XCOM 2
Celatid Alien LW2(No longer supported)
147 Comments
MrShadow  [author] 23 Mar, 2018 @ 2:38pm 
It's a bug with LW and sorry but this mod for LW is no longer being supported
MiZta_Z0mbie 23 Mar, 2018 @ 9:29am 
Not sure if its a bug or an incompatable mod I have, but whenever the celatids do that poison gas attack, it doesnt harm my soldiers, they can even walk through the gas and not take damage.
MrShadow  [author] 10 Mar, 2018 @ 2:33pm 
will be the second old school enemy to be built completly from scratch
MrShadow  [author] 10 Mar, 2018 @ 2:33pm 
yeah its coming along nicely
Blackstaff 10 Mar, 2018 @ 2:23pm 
Oh boy, Time to reload 6 times per match!
MrShadow  [author] 10 Mar, 2018 @ 2:22pm 
Working on them now
Blackstaff 10 Mar, 2018 @ 2:18pm 
Can't wait until useless bullet sponge Silacoids are added. Would make good target practice, at least. Remember wasting entire squads of fire on those things.
Star¤Dagger 5 Nov, 2017 @ 2:14pm 
Still one of my favorite mods!
Neon Driver 6 Oct, 2017 @ 3:23pm 
How can I add this mod to the Extract Corpses mod?
RampantLion 12 Sep, 2017 @ 8:44pm 
Something about shooting floating testes monsters seems so wrong...
MrShadow  [author] 12 Sep, 2017 @ 3:03pm 
And nothing I can do about it here as I'm no longer suporting the LW2 mods.
MrShadow  [author] 12 Sep, 2017 @ 3:02pm 
There is a bug in Vanilla XCom 2 where the immune pop up does not work on all abilities. It's since been fixed in WOTC and if immune to something it's now says.
Faleg 12 Sep, 2017 @ 2:17pm 
@shadow79 It may be teh case for spit, but cloud should at least show the "Immune" pop up, but it just does nothing.
MrShadow  [author] 12 Sep, 2017 @ 8:59am 
@Faleg... could be an issue with LW. The spit is Acid and i think in LW they changed the Acid to do rupture damage now? And the poison gas cloud attack will not do damage to anyone carring a med kit. Dont know why Firaxis did that with med kids but even if you have one equiped and never use it, it acts like a get out of jail free card with poison.
Faleg 12 Sep, 2017 @ 7:54am 
A wierd bug I'm having: celatid poison cloud ability has no effect, and nromal attack causes 32 poison damage - may be just a mod conflict or somehting, but letting you know!
MrShadow  [author] 28 Aug, 2017 @ 3:52pm 
Actually all the cosmetic mods will need to be rebuilt for WotC. WotC has a new ModShaderCache set up. So if you use a vanilla game cosmetic mod with WotC, a lot of the shaders will not work and stuff can/will break.
kairoradeus 28 Aug, 2017 @ 3:28pm 
A necessary sacrifice I think, considering they have many stability improvements and such. Through I mostly use cosmetic mods, I doubt those will cause issues! Atleast I hope so!
MrShadow  [author] 28 Aug, 2017 @ 1:37pm 
@kairoradeus... yes sir. look at my steam page and youll see i have versions of almost all my mods for both vanilla and LW2. However, once WotC launches, us modders will have to make new versions for MOST of our mods for WotC. Most vanilla game mods WILL NOT WORK with WotC because of the way the Expansion file system is set up.
kairoradeus 28 Aug, 2017 @ 1:10pm 
just wondering, is there a non-LW2 version? Cause it seems LW2 wont be integrating new WotC content :/ and I like this mod overall and what it adds so.
MrShadow  [author] 11 Aug, 2017 @ 10:55am 
small but new update. please read the change note in the upper right corner.
MrBrightside 11 Aug, 2017 @ 3:51am 
They look so gross, i love it
DaddyHammer 8 Aug, 2017 @ 8:04am 
Hi u have pretty nice char , can u make thin man from xcom 1 with ice beam and ice granade maby u can use sectoid movemant and maby snake head and sound so it will be faster to make ;)
Star¤Dagger 25 Jul, 2017 @ 10:18pm 
Anything from Old School X-Com is welcome!

