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Playable Black Empire - Faceless Pack
   
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177.699 MB
4 Jan @ 8:33am
4 Jan @ 2:38pm
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Playable Black Empire - Faceless Pack

Description
LORE:

"I have glimpsed the power that awaits the Elders wether they realize its intent or not. This entity is cut of the Gods' own cloth. It is as they are, a power beyond perception. I cannot judge our fate, but it is assuredly intertwined with the Void that approaches..." -Chosen Warlock

The Chosen Warlock, his power mixed with Psi and Void, could catch brief glimpses of the threats that lurked beyond... And below... Yet, the sights maddened him. He understood what he saw was a god, but he did not know its intent, only its inevitable power.

"He has awakened, and they shall slumber in his stead..." -Zaxasj the Speaker
"Locks weaken... The world screams..." -Za'qul the Herald

The Restless Cabal, the Harbingers of Ny'alotha, have spoken of maddening prophecies, forming small cults underneath whatever civilizations they could find. This Cabal consists of a Brawn and Brain duo, Za'qul and his N'raqi being the iron grip that would crush any who opposes N'zoth, while Zaxasj and his K'thir being the whispers and promises of power for those who would side with N'zoth.

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WHAT'S INCLUDED:

This mod is a three-parter, this part includes:
- Za'qul the Herald
- N'raqi Brute
- Zaxasj the Speaker
- K'thir Occultist
- Thought Harvester

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HOW TO GET:

How to get Za'qul: Build him in the Proving Grounds for 200 supplies and 5 Faceless Corpses

How to get Zaxasj: Build him in the Proving Grounds for 200 supplies and 5 Sectoid Corpses

How to get N'raqi Brute: Summoned by Za'qul.

How to get K'thir Occultist: Summoned by Zaxasj.

How to get Thought Harvester: Summoned by N'zoth (Requires N'zoth Pack)

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NOTES:

- Za'qul has an Unstuck teleport, this is because a 2x2 unit cannot traverse some terrain. Technically you CAN use it whenever, but you're SUPPOSED to only use it if he can't reach something.

- Due to weird animations, the K'thir jump up and down really fast

- They do not have the ability to show up in the photobooth on their own, meaning they will softlock the game if you bring them on a mission without a mod to stop automatic photobooths, or bring at least 1 human soldier

- Since it seems to be a popular question, enemy versions of these are kind of planned, but primarily due to me not knowing how to program AI for them, as they have way too many abilities to work with, I can not give an estimate on how long or if I will ever finish enemy variants. Be glad if it happens, but don't expect it to happen soon.

- Don't like their health? Their ability cooldowns? or their damage? You can change them very easily! Just go to the mod folder, Config, and refer to the following two files: XComGameData_CharacterStats, XComFacelessPack

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CREDITS:

- All rights for models, animations, and voice-lines go to Blizzard Entertainment.

- Ripped and made to work in XCOM by me
24 Comments
Gazgemauch  [author] 8 Jun @ 8:02am 
@Hunkules my modding is very on-and-off, but rest assured I will apply a fix next time I return to XCOM, just don't have an ETA as I am one person that does modding primarily as a personal-use thing, so I don't really work on my mods unless I'm actively playing XCOM
Hunkules 8 Jun @ 5:29am 
You need to figure out how to fix these mod conflicts, The Speaker still has no animations and I'm not about to disable primary secondaries.
Pandemonium 27 May @ 10:30am 
Looks like "ABILITY TO SLOT REASSIGNMENT" gave back his abilities, but he still cant use his sword
Pandemonium 27 May @ 10:10am 
Removing primary secondaries gave back his animations, but still no abilities. Halfway there lol, thanks.
Gazgemauch  [author] 27 May @ 4:58am 
@Pandemonium could be a mod conflict yes, the most likely culprit for broken animations and abilities is usually primary secondaries
Pandemonium 26 May @ 6:23pm 
Just unlocked the speaker and brought him into a mission. He doesn't have any animations or abilities. Not even a basic attack. Possibly a mod conflict, but no other custom class or unit is broken so i have no idea what it could be.
Archi 26 Mar @ 12:07pm 
I checked my mod build. The conflict is definitely caused by the Primary Secondaries mod. If the author of the mod is reading this message, then please try to create a patch for their compatibility or a fix.
Archi 26 Mar @ 11:00am 
it looks like I have the same mod conflict problem with this mod. Just like the commenters below. I hope someone finds a solution to this problem. The fighters from the mod also run in the T-pose or else. It's funny, but it's not good.
Archi 25 Mar @ 12:58pm 
For some reason, the game doesn't see some abilities. So he writes the skill file was not found. Maybe someone knows what causes this error?
Gazgemauch  [author] 10 Jan @ 4:15pm 
@Nachjager (In the description) "Since it seems to be a popular question, enemy versions of these are kind of planned, but primarily due to me not knowing how to program AI for them, as they have way too many abilities to work with, I can not give an estimate on how long or if I will ever finish enemy variants. Be glad if it happens, but don't expect it to happen soon."