XCOM 2
Playable Aliens (LW2 Compatible)
kafm 18 May, 2017 @ 6:19pm
Can this please work?
Yeah so even setting free to false, they are all still free in the research menu
:/
< >
Showing 1-2 of 2 comments
The Dreamer  [developer] 18 Jun, 2017 @ 12:11am 
I've never seen that before; might be an issue of PA having already having saved your old config changes and not reading the new one. You can consider renaming your main config folder (C:\Users\YOURNAMEHERE\Documents\My Games\XCOM2\XComGame\Config) and trying the mod again, but keep in mind this may reset your character pool.
kafm 18 Jun, 2017 @ 4:35pm 
I renamed my config to "conf1g" and still, everything is free and instant. Here is my "XcomPlayableAdvent.ini"

; For each alien you can choose the following: ; MISSION_ALIEN (mec only, new April 5, 2016) ; true: only buildable in proving ground after successful mission ; false: no mission required for project ; PROVING_ALIEN ; true: to make them buildable in the proving ground ; false: the alien will not appear in the proving ground (disabled) ; FREE_ALIEN ; true: make them free cost (zero time/zero resource) ; false: building the alien requires the autopsy, components, and time ; If false, you can customize the costs: ; CORPSE_COST: number of corpses required to build ; SUPPLY_COST: supply cost to build ; ELERIUM_COST: elerium cost to build ; RESEARCH_TIME: research points to build (120 per day, I think) ; SQUADDIE_ALIEN ; true: the alien will appear in the proving ground as a squaddie ; false: the alien's initial level will be your soldiers' highest level minus one ; AUTOMATIC_VOICE (mec, viper, chryssalid only) ; Set this to a string which is the name of a voice, from any voice pack you have. ; The alien soldier's voice will be automatically set to this value. [PlayableAdvent.PA_ViperTech] PROVING_ALIEN=true FREE_ALIEN=false SQUADDIE_ALIEN=true CORPSE_COST=2 SUPPLY_COST=60 ELERIUM_COST=10 RESEARCH_TIME=560 AUTOMATIC_VOICE=FemaleVoice1_Silent [PlayableAdvent.PA_MecTech] MISSION_ALIEN=false PROVING_ALIEN=true FREE_ALIEN=false SQUADDIE_ALIEN=true CORPSE_COST=2 SUPPLY_COST=60 ELERIUM_COST=10 RESEARCH_TIME=560 AUTOMATIC_VOICE=MaleVoice1_Silent [PlayableAdvent.PA_ChrysTech] PROVING_ALIEN=true FREE_ALIEN=false SQUADDIE_ALIEN=true CORPSE_COST=2 SUPPLY_COST=60 ELERIUM_COST=10 RESEARCH_TIME=560 AUTOMATIC_VOICE=MaleVoice1_Silent [PlayableAdvent.PA_MutonTech] PROVING_ALIEN=true FREE_ALIEN=false SQUADDIE_ALIEN=true CORPSE_COST=2 SUPPLY_COST=60 ELERIUM_COST=10 RESEARCH_TIME=560 [PlayableAdvent.PA_BerserkerTech] PROVING_ALIEN=true FREE_ALIEN=false SQUADDIE_ALIEN=false CORPSE_COST=2 SUPPLY_COST=60 ELERIUM_COST=10 RESEARCH_COST=560 [PlayableAdvent.PA_AndromedonTech] PROVING_ALIEN=true FREE_ALIEN=false SQUADDIE_ALIEN=false CORPSE_COST=2 SUPPLY_COST=80 ELERIUM_COST=15 RESEARCH_TIME=560 [PlayableAdvent.PA_CyberusTech] PROVING_ALIEN=true FREE_ALIEN=false SQUADDIE_ALIEN=false CORPSE_COST=2 