XCOM 2
Flame Viper
58 Comments
RubyRose(RWBY) 19 Nov, 2019 @ 2:16pm 
is she recrutiable or not? like can i have her on my team? just wanna know before i Subscribe thanks :P
lechkingofdead 2 Jan, 2019 @ 10:43am 
im gl;ad this is up than
lechkingofdead 2 Jan, 2019 @ 10:41am 
you just cant find mods for thoes of us ith out ar of the chosen any more :( i dont have the money right no for it and it sucks balls
DestroyerJamie 5 Apr, 2018 @ 12:53pm 
@SgtMajSmith Corpse_AshFlameViper if you haven't found it via the config files
Sir Luis 15 Jan, 2018 @ 1:59pm 
can you make a frost viper?
SgtMajSmith 16 Nov, 2017 @ 4:36am 
what is the corpse name for it to be spawned
Ashlynne_Lee  [author] 6 Oct, 2017 @ 10:38pm 
Wolf-Rayet 27 Sep, 2017 @ 9:37pm 
Nice one. Love this Viper :)
Ashlynne_Lee  [author] 17 Sep, 2017 @ 8:27am 
@3D Master: Yes. The Flame Viper WotC Version is done! :steamhappy: I'm doing my typical console and full play-through testing with her. So far everything looks good so hopefully I'll get her released soon! I Warlock is also done and in testing if you're using that Mod.
3D Master 17 Sep, 2017 @ 2:07am 
Will this get a WotC update?
Top Union Man 27 Aug, 2017 @ 10:34pm 
Will I be able to use the flame viper with playable aliens wanna set shit on FIRE!
Neko Fergie 19 Feb, 2017 @ 9:11pm 
Ah, got it. Who needs Flame Vipers and Sectopods at once? Heh, one time I had an entire pod of flame vipers and Black ICE codex (2!). Then I triggered a second group with a secotopod. So, you know I'm fine with flame vipers not following sectopods around.
Ashlynne_Lee  [author] 19 Feb, 2017 @ 9:00pm 
@fergie34711: Believe it or not, I actually noticed that yesterday. I'm making a dedicated LW2 Alien Pack that integrates all 3 of my Aliens. I saw it when replicating the Flame Viper stats. Fortunately, that typo won't cause anything catastrophic. It will just cause Sectopods to never appear as Flame Viper followers. That's fine by me! :steamhappy:
Neko Fergie 19 Feb, 2017 @ 5:44pm 
Hey Ashlynne! Pardon me again (you must hate seeing my name by now) but I was digging around in Flame Viper's ini files and I think I found an error that could cause a problem. In the Flame Viper's XComGameData_CharacterStats.ini file are entries related to SupportedFollowers. If you look at the Sectopod entry the 'S' is missing from the word Supported.
I don't know if it would cause an issue; I know nothing about mods. I deleted the mod and re downloaded it in case I accidently screwed up the ini file myself. The error is still there. Apolgies If it doesn't hurt anything.
Ashlynne_Lee  [author] 13 Feb, 2017 @ 11:17am 
@Shadow: Ha! Yeah, that's pretty cool. I've thought about adding a slightly tougher (and I mean VERY slightly) late game, fairly rare, squad leader version. That would be a nice name for her. I've been hesitant to, just because of the way she might impact existing campaigns. I wouldn't want people already using the Mod getting blindsided with an update that introduces an alien that they weren't expecting (especially for the Ironman crowd). So, by tougher, I'd only be thinking 1 or 2 extra hitpoints and maybe a point of armor. But, yeah, that would be a cool name! :steamhappy:
Shadow 13 Feb, 2017 @ 4:03am 
I don't know if you'd be willing to make the change, but I have a better name suggestion:

Salamander
A mythical creature, generally resembling a lizard, believed capable of living in or withstanding fire.

(Definition from The Free Dictionary)
Ashlynne_Lee  [author] 28 Jan, 2017 @ 11:43pm 
CONFIRMED: Compatible with LW2. :steamhappy:
N O r 22 Jan, 2017 @ 7:53pm 
I need to test this and all your other high end enemies mods , since the challenging is becoming less more than all my characters becoming colonels and just 3 missions away to beat the game hopefully not much issue happens using this on an ongoing game... (ive used other new enemies mods before no problem)
Crayon Flux 22 Jan, 2017 @ 8:49am 
Sweet! Thanks for clearing that up. Awesome mod btw! : )
Ashlynne_Lee  [author] 22 Jan, 2017 @ 8:46am 
@Crayon Flux: So far from my testing, the Flame Viper looks compatible. Like the Warlock Mod, the Flame Viper Mod does not override any bases classes (she does expect to find to ammo templates intact, however). She is coded to spawn with base game aliens that LW2 leverages, so she will spawn properly; just maybe not as often with the massive amount of custom aliens. That can be adjusted in the config files. I'm going to do a little more testing before claiming 100% compatibility, but I think she's going to be fine. :steamhappy:
Crayon Flux 21 Jan, 2017 @ 3:57pm 
Compatible with LW2?
