XCOM 2
Medibot Gremlin
53 Comments
Dęąth Viper 9 May, 2024 @ 8:34pm 
Hello, I would like to create a custom gremlin using this skin... If you could please add me I have a few questions about the content tab in the editor
Valvatorez(Cox Cable = awful ISP 31 Jan, 2021 @ 12:45pm 
Textures are borked in WOTC. Their all black and doesn't change when the weapon color is changed in the CP or armory.

@krj12
Would it be possible for to you to fix that?
LightenedDark 11 Feb, 2020 @ 10:02am 
Krj12 I love this mod. Could you expose abilities besides MedibotHeal to the config file for those of us who want Revival Protocol or whatever on their Medibots?

For instance, the Scouting protocol mod says "Scouting Protocol is simply an ability attached to any "weapon" that has Weapon Category of 'gremlin'. It should be automatically compatible with mod-added cosmetic variants of Gremlins" but it seems you never assign the medibot gremlin to a weapon category. After the above change, I could simply add the "ScoutingProtocol" ability into this mod's config file.
krj12 (Ken)  [author] 29 Jan, 2020 @ 2:04pm 
you can use both
Eoin Lynne 29 Jan, 2020 @ 6:05am 
Does this replace the normal Gremlin or can you use them both?
Captain Flint 3 Jul, 2018 @ 2:19pm 
Why does it look so poorly made tho?
Deadput 28 Jan, 2018 @ 8:20pm 
Alright thanks, I'll use this for my RPG overhaul run. (Named after the mod that just came out) I did enjoy this back during Vanilla and I'm sure I'll like it here to thanks.
krj12 (Ken)  [author] 28 Jan, 2018 @ 5:25pm 
yes
Deadput 28 Jan, 2018 @ 4:00pm 
So dumb question but this still works for WOTC correct?
Arkhangel 16 Sep, 2017 @ 4:11pm 
@Krj: i still used these in LW2 anyways. sure, the hacking suffers, but having the MediBot Heal stacked on with the normal MediKits made them a must for my Medic specialists anyways, given how long some missions could go. plus the medibot heal let you save stabilizing charges.
shadowsoyaca 2 Sep, 2017 @ 12:33pm 
Hey thank you! I really appreciate it! :)
krj12 (Ken)  [author] 2 Sep, 2017 @ 12:17pm 
This mod appears to be working for me so far with WoTC; I will let you know if I have any issues later on in the campaign.
shadowsoyaca 29 Aug, 2017 @ 8:03pm 
Okay that's fine by me. I didnt see anyone questioning the infamous "will it work for WOTC???" so i figured Id ask. I kind of keep things a little organized for what mods work for what dlcs/LW2 so I'm just verifying with many people to see if this will be joining the group of "in the working"
krj12 (Ken)  [author] 29 Aug, 2017 @ 7:52pm 
I hope to eventually have all my mods working with WoTC, but it may take some time.
shadowsoyaca 29 Aug, 2017 @ 7:31pm 
Out of curiosity, will this be updated for WotC? The only reason I ask is because not all of the mods for XCOM 2 are going to be updated and will remain for the nonWotC expansion. Not trying to pry, just wanted to ask a question. :/
Gaiashield 12 Jul, 2017 @ 6:23pm 
Hope the version works well
krj12 (Ken)  [author] 29 Mar, 2017 @ 4:17am 
I'd have to do a new version of the mod, since they added new tech levels. To be honest, I have no interest in running a LW2 campaign. The LW2 team seriously need to rethink what they've done and change their code to have backward compatiblility for older mods.
Morty Jhones 29 Mar, 2017 @ 2:40am 
i love this mod, but I can't upgrade the unit if i use it with the longwar 2 installed any chance of a compatablity fix?
CaseyAnthony 25 Mar, 2017 @ 8:45pm 
top notch graphics
Mr.Pink 22 Feb, 2017 @ 5:58pm 
Soooooo, LW2 ready yet?
NHZ 25 Jan, 2017 @ 2:19am 
LW2?
krj12 (Ken)  [author] 23 Jan, 2017 @ 3:57pm 
Shrug, I lowered the damage a bit, which balances it out.
Pspritechologist 23 Jan, 2017 @ 3:04pm 
I love this mod, though I feel it's a little op as of now. That heal ability does a lot, especially being unlocked right from the start. I've had it heal the max hp of my soldiers late game. I was thinking maybe lowering the hacking skill would make it more balanced. It's an old droid so it would make sense that it can't hack new alien tech very well.
krj12 (Ken)  [author] 6 Oct, 2016 @ 3:36pm 
Create your mesh, then download this mod and copy it. do a search and replace for Medibot to whatever you want to call your gremlin.
forerunner398 6 Oct, 2016 @ 6:36am 
Could you make a cosmetic replacer for the Gremlin, or tell me how to do so?
krj12 (Ken)  [author] 30 Jun, 2016 @ 7:00pm 
So far, appears to be working ok with the new Shen DLC.
krj12 (Ken)  [author] 26 Jun, 2016 @ 6:26pm 
Sorry, didnt provide a way to turn it off. My advice is to just not use the medibot heal, since it's a separate icon from the standard gremlin heal.
Zodraslaus 26 Jun, 2016 @ 3:02pm 
I love this mod, my only criticism would be the bonus heal. Is there any easy way to remove this?
Loel Lyons 19 Jun, 2016 @ 8:11pm 
this looks promising :D
LeMarteau 10 Jun, 2016 @ 5:16pm 
ANY astrodroid-like (or not) new gremlin would be awesome anyway. Keep up the fantastic work! :)
krj12 (Ken)  [author] 10 Jun, 2016 @ 5:14pm 
Dont know about animating the propellers, but other than yet, anything is possible.
LeMarteau 10 Jun, 2016 @ 2:40pm 
The old R2-D2 yes, but in episodes 1-2-3 he had small propellers. Is that possible?
krj12 (Ken)  [author] 10 Jun, 2016 @ 1:50pm 
a floating r2d2 would look a bit odd, but one mounted on a x-wing fighter, thats a future possibility. :)
LeMarteau 10 Jun, 2016 @ 9:26am 
@krj12 An awesome idea / model. Will you be the one to make a Star Wars astrodroid Gremlin? I was thinking that someone would make one sooner or later. I guess it would be possible to replace the "vroom" sound with R2-D2 like beepings. :-)
robojumper 9 Jun, 2016 @ 1:55pm 
@krj12
In case you didn't see it, I also responded to your /r/xcom2mods thread.
krj12 (Ken)  [author] 8 Jun, 2016 @ 3:36pm 
Tier 2 and 3 are purchasable upgrades. I didnt create a unique model for each tier though.
tjvelcro 8 Jun, 2016 @ 3:34pm 
Just wondering if the teir 2 and 3 are unlocked as normal and the models look any different?
Experiments 7 Jun, 2016 @ 8:26pm 
Replying to your /r/XCom2Mods thread for this mod since tecnical stuffs
Experiments 7 Jun, 2016 @ 8:18pm 
@krj12 There's plenty of other mods that do similar things so it comes down to how. At the most basic level an added ability could operate much like 'Rapid Fire' gained from hacking a relay: a use-limited icon that is seperate from the existing icon. I'll look through src code to find a more precise or elegant solution.
krj12 (Ken)  [author] 7 Jun, 2016 @ 7:54pm 
Still looking into it, but from what I'm seeing in the code, all of the abilities are inherent to the Specialist unit itself - not the Gremlin. You can buff those abilities through the gremlin, but as far as adding new ones - not looking so good.
Arkhangel 7 Jun, 2016 @ 7:38pm 
what would be kinda cool is if at some point we got a gremlin "bomber" that coud, say, blow up a single square. be handy for picking off that trooper on a building ledge.
ChaosMadeFlesh 7 Jun, 2016 @ 4:08pm 
Oh, nice! I'm gonna subscribe it then and check the others. :)
krj12 (Ken)  [author] 7 Jun, 2016 @ 4:05pm 
@Natural Causes - not a bad idea, giving it an extra heal power. I would need to be single charge, otherwise it would be OP. Just need to figure out how to do it.
Experiments 7 Jun, 2016 @ 4:01pm 
@krj12 No, no. That's not what I meant. It's not about playing it for damage--there are tons of damage-based classes. A medical gremlin is a better idea, and the damage malus suits it.