SUPPLY_COST=60 ELERIUM_COST=10 RESEARCH_TIME=560 [PlayableAdvent.PA_ArchonTech] PROVING_ALIEN=true FREE_ALIEN=false SQUADDIE_ALIEN=false CORPSE_COST=2 SUPPLY_COST=60 ELERIUM_COST=10 RESEARCH_TIME=560 [PlayableAdvent.PA_SectoidTech] PROVING_ALIEN=true FREE_ALIEN=false SQUADDIE_ALIEN=true CORPSE_COST=2 SUPPLY_COST=60 ELERIUM_COST=10 RESEARCH_TIME=560 [PlayableAdvent.PA_GatekeeperTech] PROVING_ALIEN=true FREE_ALIEN=false SQUADDIE_ALIEN=false CORPSE_COST=2 SUPPLY_COST=120 ELERIUM_COST=20 RESEARCH_TIME=560 [PlayableAdvent.PA_SectopodTech] PROVING_ALIEN=true FREE_ALIEN=false SQUADDIE_ALIEN=false CORPSE_COST=2 SUPPLY_COST=120 ELERIUM_COST=20 RESEARCH_TIME=560 [PlayableAdvent.PA_TechMission] ;Chance of getting individual aliens from tech Mission, integer based, MUST ADD UP TO 100 MECCHANCE=11 CHRYSCHANCE=11 VIPERCHANCE=11 MUTONCHANCE=11 BERSERKERCHANCE=11 ARCHONCHANCE=11 SECTOIDCHANCE=11 CYBERUSCHANCE=11 ANDROMEDONCHANCE=10 GATEKEEPERCHANCE=1 SECTOPODCHANCE=1 ;Cost of rescue mission INTELCOST=80 ; These are tunable weapon effects. Hopefully the names should be clear. [PlayableAdvent.PA_Abilities] ViperMoltCooldown=3 PA_MecDrawFireDuration=3 PA_MecMegaMissileRadius=5.25 PoisonSpitHeight=3 BasicSpitDamage=3 BasicSpitMobility=-4 BasicSpitAim=-30 ; Enhanced spit does this much extra EnhancedSpitDamage=2 EnhancedSpitMobility=-4 EnhancedSpitAim=-30 EnhancedSpitDisorients=false [PlayableAdvent.PA_Weapons] PoisonSpitRadius=4 PoisonSpitRange=12 PA_MecGunDamage= (Damage=5, Spread = 1, PlusOne = 0, Crit = 2, Pierce = 0, Shred = 1, Tag = "", DamageType="Projectile_MagAdvent") PA_MecGunBeamDamage= (Damage=6, Spread = 0, PlusOne = 50, Crit = 3, Pierce = 0, Shred = 2, Tag = "", DamageType="Projectile_MagAdvent") PA_MecMissileDamage= (Damage=3, Spread=0, PlusOne=0, Crit=0, Pierce=0, Shred=1, Tag = "", DamageType="Explosion") PA_MecMissilePlasmaDamage= (Damage=4, Spread=1, PlusOne=0, Crit=0, Pierce=0, Shred=2, Tag = "", DamageType="Explosion") PA_MecGunAim=0 PA_MecGunBeamAim=0 PA_ViperTongueAim=20 ;berserker PA_FIREBREATH_BASEDAMAGE=(Damage=7, Spread = 3, PlusOne = 10, Crit = 1, Pierce = 0, Tag = "", DamageType="Fire") PA_FIREBREATH_ISOUNDRANGE=30 PA_FIREBREATH_IENVIRONMENTDAMAGE=10 PA_FIREBREATH_IPOINTS=0 PA_FIREBREATH_ICLIPSIZE=5 PA_FIREBREATH_RANGE=10 PA_FIREBREATH_RADIUS=4 [PlayableAdvent.PA_Characters] ;0 IS DEFAULT. THESE OPTIONS USE DLC, LONG WAR ALIEN MOD, AND A BETTER ADVENT MOD, SO MAKE SURE YOU HAVE THESE INSTALLED BEFORE CHANGING TO ANYTHING USING THEIR ASSETS. ;1-2 LW, 3-5 ABA, 6 ABA FACELESS PA_MutonBody=3-5 ;1 LW, 2-6 ABA PA_SectoidBody=2-6 ;1-2 LW 3 ABA, 4-5 DLC, 6 CUSTOMIZE PA_ViperBody=6 ;1-2 LW 3-6 ABA, 7 CUSTOMIZE PA_MECBody=7 ;1-4 ABA, 5 CUSTOMIZE PA_ChrysallidBody=5 ;1-4 ABA PA_CodexBody=1-4 ;1-2 ABA, 3 DLC PA_ArchonBody=1-2 ;1-2 ABA, 3 RIFTKEEPER PA_GatekeeperBody=1-2 ;1 ABA, 2 DLC PA_BerserkerBody=1 ;1 DLC PA_SectopodBody=1
< >
Showing 1-2 of 2 comments
Per page: 1530 50