Scrooge McDuck 15 Jan, 2017 @ 6:50am 
Great. Thank you!
Ashlynne_Lee  [author] 14 Jan, 2017 @ 8:16pm 
UPDATE: Flame Scale Vest and Flame Spit variables have been exposed in XComAshFlameViperConfig.ini. Comments for modifying the variables are included. NOTE: If you make changes, be sure to save them off somewhere. If this mod ever gets updated, you'll need to reapply your changes after downloading the update!
Scrooge McDuck 13 Jan, 2017 @ 1:59pm 
Fantastic, thanks! Looking forward to it.
Ashlynne_Lee  [author] 12 Jan, 2017 @ 6:11pm 
@Scrooge McDuck: Yes, that's pretty simple. I'll try to get an update published this weekend. Thanks! :steamhappy:
Scrooge McDuck 3 Jan, 2017 @ 12:07pm 
Thank you, a great mod!
One request: could you please expose Flame Scale Vest (health and doge) variables in the config please?
UrsaMajor 5 Nov, 2016 @ 9:03am 
or the viper king model slightly bigger
with the red of course
UrsaMajor 5 Nov, 2016 @ 9:02am 
Ashlynne just use the the viper king crown model
Ashlynne_Lee  [author] 25 Sep, 2016 @ 2:17pm 
@DewFuel: They do not scale. Currently, they're just like Vipers; a priority to kill mid game and something to be aware of late game, but not terrified of. I've thought about revisiting the Flame Viper and creating some tougher versions, but I think the approach would be a separate mod. I wouldn't want players who are used to them being mild threats, firing up a saved game and, all of a sudden, find themselves staring down the barrel of a Fusion Cannon being wielded by a 25HP Flame Viper Queen with 5 Armor. Not to mention the 2 Royal Guards flanking her! I'd need to get into the 3D modeling, I think, for that. I'd want a cool looking helmet for the Queen that kind of has a crown molded into it! :steamhappy:
DewFuel 24 Sep, 2016 @ 11:51pm 
do these scale? they are a pain in the ass in the mid-game, but in the end game, they will probably be pushovers.

if possible/feasible, would add an advanced version that's like 18HP/2armor and an elite version that's 24/4 with rapid fire as an ability.
Ashlynne_Lee  [author] 12 Sep, 2016 @ 11:14pm 
@Syntax: Viper and Inferno Rounds are a small upgrade to Venom and Dragon Rounds that XCom acquires through the Experimental Ammo Project in the Proving Grounds. Instead of granting +1 damage for the soldier's equipped weapon, they grant +2. They also apply the status effects of 'Poisoned' and 'Burning' just like their predecessor. You can create them under the Item tab in engineering after completing the corresponding autopsy research projects; Viper Autopsy for Viper Rounds, Flame Viper Autopsy for Inferno Rounds. To build them, you spend 25 Supplies, 1 Corpse, and 1 of the preceding rounds from the XCom HQ Inventory (it can't be equipped on a soldier since you need to spend it). So, if you want to build Inferno Rounds, you have to spend 25 Supplies, 1 Flame Viper Corpse, and 1 Dragon Rounds. That's it! :steamhappy:
Syntax 12 Sep, 2016 @ 5:08pm 
Thak you, sir! Quick question, can you elaborate as to what the Viper and Inferno rounds actually do? How are they upgraded?
Sephirem 5 Sep, 2016 @ 12:35pm 
@Ashlynne_Lee: Yeah that might just be the problem. But with around 70 mods i shouldn´t be suprised that there are some errors :D
Well thanks anyway for your help and keep up the excellent mods^^
Ashlynne_Lee  [author] 5 Sep, 2016 @ 10:12am 
@Sephirem: You've got a Mod Collision somewhere then. I just made the Inferno Rounds in my game. I tested them in DEBUG mode as well. I asked a few friends that use the Flame Viper Mod, they've had no issues building the Inferno Rounds, Viper Rounds, or the Flame Scale Vest. You must have a Mod that's overriding the Base Game 'DragonRound' Template or one that's doing something to the HQ Inventory. Unfortunately, that's the nature of the game so it isn't unexpected. Mods that override Base Classes/Templates cause issues for Mods that expect to find those Base Classes/Templates intact. I wouldn't know which Mod it is without knowing your entire environment and then looking through the code. Suspects would be Mods that tinker with Base Utility Items or the entire Inventory.

