do it right now and let you know.
Mrvecz  [skapare] 15 mar @ 12:19 
Get he newest version, as i have patched it today, steam probably didnt update it properly
Savion 15 mar @ 12:15 
The Wraith's "Nightmare Devour" doesn't seem to be working. I've used it on a few panicking units with no effect. Not even an animation.
Mrvecz  [skapare] 3 mar @ 9:32 
It will be janky, probably, but should be functional, not all Ayys though, but all sneks, all mutons besides the berserker, both andys and all sectoids besides the Wraith can do it, though for proper effect, new campaign will be best.
Sir Dogged VI 2 mar @ 16:07 
yooo aliens being able to bond is so dope! excited to make some new friends
Stalker3133 16 feb @ 13:34 
Started a new play through and works peachy, guess my old one just had a weak bug
Mrvecz  [skapare] 16 feb @ 4:59 
Patch with the fix to it and some other things that got caught in the crossfire of the script optimization spree is out...no idea what will happen to the current one tho
Stalker3133 15 feb @ 9:08 
No, it showed up as "friendly loc missing name" tried running with it anyways but loaded up with no melee attacks. He physically CANT melee
Mrvecz  [skapare] 15 feb @ 1:52 
What do you mean by despawn ? Does he T-pose now if he melees something ?
Stalker3133 15 feb @ 0:26 
Howdy! For some reason my muton infiltrator now has his melee despawned permanently. (mid campaign too?) Tried adding another one to my barracks via console command to see if it had it but no dice. Sadly made the guy unusable lol. Any idea?
Nero 8 feb @ 8:46 
I see thank you
Mrvecz  [skapare] 8 feb @ 8:32 
Viper Overhaul still has some perks used, though in future that will not be case (Sidewinder still remains), also i dont know if it will work with the viper species when playable vipers and XCOM classed viper soldiers are two different beasts
Nero 8 feb @ 8:24 
so viper class overhaul is no longer needed with this mod? and does that mean this works with danger's viper species mod now?
Intercalation 1 feb @ 13:05 
i played a bit more with the frost adder and his run and bind seems to be inconsistent, sometimes it does hold the grab when damaged, but sometimes it just lets go after a simple standart attack connects (yes i did make sure that there weren't any debilitating or damaging debuffs on it when it released the target). Not sure why this happens.
Intercalation 29 jan @ 11:15 
my frost adder had no abnormal status effects like disorient, poison, burn, acid or any other, i just used the run and bind on an enemy advanced trooper. On the enemy turn a normal trooper shot it once and the snake immediatly released the target
Mrvecz  [skapare] 29 jan @ 6:36 
Alright i patched out the broken shotgun perks, but i am not sure to make of Frost Adder letting go when damaged ? Was he burned ? Disoriented ? As normal gunfire from a trooper should not break the bind.

IF its Frost Adder or Winter Sentinel, the other vipers would let go when damaged.
Intercalation 29 jan @ 5:21 
also, the same snake has the slug shot ability, but its not compatible with its shotgun, which is what is says in the mission when i try to use it
Intercalation 27 jan @ 10:04 
hey, the big frosty snake has a run and bind ability, which states that it does not let go of the target even if damaged, but when i tried it out it released the target after taking a graze hit from a base game trooper. Is this a bug or the description is wrong?
Mrvecz  [skapare] 11 jan @ 8:49 
The way this mod detects if it can hand out requiem content is it looks simply if Requiem Legion mod is active or not, meaning you would have to trick the game by having Requiem Legion active, but you would have to gut...pretty much everything.

Problem is, how much, i cant tell you because i never done it before and you cannot just bulk delete everything without unforseen consequences.

So either take the L here, or brace for impact.
Reshi did create a second wave option though for nerfing the Requiem Legion troops, maybe try a campaign with that on ?
The UltimateZapZap 11 jan @ 8:27 
I'm too much of a casual for requiem legion, as i used it before. Is there any way to grab only the assets so i have the requiem units?
Mrvecz  [skapare] 11 jan @ 3:25 
Together with Nocturni and Merist on Discord, we essentially assembled this mod together to be fool-proof when it comes to requiem legion, so just as you have read in the description, they will only spawn if you use it, but mod works completely fine without it, you would only lose some content.
The UltimateZapZap 10 jan @ 19:34 
I see**