I wonder how long it is going to take them to get around to letting us travel to Mars, sigh.
MrShadow  [author] 25 Jul, 2017 @ 5:41pm 
very welcome
NHZ 25 Jul, 2017 @ 4:35pm 
thank you both
MrShadow  [author] 24 Jul, 2017 @ 3:37pm 
@NHZ. If you mean how do you get more corpses when useing console commands? It's.... GiveResource CorpseCelatid and then the number you want. So it would be as an example GiveResource CorpseCelatid 5 for five corpses and so on.
Dragon32 24 Jul, 2017 @ 11:34am 
@NHZ:
XComGameCore.ini has it as "CorpseCelatid"
NHZ 24 Jul, 2017 @ 6:44am 
No Just AddItem CorpseCelatid XX??
Dragon32 23 Jul, 2017 @ 3:50am 
@NHZ:
For Extract Corpses? Scroll down 5 posts.
NHZ 23 Jul, 2017 @ 1:40am 
is there an Add Corpse Name?
Ostalius 30 Jun, 2017 @ 7:29pm 
Is there some sort of tutorial out there to create a new enemy?? I'd like to make a Xenomorph or even a Predator but all I find is for Classes, Voices, Ability
BE02-Raziel 22 Jun, 2017 @ 9:54am 
Ah, alright. Thanks Dragon32. Pfft, should've figured that out.
MrShadow  [author] 22 Jun, 2017 @ 9:42am 
What Dragon32 said :)
Dragon32 22 Jun, 2017 @ 5:32am 
@Oberfuhrer-Raziel:
Try
+CarryableCharacterGroups="Celatid"
BE02-Raziel 22 Jun, 2017 @ 4:55am 
So, I'm trying to get Extract Corpses mod to work with Celatids, see if I can carry these corpses back to base. I was wondering what would be the correct template (if that's what I should call it) for it to make it happen?

I tried the following:

+CarryableCharacterGroups="Celatids"
+CarryableCharacterGroups="CelatidGrub"
+CarryableCharacterGroups="CelatidPupa"
+CarryableCharacterGroups="CelatidAdult"

And recently tested it without using a fulton harness (from the Extract Corpses mod). So far, I've only been successful grabbing Celatids with the fulton harness but not manually carrying them. And recently, I lost the chance to bring home two corpses. :C Celatids have been rare for me but I don't think it's a bug - I just have a lot of enemy mods.
Rymarre 21 Jun, 2017 @ 9:06pm 
when you nut so hard it gets turned into an xcom 2 alien
teh1archon 12 Jun, 2017 @ 3:11pm 
What is the command line to add corpses to the inventory? I've tried several syntax but none of it worked :(
MrShadow  [author] 12 Jun, 2017 @ 2:27pm 
for those that were having an issue with missions not being able to be completed due to Celatid Turrets staying in mission after all units have evaced, it sould be fixed now. please test and give feedback please!!
MrShadow  [author] 9 Jun, 2017 @ 7:55pm 
small but important update, please read change notes
MrShadow  [author] 1 Jun, 2017 @ 1:39pm 
@Avataristche... the Celatid Turret is for the most part set up just like the M2 Turret in the game. Only 1 less armor and it flys. However, I may look at it some more and was planing on adding a advanced Celatid Turret that would unlock with Plasma weapons, get a slight HP and armor buff and gain a plasma weapon over the Mag it has now.
Avataristche 1 Jun, 2017 @ 1:01pm 
Well, i was lucky enough to get a lot of those, and i have to say that the turret needs rebalancing, i suppose.
My very first turret was deployed in "shit-i-have-to-do-it-anyway" mission. It was shot at 21 times and eventually survived, scoring 7 kills in the process.
But, later in game, starting around force10 or so, it begins to feel underwhelming, it often misses pointblanks and dies in 2 hits.
Maybe separate it into several tiers too?
Immhotep 31 May, 2017 @ 8:20pm 
@shadow79 Thanks, nice mod though... Never knew this mod exist
MrShadow  [author] 31 May, 2017 @ 7:29pm 
@Immhotep... has to be RNG bud. Just bad luck I guess. The game I'm currently playing, I've had plenty of Celatids spawn. I've also had past games where very few were seen. Yes all ok what is randomly picked. There is a cool way to get more corpses tho. Use this mod... https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=766512413&searchtext=Corpses

You'll have to add the Celatids into that mod tho. The character group will be "Celatid" as well.
Immhotep 31 May, 2017 @ 7:20pm 
I am seeing very little celatids, I'm in quite mid game with coil rifle tech now & still unable to have enough celatid corpses for autopsy yet...
Kwisatz-Haderach 27 May, 2017 @ 11:03am 
@shadow79 oh....and would it be too hard to do it on my own? I mean, which files should I edit/delete to get what I want ?=
MrShadow  [author] 27 May, 2017 @ 10:55am 
@kwisatzzz... sorry not in the plans at the moment.
Kwisatz-Haderach 27 May, 2017 @ 10:02am 
Hi! could you please provide a different mod which simply adds the new scimitars? Making them craftable after killing (for example) the elitè archon ?
MrShadow  [author] 26 May, 2017 @ 4:11am 
Maybe ;)
Panzerknacker 26 May, 2017 @ 3:26am 
Dear shadow79! Please, can you also bring back the Silacoid from the old game? I think they'd be a fun addition with their hard armor, burning the ground where they move and fire immunity :)
MrShadow  [author] 25 May, 2017 @ 8:44am 
The Celatids are immune to stun.