Rather, because it's only useful for a single vanilla build (out of 8 from 4 core classes) it would be nice for it to grant a weak medical ability. I don't want to use it for damage, I just don't want it limited to one ability from a single vanilla class. Giving a charge of healing lets it be more useful to a medic build, and somewhat useful with any other Gremlin-equiped class. That's a small buff to putting it on a medic and a huge gain for the item's versatility. And not overpowered.

The reason I don't use healing class mods is because they don't have gremlins and lack flavor. Not because I don't use medics. Over half of my Specialists are medics.
krj12 (Ken)  [author] 7 Jun, 2016 @ 3:42pm 
@ChaosMadeFlesh It doesnt overwrite the original gremlin, its a unique item which can be loaded out - just like you can load out different weapons. I've made 4 gremlins so far - I love a bit of variety.

@Natural Causes It's primarily intended for specialists who choose healing powers over damage.
However, the INI values let you play it for damage spec if you so choose.
Experiments 7 Jun, 2016 @ 2:58pm 
Great, though no medical alt-class uses gremlins that I've seen. This'd need to be made compatible with the mod to put additional secondary weapons into a utility slot to help those medic classes that I don't use. =)

I'd recommend giving this gremlin a single bonus charge of healing. Plus one charge per medkit carried. That way it's not wasted on combat-spec Specialists or their similar classes.
ChaosMadeFlesh 7 Jun, 2016 @ 2:07pm 
I'm unsure about a thing, so if you can help me, I'll be apreciated. Does this overwrite the original Gremlins? Or now I get two different kinds of Gremlins and can chose which one to add to my specialist's inventory?
Arkhangel 7 Jun, 2016 @ 10:23am 
now we just need a video playing Vietnam war movie music with a bunch of these flying around. if possible to edit the sounds of the flight, would be nice to have a little rotor whir, rather than the repulsor sound the GREMLINs have.
ROYAL BLOOD UNDERSTANDER 6 Jun, 2016 @ 10:31pm 
damn good work dude!
krj12 (Ken)  [author] 6 Jun, 2016 @ 6:17pm 
@Blackvision - you can make it do as much damage as you like, just twink the INI a bit.