XCOM 2
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[WOTC] Bio Division 2.0
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1.520 GB
2019년 5월 3일 오후 4시 02분
2020년 2월 19일 오후 8시 39분
업데이트 노트 16개 (보기)
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[WOTC] Bio Division 2.0

MrShadow님의 1 모음집
CreativeXenos WOTC mod collection.
아이템 53개
설명
-- Mod by Team CreativeXenos --
-- Blender, SDK, Animations and Modbuddy : Super awesome totally not fat just big boned : ObelixDk
-- Maya modelling/armourconcepting, Substance painter texturing : HulkCX --
-- Coding and Art : Ashlynne_Lee--
-- Coding : Mr. Nice--
-- Coding, art and unit creation and conceptual idea : Shadow79 --
-- Weapon Particle Effects work : Claus --
-- Weapon Aim setup : Musashi --

*******The Bio MEC's head is from the Stim Pilot from Titanfall 2.********

BIG THANK YOU to Claus and Musashi for the base mod code for the shields.

ATTENTION.... READ THE FAQ BEFORE ASKING QUESTIONS!!!!

------------FAQ---------------
1.
Q) Whats new?
A) A combination and rework of these 4 mods
"Bio Troops"
"Bio Beasts"
"Bio Command"
"Bio Events"

2.
Q) Why the new 2.0?
A) I personally wanted to merge all 4 Bio Mods into 1, so that's what we did.

3.
Q) Do I need the other Bio mods to use this?
A) No, this is an all in one mod and if using this mod, you'll need to unsub to any of the other 4 Bio mods and clean your config before starting a new game.

4.
Q) Clean my config? But why?
A) The older Bio mod files may still linger in your config folder and cause conflicts once you sub to this mod. If you want to use this mod, go to Documents\My Games\XCOM2 War of the Chosen\XComGame\Config
delete the whole config folder. Start your game to the main screen, exit back to desktop and then restart.
you need to start the game twice for it to rebuild a clean config folder.

5.
Q) No really... what's new?
A) Hope you like to read? Wait I answered a question with a question didn't I? I did it again! JUST READ!!!

*1) Bio Captain. Same as in the other past mod, just got a newer updated look.

*2) Bio Trooper. Same as in the other past mod, just got a newer updated look.

*3) Bio Assault Trooper. Same as in the past Bio mod, just got a newer updated look.

*4) Bio Assault Trooper with shield. Updated look and still has the high cover bonus for himself but no longer grants high cover to allies. Now they have a % chance to deflect incoming ranged and melee attacks. Can also use the shield as a melee weapon to bash with.

*5) Bio Rocket Trooper. Same as past Bio mod but has gotten some tweaks in AI to better allow for standing off.

*6) Bio Generals. There were 2 Bio Generals with slightly different helmets and one had an SMG, the other a rifle. One could call in Bio Reinforcements, the other Orbital Gas Strikes. Those 2 are still in but have also gotten upgraded looks. But there are now 2 additional Bio General types. Again, same general look but slightly different helmets. These 2 carry a shotgun and rifle the rifle wielder also has a Bio Rocket Launcher on one arm. They too can call in support and Orbital Gas Strikes. These 4 Generals will still get some added fine tuning over time.

*7) Bio Mec. Has gotten a color update but for the most part has stayed the same. Its spawn weight has been lowered as well.

*8) Bio Faceless. The only unit that has not changed. We like the look and what it does. May get some added love soon though.

*9) BioZerker. Has stayed the same in abilities but has gotten some minor updating to its helmet and Bio Tubes on its back and small skin texture update.

*10) Bio Lost. Yes we went there! There are now 2 types of Bio Lost. Bio Division has taken Lost and put control collars on them. Turned them into "living" bombs. If they get close, they MIGHT set the collar off. Of which their head will explode doing explosive damage to the adjacent tiles around them. the blast radius is not large but will toss acid onto those caught in the blast. The second unit is the Lost Bleeder. Same as the basic Bio Lost but you guessed it... it bleeds acid as it moves. The Bleeder can also howl. Like the Lost Howler in our World War Lost mod, this howl will attract the "other" Lost If on a mission that the Lost are present. However, this howl is also used as a call in for more Bio Lost as well. This could be very dangerous in missions where both Bio Lost and base game Lost are present. These Bio Lost can also be head shot!!