The Flame Viper Mod does not override any Base Classes, but it does expect to find 3 Templates intact; 'DragonRounds', 'VenomRounds', and 'CorpseViper'.
Sephirem 5 Sep, 2016 @ 7:20am 
I thought about that too but i don´t have them equipped
Ashlynne_Lee  [author] 4 Sep, 2016 @ 1:00pm 
@Sephirem: Oh! Based on that, I think I know. Do you have the Dragon Rounds EQUIPPED on a soldier? If so, the Dragon Rounds are not officially in the HQ Inventory so you can't use them as components to build items. Remove them from the soldier and try again.
Sephirem 4 Sep, 2016 @ 12:33pm 
I have done the FV Autopsy and have the Inferno Rounds listed in the Items Tab. The Dragon Rounds are the only item that is red. everything works fine just as if i had no Dragon Rounds
Ashlynne_Lee  [author] 4 Sep, 2016 @ 11:42am 
@Sephirem: Not sure. I've never had that issue in my environment which is posted above, so it could be a Mod collision somewhere. Just to cover some bases: Have you completed the Flame Viper Autopsy? Can you see the Inferno Rounds listed under the 'Items' tab in Engineering? Is there a RED item in the required item list to build the rounds (1 Flame Viper Corpse, 1 Dragon Rounds, 25 Supplies)?
Sephirem 4 Sep, 2016 @ 11:22am 
I have a problem with the Inferno Rounds. I did a few Ammo projects to get the Dragon Rounds necessary for the Infernos but even after i recieved one i still can´t build the Inferno Rounds. Any idea why?
MrShadow 26 Aug, 2016 @ 5:51pm 
A great mod it will be too ;)
Ashlynne_Lee  [author] 22 Aug, 2016 @ 3:26pm 
@DCS1988 Yes! I'm working on my 3rd Alien Mod. There have been a few challenges creating the look and abilities I wanted, but it's coming along great. I've also learned some new tricks. Hopefully, I'll get everything pulled together into a finished Mod soon.. Thanks for your interest!
Enzo Matrix 22 Aug, 2016 @ 7:11am 
I'm curious... are you working on any new enemies? I really enjoy getting new enemy mods, flame viper I think was the last newest one to come out so far.
Kunovega 7 Aug, 2016 @ 1:18pm 
If you want to force the game to give you a mission where you can collect bodies, get the mod that lets you research missions to trigger them. Then pick a supply raid or gurilla op where you are taking home corpses after clearing the map.
Matikanefukukitaru 3 Aug, 2016 @ 9:50pm 
Well, I tried it...and the Flame Viper appeared normally during a mission. Her Flaming Spit worked too.(through it was dead after setting fire once XD). Couldn't take one home yet through, as she appeared on a mission with extraction... (used with ABA - ATE, in case that matters)
Ashlynne_Lee  [author] 3 Aug, 2016 @ 9:12pm 
@Yamino Honestly, I'm not really sure! I don't think the strategy elements would work as expected. I wouldn't recommend it, but if you want to give it a try, back up your save files to eliminate any risk.
Matikanefukukitaru 3 Aug, 2016 @ 2:44am 
Nice Mod, thanks for making this.
One question through: What's the worst that could happen if you don't start a new game after enabling this mod?
Xeraphale 1 Aug, 2016 @ 3:43pm 
Actually, that's a good point, maybe random chance prevented me from taking it home to prod and poke. I like the mod, thanks. I especially like the huge plume of smoke when the gun hits!
Ashlynne_Lee  [author] 1 Aug, 2016 @ 3:00pm 
@Xeraphale Thanks for giving this Mod a try! As for the autopsy, yes, this is expected behavior because of how the base game handles corpses. XCom does not receive any corpses from missions they explicitly leave via Skyranger evac; win or lose. The Black Site, Facility Sabotages, and Council Missions are a few examples of missions that XCom always evacs from even when they win. For the autopsy to appear, there must be a Flame Viper corpse in the XCom HQ Inventory. So, if you encountered Flame Vipers for the first time during a Facility Mission, you'd get no corpses, and you'd have no autopsy project. It would be possible to kill many Flame Vipers over several missions and still get no autopsy if every mission ended in an evac. This is the base game's intended functionality, but just to be on the safe side, I'll do a few test runs. Thanks for the comment. Hope you're enjoying the mod! :steamhappy:
Xeraphale 1 Aug, 2016 @ 12:25pm 
Hi Ashlynne, I didn't get the autopsy after killing my first flame viper, it took quite a few dead reptiles before I received it. I think the one I received it from had more health han usual, so presumably it was the second level of FV.... maybe?