XCOM 2
[WotC] Gene Mods
 This topic has been pinned, so it's probably important
∑3245  [developer] 1 Oct, 2019 @ 10:51am
General Feedback Thread
If you think you have a good constructive idea on what could be improved in this mod, then post it here.
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Showing 1-15 of 24 comments
mSh4ke 16 Oct, 2019 @ 12:05pm 
overall great impressions thus far, but, i think, UI can be improved

First : dropdown list in infirmary only shows rank and name of operative (no class, not even nickname) wich makes it hard to select specific soldier you mant modded, unless you happen to memorize them all. There was a mod called "no dropdown menus" wich would fix my issue, but unfortunatly it was only made for vanila long war.

Second : Stats change window in the gene mod screen seems to be exessive , since any stat changes can be (and, probably, should be) included in the description anyway.

Also can gene, that was actually installed, be highlighed with green text ? Currently it only greys out all genes in used slot , without any indication wich one was actually installed. Not a big deal.

Putting soldier info somewhere in the gene modification screen for reference would also be nice, though not a big deal either.

Anyway thanks for great mod and sorry for my poor english skills.
Last edited by mSh4ke; 16 Oct, 2019 @ 12:14pm
silverleaf1 1 Oct, 2020 @ 9:05am 
I love this mod. It enables the player to tailor soldiers for the roles they play. This is one mod that is always in my campaigns. It makes the infirmary a much more valuable facility.
GargakOfTheEast 13 Oct, 2020 @ 5:10pm 
I love this mod ever since I first used it. It was lame they got rid of this in XCOM 2 :(

I'll offer a suggestion for improvement. The idea is to add more diversity and uncertainty in the Gene Mod outcome. It also saves a lot of headache in coming up with new Gene Mods when there are so many mods with new perks available. Basically, think of it as Dragon Quest 8's "alchemy pot" for your soldiers <3

Instead of "Eyes" "Body" "Arms" etc, I propose just making the Gene Mods add random perks that do a certain thing.

For example, you could have:

-Combat Gene Mods
-Defensive Gene Mods
-Healing Gene Mods
-Support Gene Mods
-Psionic Gene Mods

Just like it works now, you could only have 1 from any category. For example, I might choose Combat Gene Mods for a soldier, and after modding, they learn Rapid Fire. On another soldier, they get Run and Gun. But I can't do it twice on the same soldier. In addition to the regular perks, you could always have a few perks that can only be obtained at random with a Gene Mod.

An extension of this idea is to allow you pay more resources and more time in the modding chamber to get a chance on higher-level perks. For example, 3 ADVENT Trooper corpses, 30 Supplies, and 3 days in the mod chamber might get you Holotargeting or Suppression, but 3 Muton corpses, 100 Supplies, and 9 days in the mod chamber might get you something really awesome, like Untouchable or Death from Above.

Thank you for the mod <3 really great work!
Last edited by GargakOfTheEast; 13 Oct, 2020 @ 5:10pm
Iridar  [developer] 13 Oct, 2020 @ 8:43pm 
Originally posted by GargakOfTheEast:
I love this mod ever since I first used it. It was lame they got rid of this in XCOM 2 :(

I'll offer a suggestion for improvement. The idea is to add more diversity and uncertainty in the Gene Mod outcome. It also saves a lot of headache in coming up with new Gene Mods when there are so many mods with new perks available. Basically, think of it as Dragon Quest 8's "alchemy pot" for your soldiers <3

Instead of "Eyes" "Body" "Arms" etc, I propose just making the Gene Mods add random perks that do a certain thing.

For example, you could have:

-Combat Gene Mods
-Defensive Gene Mods
-Healing Gene Mods
-Support Gene Mods
-Psionic Gene Mods

Just like it works now, you could only have 1 from any category. For example, I might choose Combat Gene Mods for a soldier, and after modding, they learn Rapid Fire. On another soldier, they get Run and Gun. But I can't do it twice on the same soldier. In addition to the regular perks, you could always have a few perks that can only be obtained at random with a Gene Mod.

An extension of this idea is to allow you pay more resources and more time in the modding chamber to get a chance on higher-level perks. For example, 3 ADVENT Trooper corpses, 30 Supplies, and 3 days in the mod chamber might get you Holotargeting or Suppression, but 3 Muton corpses, 100 Supplies, and 9 days in the mod chamber might get you something really awesome, like Untouchable or Death from Above.

Thank you for the mod <3 really great work!
Appreciate your feedback. I don't think your suggestion has anything to do with gene mods, it would be more like a training center thing that lets soldier train for additional perks over the course of the game. I wouldn't mind doing something like that one day, but it's probably gonna get done by somebody else before I can get around to it.
Bilateralrope 14 May, 2021 @ 3:23am 
Two things I think could be improved:

A better way to find the soldier who doesn't have a mod in whatever slot you're putting mods. Maybe something in the dropdown menu to say which mod slots a soldier has something in, maybe the ability to cycle through soldiers without having to go back to the pulldown menu each time.