*11) Bio Mec Trooper. The Bio Mec Trooper uses the body of the old XCom EW MecToid. Bio Division has taken it fallen Bio Troops who's brains are still good and the advent control chips in their heads still work, and transplanted the head into a new Bio Mec Trooper. They still contribute even after death, Why waste that battlefield experience right?
The Bio Mec Trooper can be hacked as its a robotic unit. Can not me mind controlled as its encased in its own personal mind shield. Has 3 weapons, a Heavy Tactical Plasma Rifle pf which it can use rapid fire with. A Heavy Tactical Plasma Shotgun. Does the same damage as the rifle but shreds more armor and is a much closes ranged weapon. And a Plasmathrower (Flamethrower). This Flamethrower does damage on contact as the Bio Mec Trooper is discharging built up plasma heat to keep its core cool. This Plasma fueled fire will continue to burn after as well.
It has a decent amount of armor, blast padding and can call in Mec support if it has to.

*12) Bio Viper. Has gotten an updated look and its poison/blind spit has been downgraded to just the poison spit. Still bleeds acid and explodes like an acid bomb if killed.

*13) Elite Bio Viper. A slightly tougher version and more late game. She now has the poison/blind spit and has an upgraded viper rifle that is no longer the beam rifle but now discharges plasma that deals more damage.


SPECIAL NOTES>>> PLEASE READ!!!!!!!!!!!!!!!!
This has been in this mod for some time and I had this info in the original Bio Mod but in my editing of that mods description I failed to add the info back in. IN THIS MOD... Medikits NO LONGER give a magic immunity to poison. You CAN STILL heal poison but the person with the Medikit, no longer has an immunity to poison. You will get that immunity back once and only once you complete the base game Viper Autopsy and gain NanoMedikits. From this point on, Nano and BioMedikits will give the poison immunity. TO balance the base game Medikit no longer giving the poison immunity, I made it so all vipers using the Viper Spit ability can miss with the poison. The Target area will still be covered in poison but not all soldiers in the area will be hit. Some may be but others might be missed.

NEW ADDITION
Bio Division will now have their own Avatar Research Facilities that can show up in the pool of facility missions. There are 3 types. A mixed Bio Facility, where any number of any type of Bio units can show up. A Bio Mec Facility that is 90% Bio Mecs and Bio Mec Troopers with some standard Bio Troopers as facility guards. And Bio Beast Testing Facilities where you guessed it... you'll run into lots of Bio Beasts. Like all facilities, these are tough so you should always plan to bring your A-Team.


Known conflicts / incompatible mods
Additional Enemy Perks Mod.
Enhanced Ragdoll Physics And FX Mod
XCOM EU/EW Ports: Extras



PLEASE DONT FORGET TO RATE THIS MOD :)
인기 토론 모두 보기(8)
75
2025년 9월 11일 오전 2시 57분
BUG REPORTS HERE!
MrShadow
3
2024년 1월 17일 오전 4시 50분
Traditional Chinese Localization (正體中文翻譯)
Mogwai
0
2022년 9월 22일 오전 9시 35분
Spanish Translation
Kanario97
댓글 431
MrShadow  [작성자] 2025년 9월 10일 오전 11시 31분 
@huntersorce20, No this mod is not compatible with proving ground overhaul v2. At least not on this end. The Author of that mod may be able to make it so they are compatible but I have no future plans to do so at this time. As for the bio facilities, they are added to the facilities template so if they are picked up, its the game picking them up as this is done randomly. BUT if you want to disable them, go to the XComSchedules.ini file and change the + to an - in front of each MissionSchedules=.
huntersorce20 2025년 9월 7일 오후 4시 05분 
which config stat would i have to change to either reduce the chance of bio facilities appearing or remove them entirely?
huntersorce20 2025년 9월 4일 오전 7시 07분 
is this mod compatible with proving ground overhaul v2? asking cause on the older biobeasts mod it says that mod is not, but was curious if this new mod has been updated to make them compatible.
Tommy 2025년 5월 24일 오전 5시 30분 
[X2Effect_EleriumPoisoning] can not be translated.
Nero 2025년 3월 18일 오후 10시 54분 
Can i ask your permisison to use assets from this mod? Specifically the sabre?
jangjinwon7788 2025년 2월 22일 오후 4시 20분 
Can you tell me the bioberserker corpse code? I need the corpse
Jestimac 2025년 2월 7일 오후 12시 23분 
I am seing the same "1" as reported by Dylanrockin. It is in Red, so it obviously prevents research.
Dylanrockin 2025년 1월 4일 오후 5시 00분 
For some reason I am seeing a "1" next to some of the Bio Divisions weaponry. Is there another mod that I need to have installed alongside this to get some of those weapons/items?
RakkoHug~<3 2024년 12월 19일 오전 2시 49분 
Using it with Covert Infiltration
RakkoHug~<3 2024년 12월 19일 오전 2시 49분 
BUG: Bio Faceless Medical kit does NOT confer healing enhancement to Specialist's Restoration ability (mass-healing).