XCOM 2
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[WOTC] Resident Evil 3: Remake Nemesis (BETA)
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18 Feb, 2021 @ 9:25am
21 Sep, 2021 @ 11:07am
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[WOTC] Resident Evil 3: Remake Nemesis (BETA)

Description
DISCLAIMER: This mod has 2 hard requirements (excluding WOTC & Alien Hunters dlc) - you must have X2WOTCCommunityHighlander and [WOTC] Rocket Launchers 2.0 installed when using this mod!

This mod is my second custom enemy mod, & is therefore a BETA release. All Nemesis types were keyframe animated by me - I apologize if there are any outliers in quality! I HIGHLY recommend starting a new game when using this mod. If you encounter issues, please leave a comment / screenshot, or feel free to send me a friend request! :)

This mod does have an enemy featuring Alien Ruler mechanics. A config boolean value, bEnableNemesisT4RulerReactions in XComRE3_Nemesis.ini, can be set to false if you wish this enemy type to *not* use the Ruler Reaction System.

I have purposely made many things in this mod configurable, so if you want to change stats, costs, encounter lists, etc. please take a look at any of the .ini files within this mod. LWOTC Users can also uncomment a few lines in this mod's XComEncounterLists.ini to (hopefully) use these new enemies in their campaigns, as well.

Also please keep in mind that these models are on the heavier side, polycount-wise.


Quote:
"STAAAARRRRSSS!"


A Relentless Pursuer:
The Nemesis Bioweapon has resurfaced...its mission: the complete destruction of all XCom forces (Maybe a few S.T.A.R.S. members along the way). Working alongside Advent & The Elders, it utilizes a range of heavy firepower to crush all opposition. It is, once again, up to XCom to uncover the mysteries surrounding this terrifying creature, and survive its endless pursuit.

Minor Update: 9/21/2021
Due to some popular feedback, I've elected to provide a small balance pass. Changelog will have the specific changes listed. And, as always, nearly all of these numbers are easily configurable!
  • Significantly reduced chances for Nemesis to spawn, & reduced the numbers of Nemesis units possible in a single pod. To compensate, health and damage numbers for Nemesis were buffed.

  • The Samurai Edge handguns were a bit too strong: slightly lowered their base damage values.

Features:
  • 4* New, Custom Enemies: Nemesis Pursuer, NE-Alpha Parasite Zombie, Nemesis Immolator, and the Nemesis Tyrant. All Nemesis types have variations of Faceless Regeneration, Scything Claws, Bind, and Reanimation*. They are most commonly found in Advent Retaliation missions.

  • All Nemesis types feature custom animation sets & coat physics which were painstakingly adjusted to avoid clipping during most animations. In addition, Nemesis has nearly 250 sounds including foley, footsteps, voice lines, and other sound effects to truly flesh out his character.

  • Nemesis Pursuer, with 3 variants: this first Nemesis Type wields a massive rocket launcher, but will only fire if it can hit multiple targets. (By default, Tier 1: MinForceLevel=3, Tier 2: MinForceLevel=8, Tier 3: MinForceLevel=15)

  • NE-Alpha Parasite Zombie: A human that has been reanimated under the Nemesis Parasite's control, boasting above average health. *Currently, Nemesis will not reanimate Advent or Lost Corpses - only Civilian And XCom.

  • Nemesis Immolator, with 2 variants: this Nemesis Type is capable of covering the battlefield with a heavy flamethrower, and can attack a single target with a devastating flamestrike in melee. (By default, Tier 1: MinForceLevel=8, Tier 2: MinForceLevel=15)

  • Nemesis Tyrant: the Alien Ruler variant, utilizes a similar skillset to the Pursuer type. Boasts tons of health & increased mobility, try not to group up! This ruler is immune to execution by suppressors & repeaters! (By default, MinForceLevel=10)

  • 5* New Weapons, 3 unique Samurai Edge handgun variants & 2 Rocket Launcher variants, which can be unlocked & upgraded via Nemesis Corpse Autopsies & Research. All 3 Samurai Edge handguns use [WOTC] Iridar's Template Master for Visual Attachments, and supports the Primary Secondaries mod!

  • Each Samurai Edge handgun features different, configurable, stats to promote varied playstyles while having a chance to stun any targets hit (By default, 25% chance for 1 action stun).

  • Jill's Samurai Edge is built for increased maneuvering, allowing daring flanks and easier critical hits. Chris's Samurai Edge boasts incredible accuracy, allowing you to hit targets without aim penalty. Wesker's Samurai Edge has inherent armor shredding, and boasts more damage than the other Samurai Edge types.

  • A story, mostly told through Tygan's research & autopsies of the relentless Pursuer, Nemesis-T Type, as he attempts to uncover the identity of a mysterious evil mastermind. Features a special Nemesis Autopsy cinematic! Due to the already significant mod size, I elected to reduce the quality of this cinematic to save some file size.

  • A few Dynamic Narrative Moment easter eggs, which can trigger if Nemesis is attacked by characters that use special 'Head' cosmetic body parts! *Please note, Dynamic Narrative Moments currently won't play for campaigns that were in-progress before this mod was installed.