The second is how much time it takes to apply a mod. In XCOM EW, it took 3 days per mod but you could mod 3 soldiers at a time, so an average of 1 day per mod per soldier. With your mod we can only mod one soldier at a time, so I'm thinking that mods could take a day to install to get the total time to mod everyone in your active roster to about the same as EW. Well, as long as you have the resources.
GargakOfTheEast 14 May, 2021 @ 10:21am 
Yeah I agree with @bilaterialrope

I uninstalled the mod, just because it takes forever to transform all your soldiers. It doesn't work well with Mission Mania, which is a great mod, but needs a big barracks to compensate for will losses.

Gene Mods just got to be more trouble than its worth. A mod menu option to set the number of days would make it more fun, e.g. "3 days", "2 days", ..., or even "0 days" for instant gene modification.

It's still a cool mod, but not fun because of how slow it is.
Iridar  [developer] 14 May, 2021 @ 10:25am 
Originally posted by GargakOfTheEast:
Yeah I agree with @bilaterialrope

I uninstalled the mod, just because it takes forever to transform all your soldiers. It doesn't work well with Mission Mania, which is a great mod, but needs a big barracks to compensate for will losses.

Gene Mods just got to be more trouble than its worth. A mod menu option to set the number of days would make it more fun, e.g. "3 days", "2 days", ..., or even "0 days" for instant gene modification.

It's still a cool mod, but not fun because of how slow it is.
Duration of gene modification is configurable through .ini files. Takes only a minute.
GargakOfTheEast 14 May, 2021 @ 10:26am 
@Iridar does 0 days make it instant?
Bilateralrope 14 May, 2021 @ 10:36am 
Originally posted by Iridar:
Duration of gene modification is configurable through .ini files. Takes only a minute.

Which file(s) and variable(s) do I need to alter ?

I'm mainly using the gene mods from the Mitzruti Perk Pack.

Also, does it cause problems if they are altered while a soldier is being modded ?
Iridar  [developer] 14 May, 2021 @ 11:05am 
Originally posted by GargakOfTheEast:
@Iridar does 0 days make it instant?
I don't know, it might.


Originally posted by Bilateralrope:
Originally posted by Iridar:
Duration of gene modification is configurable through .ini files. Takes only a minute.

Which file(s) and variable(s) do I need to alter ?

I'm mainly using the gene mods from the Mitzruti Perk Pack.

Also, does it cause problems if they are altered while a soldier is being modded ?
Just look through this mod's configuration files, I'm sure you'll find what to edit. Just make a backup before you change anything.

For gene mods from other mods, you'll have to look in those mods' configuration files.

I wouldn't change anything while training is in progress just be safe, but most likely your changes will have no effect on that.
Bilateralrope 14 May, 2021 @ 10:41pm 
Altering the mod files seems to have worked. Now all gene mods install in 1 day.

First I went to:
C:\Program Files (x86)\Steam\steamapps\workshop\content\268500\1877861493\Config\Gene Mods\XComGameData.ini

I set all entries of BaseTimeToCompletion to 1.

For Mitzruti's Perk Pack, just change 1877861493 in the location to 1561030099 and the rest of the path is the same. Again, set all entries of BaseTimeToCompletion to 1

For other mods, you can find the mod number in its workshop URL.



Originally posted by Iridar:
I wouldn't change anything while training is in progress just be safe, but most likely your changes will have no effect on that.
I didn't test this. Mainly because it was quicker to see if altering the .ini files worked if I had a save game with an empty gene modding tank.
Qazerowl 20 Sep, 2021 @ 12:38pm 
I think that gene mods are too expensive. I'm aware that I can adjust the prices myself, and I have. Since doing so, I actually use the gene mods. When you're playing with the default squad size, and/or you've weakened the tiredness mechanic and you're not playing with CI, maybe the prices are just right. I can see how it might make sense to spend 75 supplies to upgrade a soldier if you're using that soldier in basically every mission.
But when I tried playing with either a more severe wound/tiredness setup or covert infiltration, I found myself practically never using gene mods, because they're just too expensive. In my custom modifications, I actually completely removed the supply cost of all gene mods, and added a corpse requirement to the gene mods that didn't already have them. And it works great! I'm still only able to apply like a dozen gene mods across my 30 soldiers by the time I've unlock plasma rifles, because it's so easy to run out of corpses, but at least I actually can use them. To apply a dozen gene mods with the default values would have cost me something like 700 supplies otherwise. And all that 700 supplies gets you is that 1/3rd of your soldiers get a single extra perk. Compare that to the cost of powered armor and plasma weapons.
Stukov81-T.TV 15 Jan, 2022 @ 4:36pm 
Can I add a requirement to a Gene Mod that I need to have a speific other Gene Mod?
Iridar  [developer] 15 Jan, 2022 @ 6:11pm 
Originally posted by Stukov81-T.TV:
Can I add a requirement to a Gene Mod that I need to have a speific other Gene Mod?
No, we haven't implemented that.
Stukov81-T.TV 16 Jan, 2022 @ 1:36am 
Thanks for the information. This mod is awesome thanks for all the work
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