XCOM 2
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Unrestricted Codex Spawning
   
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14 Sep, 2017 @ 4:16pm
9 Oct, 2017 @ 2:27pm
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Unrestricted Codex Spawning

Description
This mod removes the restriction that the player has skulljacked an officer for the Codex to spawn as a normal unit. Made this because it seemed rather gamey to be incentivized not to do a primary strategic objective. Skulljack to your heart's content, they're going to show up anyway.

They will appear a week or two after the first Mutons do.

This mod includes an option—off by default—that changes the tech requirements for Alien Encryption from requiring the Blacksite Vial or a Codex brain, to requiring both. This is the research that unlocks shadow chamber construction. I don't think it's a big deal either way, but the option is there.

Update: Now also includes Avatars in the spawn lists at very high force levels. Edit encounter lists if you don't want this. Or win the campaign, that'll stop them too D:
20 Comments
DangerDragon 6 Mar, 2023 @ 11:35pm 
is there one for the base game?
LightenedDark 13 Feb, 2021 @ 8:54pm 
Since now we're going to kill a bunch of codices, we now have a bunch of codex brains in our inventory. Can you make it so they are sellable for intel?
Alex Nares 4 May, 2020 @ 9:25am 
I prefer it with the Avatars included. If the Avatars get taken out, I will make a mod to include them back in.

Also, yes - if you kill a Codex, you will get the Codex Brain, but can't do anything with it until the objective comes up as normal.
Syro System 23 Jul, 2019 @ 4:22pm 
If a codex spawns in a pod and I kill it, will I get the codex brain project even if I haven't skulljacked an officer? Same question about the avatar and codex skulljack.
hiphop4eva 12 May, 2018 @ 3:35pm 
What I don't understand is why put the Avatar spawn in this mod when %99 of the people that downloaded this did so before this update and even for those who downloaded it after probably never knew about it because the title never mentions ANYTHING about it. There are people that don't want their immersion to be completely broken thanks to the most special enemy in the game appearing randomly in missions.
Azimuth 20 Apr, 2018 @ 11:46am 
how to remove avatars from files?
Juravis 10 Oct, 2017 @ 9:54am 
@Charmed I thought you needed special code for it too to not fuck up the storyline. I can move the lines back to my mod if you want, so people dont get the avatar if they dont want to easily by just subbing to you and get the whole thing on mine. It's your call.
Charmed  [author] 10 Oct, 2017 @ 1:38am 
@ADVENT Avenger I pretty much copied your encounterlists to make the avatar ones, so no, unless you want them on ambushes I suppose. Codex spawning in vanilla is restricted by a charactertemplate flag that nothing else uses, so they already have normal encounterlists
CharTemplate.SpawnRequirements.RequiredObjectives.AddItem('T1_M2_HackACaptain');
Juravis 10 Oct, 2017 @ 12:31am 
I guess I dont need to add them in mine then? Also, you didnt add EncounterLists for Codex, how does it work? I'm mystified
Charmed  [author] 9 Oct, 2017 @ 2:32pm 
I would be very surprised if this mod is the cause of any crash, it's only a few lines and I've used it for weeks now. WOTC isn't as stable as vanilla, other mod conflicts, shrug.

Updated with avatars too at FL 18 and 20, edit encounterlists if you don't want them—I'd rather not make a separate mod for such a similar adjustment to the game.