Want to Support Me?
If you are feeling generous, you can support me with small donations on my paypal. [paypal.me] This project was a lengthy one, and anything is appreciated!


WHAT'S NEXT?
This Project took me just over 4 months to complete. With around 150 unique Nemesis Animations, 90 patched Zombie Animations, fully functioning coat physics, and so much more, this is certainly my most ambitious mod project yet. To avoid excessive burnout: I will be taking a break from new Enemy type modding, and likely return to cosmetic mod creations & commissions!


Credits, Permissions, & Special Thanks:

ALL CONTENT BELONGS TO THEIR ORIGINAL AUTHOR(S)/OWNER(S). ALL RIGHTS RESERVED.

Capcom for developing and publishing Resident Evil 3 Remake and all its assets!

Please do not use animations from this mod without my permission! I worked very hard on them! :)

Iridar, for granting me permission in using their [WOTC] Rocket Launchers 2.0 mod as a prerequisite for Rocket Launcher functionality - not to mention the TONS of troubleshooting advice they've given me!!

∑3245, for giving me tons of help with detail materials, matinees, kismet, and all things concerning .umaps. Without their help, the custom Nemesis autopsy video wouldn't have been possible!!

MrShadowCX, for granting me permission in using many of the Alien Ruler functions present in their Children Of The King 2.0 [WOTC] mod, which also allows the Nemesis Ruler to be immune to executions. The Nemesis Ruler variant simply wouldn't have been possible without their permission & support!

Snakeyboy's Resident Evil 3 Font[www.deviantart.com], which is featured as part of the Mod Preview picture! Please show him your support - it's incredible!

And the XCom Modding Discord, for being so kind & helpful. <3
Popular Discussions View All (1)
0
28 Apr, 2024 @ 12:29pm
Encounter Lists limits.
Stolas
201 Comments
Will it be possible to have the Nemesis a playable unit? It would be cool with my Alien squad!
Digan 11 Jan @ 7:29am 
Not sure if its issue with this mod but i imagine it was, i had to disable it temporarily, Nemesis spawned on one of the Assaults on Chosen HQ's (Assassin) one if that makes difference) and everything was going fine, until i assume he was about to fire a rocket launcher at one of the spectres and like 2-3 units around it, it was the First Nemesis Tier and it very much looked like he was about to fire the launcher as camera zoomed out like he was about to, then it just crashed.

Unsure if something wrong here or somewhere else, just thought id mention it, incase it was an error with this mod :)
Nullified 16 Dec, 2024 @ 9:41am 
In desc i know it says for lwtoc users but how do you activate it
Lumpy350 20 Aug, 2024 @ 1:32am 
Does this work with LWOTC?, I would dream to face 4 Chosen (Hunter, Assassin, Warlock and Spark), and 4 rulers (Archon, Viper, Berserker and Nemesis) in the same game.
MalteseFalchion 20 Jul, 2024 @ 2:33am 
How does one control whether the M202 uses its special 4-rockets? Iridar's Rocket Launchers 2.0 is a requirement for the mod, but the author maybe implied in an earlier post that the Iridar mod makes the M202 into a reskin with only the rockets in loadout being fired.

I notice the ability for firing 4 rockets present when I click a soldier after they've used all of their actions, but then it only shows during their turn what rockets they've equipped.
NerevarRising97  [author] 18 Jun, 2024 @ 9:29pm 
@Valaso Osalav - thanks for your constructive criticism. I definitely recommend adjusting the spawn weights in the EncounterLists.ini - you can also adjust each of the Nemesis variants' stats to make them a bit easier (or disable some entirely). At the moment I'm not actively developing the mod, plus adjusting the mod would reset *everyone's* configuration file changes.

That's not to say I'll never update the mod, but once again a friendly reminder for everyone to back-up their configuration changes in case an update *is* necessary. ^_^
Valaso Osalav 18 Jun, 2024 @ 8:40pm 
my only gripe with this mod is that it spawns in WAY too many nemesises and bosses over regular hordes of zombies so I am hoping its something you wish to balance in the future, because going up against maybe one or two groups of tyrants is one thing I ran into a mission where all that was spawned in were tyrants which is fun for like 2 seconds then it becomes an impossible mission to complete and I am trying to enjoy the game not sit there for hours watching my soldiers shoot at the same enemy, I mean these fuckers overpowered the aliens there which is cool but when you are at the beginning of the game this mod is way too overpowered, so just giving you some constructive criticism I truly enjoyed it otherwise and hopefully something you plan to fix in the future.
Talon 31 May, 2024 @ 11:18am 
I use this with Sukovs Lost Army Nemesis mods. Is there any way to make Nemesis NOT spawn for Advent, and only spawn as a boss on the Lost faction?
Shiro 17 Dec, 2023 @ 6:14pm 
A thought just occurred to me. How exactly do we "defeat" Nemesis for good? Is that included or are they gonna, more or less, follow us throughout the entire game?

....Well, i guess that would technically be fitting, but it'd feel weird if there's no actual way to stop it.

That aside, love the work you put into this. Very high quality enemy mod and I like it.
saximaphone 19 Nov, 2023 @ 6:36pm 
Not sure if there is a conflict somewhere, but I have yet to have a parasite zombie actually attack.
They always use both actions on movement.