XCOM 2
Playable Black Empire - N'zoth Pack
26 Comments
Gazgemauch  [author] 25 Jun @ 6:32am 
@gorgonsmidt if you are having trouble seeing his character info, i recommend the debug camera which i put in the mod requirements for that very reason, using it to move the camera around is the only way to really be able to see the buttons behind N'zoth his enormous size
gorgonsmidt 24 Jun @ 8:46pm 
fixed it thanks for advice what mod would you recomend to see nzoths info
Gazgemauch  [author] 22 Jun @ 7:50pm 
@gorgonsmidt it should be in there if you started a new campaign with no prerequisites besides building the proving grounds itself, are you sure the mod is enabled before starting the campaign, and you don't have a project for "Complete the Circle of Stars"?
gorgonsmidt 22 Jun @ 6:07pm 
i just started a fresh campaign and built the proving grounds and yet the project doesn't show up is there a prerequisite i am missing
Ann Putnam Jr 23 Apr @ 9:02am 
The thought of being able to play with my personal favorite of the Old Gods had gotten me to reinstall the game after spending quite some time away from it all because of browsing the workshop on a whim and seeing this splendid mod. I'm quite a fan of the Black Empire, so even if it's not much, you do have my thanks and appreciation for your work.
Gazgemauch  [author] 20 Jan @ 6:55pm 
@Angel definitely sounds like some form of mod conflict, yeah. Try seeing if it persists on a new campaign with those mods disabled
Angel 20 Jan @ 6:40pm 
I managed to fix it by reloading the game. Now i've just ran into the issue of not being able to use any of their abilities/melee. If I had to guess I would think its to do with one of the other mods I have that adds a type of "melee/bash" ability
Gazgemauch  [author] 20 Jan @ 4:57pm 
@Angel that sounds very odd, can you describe exactly what's happening? It's not an issue I've encountered myself
Angel 20 Jan @ 4:33pm 
So, ive teleported with is ability once. but now, ever since I used that ability. I cant use Nzoth AT ALL. on any missions. any idea?..
Bilge-Soup Head 12 Jan @ 10:39pm 
Imagine being an average ADVENT soldier. You hear rumors about XCOM doing shady rituals at beaches using blood and sacrifices. Then you're sent to stop an XCOM squad.

They dun' weren't no rumor.
GUA 10 Jan @ 9:53am 
Finally, a "Soldier" worthy of the Requiem mods.
Gazgemauch  [author] 8 Jan @ 10:47pm 
@Greys Gambit. I put this in the description too, but I have it in mind to make enemy variants as their own Black Empire faction, along with potentially reworking the playable versions to tie into it. But, as I have zero experience in making AI, I cannot promise if it'll happen soon or not
Greys Gambit 8 Jan @ 10:42pm 
ay chance you could make this an enemy? like another raider class
Gazgemauch  [author] 7 Jan @ 7:48pm 
@VoidLight at the moment they require a new campaign for the proving ground projects to show up, I may add console commands to add them directly to your armory in a future update however
VoidLight 7 Jan @ 7:40pm 
Does this require a new campaign? If what are the consoles commands to get him in my existing save?
Zigg Price 7 Jan @ 7:06am 
This looks like a lot of fun. I love thematic new stuff, and actually kind of fits with some of the stuff I already have sort of headcanoned into my campaigns. Love it. The janky animations are a bummer, but I get that they didn't originate with you. Looking forward to trying this out.
The Wriggler 5 Jan @ 10:47pm 
Wow. All three of these mods are VERY impressive. You should be proud.
Mac Dog64 5 Jan @ 12:48pm 
@Gazgemauch: It's only been 5 days in 2025 and we already have a fantastic mod. An enemy pack conversion has been mentioned numerous times so I won't mention it. I think having these as a faction against XCOM and Aliens would be awesome, like the bandit factions mod. Or collusion with the aliens, but seeing new aliens is always exiting and this mod has tonnes of potential:)
Gazgemauch  [author] 5 Jan @ 9:26am 
@Lanford, if you are not going to use him without human soldiers, then by all means, Disable Random Poster is not required, I just put it as a requirement for people who don't read descriptions so they don't get soft-locked
Lanford 5 Jan @ 8:27am 
Does the "Disable Random Poster" mandatory if I'm not going to ever use him without human soldier in deployment? As "Disable Random Poster" has conflict with the mod that I use and I can't in good conscious use it. I'm worry about random promotion poster as it is solo soldier and he isn't a human.
JigglePhysics 5 Jan @ 7:53am 
These look pretty damn cool ngl. Any plans on making their abilities into they're own unique class(es) in the future?
Shaggoth (Ищезаяц) 5 Jan @ 6:19am 
I was actually addressing camera issue and eliminating his progression overall. Your call of course, just an idea
Gazgemauch  [author] 4 Jan @ 11:20pm 
@Shaggoth as much as that would be a cool idea, it wouldn't really make N'zoth any less powerful, it would just make it RNG-dependent on when ADVENT is suddenly going to unexist, along with making him more powerful than he already is if the spawn requirements requires one of the other bosses to also be present. With N'zoth (And actually with most the bosses I released) I recommend bringing them alone or in a pair of two in the case of the faceless or the hivemind. unless you've got a billion enemy mods, play on legend-ironman, and increase pod sizes by a lot, in which case, yeah they might need some help
Shaggoth (Ищезаяц) 4 Jan @ 9:31pm 
so basically like adven can rise up as a zombie with one of sitreps or dark events, i dont remember exactly. but with very low chance
Shaggoth (Ищезаяц) 4 Jan @ 9:29pm 
*ON their corpse
Shaggoth (Ищезаяц) 4 Jan @ 9:29pm 
honestly i would exclude "stupid op" from making, and give some of those other creatures ability to one use spawn him. with some suffering to a summoner, and big cooldown before he could use it. or maybe even based on some other, more heavily scripted thing. like for example one of empire units dies, 5% change of triggering spawning N'zoth or their corpse