XCOM 2
Playable XCOM 2 Aliens - Viper Class Overhaul
 This topic has been pinned, so it's probably important
shinymoogle  [developer] 23 Sep, 2019 @ 10:27am
Bug Reports + Compatibility Issues
Report any problems with the mod you run into here! Please include a list of potentially relevant gameplay mods you might be using. Keep in mind that existing issues arising from Playable XCOM 2 Aliens may be out of my control, and I am aware of some of them already. Thanks!

Known Bugs
  • Fringe case where Sidewinder only partially triggers if the Viper is targeted on a rooftop and goes into free fall as a result. The attack will be avoided, but cooldown will not be activated and the bonus move does not trigger.
  • Sidewinder does not trigger against Blazing Pinions, Gateway, and potentially other attacks that use alternative hit calculations. Fixable in theory, but would likely require a class override and I'd like to avoid that for a unit mod. So I may leave this as-is.
  • Death Adder cannot be used against Chosen sarcoohagi.

Known Mod Compatibility Issues
  • The "Rescue Rogue Operative" mission does not appear to work properly with Long War of the Chosen.
Last edited by shinymoogle; 30 Sep, 2019 @ 10:03am
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Showing 1-15 of 17 comments
Lord Essedess 22 Oct, 2019 @ 11:54pm 
After installing this I got my first viper after starting a new game and she was listed as a grenadier, I wouldn't thought anything of it and would have just kept playing but the animations for her firing the heavy machine guns and grenade launchers are bugging out her appearance while attacking.
shinymoogle  [developer] 26 Oct, 2019 @ 1:40pm 
Hm, odd. They shouldn't have soldier classes... I'll take another look at how classes are assigned, but that's something that didn't come up while I was testing. Are you using any other mods that modify soldier starting classes?

Vipers use a different skeleton from XCOM soldiers, so abilities like throwing grenades and soldier-specific animations don't exist as part of their animation package and they end up T-posing as a result. I doubt I'll be able to do anything about that - I only know the tiniest bit about XCOM animation to try and troubleshoot specific things - but they shouldn't be classes available for Vipers anyway.
Lord Essedess 6 Nov, 2019 @ 5:04am 
allies unknown maybe? Or WOTC Viper Elite. trying to figure out how to list all my mods without having to type them out...
Don't know if this thread is still even being looked at, but when it comes to the animation troubles, I have a suggestion that might help a bit? Mind you, I have zero experience with this kind of thing, so I'm sort of taking a shot in the dark here.

I notice while playing the game that SPARK units have a completely different set of animations and what-have-you. They even have their own limited set of poses for the photobooth. I can only assume that this would mean that they have their own skeletons, etc. Perhaps this could be replicated with new Viper animations for allied Vipers?

Once again, I have absolutely no experience with this matter, so I could be spouting useless guesses. I also realize that you may very well have already thought of this, and if either situation is the case then I apologize for my ignorance.

In any case, I appreciate the work that you have done so far, and I do not seek to rush you. Even with my lack of experience, I realize that this would probably be a monumental undertaking, and as a writer I can appreciate wanting to step back and taking a breather for a while. As far as I'm concerned, if you decide to eventually take on this challenge then take as much time as you need before wading in.
shinymoogle  [developer] 25 Jan, 2020 @ 4:21pm 
Yeah I'm still reading feedback and stuff.

Most of the animation glitches really boil down to the game going: "Here we have a [Viper] soldier. In X situation, soldiers should be doing Y, so let's have this soldier do Y. Wait... it can't do Y? But it's a soldier so it must do Y. Let's just explode their head and make them T-pose and say they're doing it."

Which means that fixing the animation glitches requires: finding the source code responsible for setting up a scene, and the parts within it that call specific soldier animations; and making sure the soldier model has a usable animation which matches that animation call. Unfortunately the first part has been pretty difficult and time-consuming, and many things are hard-coded and cannot be changed without a class override - which is usually a bad idea because it greatly raises the possibility of conflicts with another mod. And the second part - actually creating animations - is something I have minimal experience in. At best I'd be able to import an existing animation to fill the role, and I expect just figuring out how to do that is going to take me a fair chunk of time as well.
Bearalaika 6 May, 2020 @ 8:19am 
So less of a bug more of a balance issue. Having unbind not costing an action point has an interesting exploit where you can unbind and rebind a few times in a turn to do a lot of extra damage.
Diana (Kitty) 8 May, 2020 @ 9:07pm 
I installed this mod on an existing save and they lost all their skills. Newly recruited vipers can't be trained skills either, it seems. I will try it with a new game.
Diana (Kitty) 9 May, 2020 @ 11:14am 
Update: Seems to work fine with new saves... for now
Mad Grenaider22 12 May, 2020 @ 4:58pm 
Yeah after installing this I got Vipers that act like Grenaiders and Gunners and what not. I dunno what caused that...
shinymoogle  [developer] 1 Aug, 2020 @ 9:43am 
GentleGrizzly - Thanks for pointing that out! I double-checked a few things and I think it should be alright since binding consumes all available action points and bind damage is multiplied if sustained for consecutive turns. There isn't that much of an advantage in releasing and re-binding as opposed to just holding it.

Diana - Good to know. Probably has to do with how I overrode the original Viper class. I'll note that in the mod description.

Mad Grenaider - Are you using a class/weapon unlocker mod or something similar that affects all soldier classes?
Rolle 3 Dec, 2020 @ 10:31pm 
Hello
if i create characters as vipers and have them in the campaign from the beginning they are normal people, can the vipers be found later or how?
Marotte 6 Jan, 2021 @ 7:13am 
the game says that it detects an error loading the package XV_Viperskills, even if I have nothing but the dependencies enabled. I know this is not very helpful, but that's all the game tells me. Is there a debug log for the game I can check to figure out whats going on?
Nic ward :v 7 Feb, 2021 @ 3:44am 
I got some error.
"Error detected attempting load of a package: XV_Viperskills"
Last edited by Nic ward :v; 7 Feb, 2021 @ 3:45am
shinymoogle  [developer] 13 Mar, 2021 @ 11:27am 
I got a chance to talk with some other people who had similar package load issues - do you have the Alien Hunters DLC package installed? That's the one with the alien rulers. I noticed that the DLC isn't available individually on the store page now, so you'd need the bundle if you don't have it already. I'll update the mod requirements, Steam might not be catching the missing packages since the DLC changed.
Inaire 2 May, 2021 @ 5:32am 
does this mod still work and how do i recruit vipers? they havent shown up
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