XCOM 2
482 ratings
[WotC] Useful Autopsies - Chryssalid
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
221.178 KB
22 Jul, 2018 @ 1:14pm
22 Jul, 2018 @ 2:15pm
3 Change Notes ( view )

Subscribe to download
[WotC] Useful Autopsies - Chryssalid

In 1 collection by ArcaneData
[WotC] Useful Autopsies - Complete Collection
4 items
Description
For once, Tygan can expect these results - completing the Chryssalid Autopsy now unlocks Venom Rounds in Engineering!

Why does the Chryssalid autopsy inspire Tygan to make a vest that sets attackers on fire? Meanwhile their venomous corpses lie unused in storage, and your engineers waste elerium cores in the Proving Ground just for the chance of making toxic ammo. It makes no sense - so I made this mod to fix it.

Features
  • venom rounds are no longer experimental ammo; they are now unlocked through the Chryssalid autopsy
  • venom rounds are constructed in Engineering for 40 supplies and 1 Chryssalid corpse - stats are unchanged
  • hellweave vest is no longer built in Engineering - it is now obtained only through Experimental Armor Projects
  • relevant descriptions have been updated, so the mod feels like just another part of the game

The mod has been thoroughly tested for bugs so it shouldn't cause any issue with your campaigns. I aim for my mods to be of high quality and to integrate seamlessly with the base game.

Compatibility
This mod doesn't override any classes, so it should be compatible with almost anything. The only things to worry about are any mods which significantly modify the experimental grenade / armor projects.

It is compatible with existing saves, even if the Autopsy is already complete, and works with new campaigns as well.

Looking for other Useful Autopsies? Click here for the full collection. Have any suggestions for future mods? Make a comment here.

Are there any other autopsies you feel aren't worth your time? Make a comment and share your ideas. If you like the mod, give it a thumbs up, and enjoy!
Popular Discussions View All (2)
0
21 Sep, 2022 @ 6:52am
Spanish Translation
Kanario97
0
30 Jan, 2019 @ 9:58pm
Simplified Chinese Translation
zxc2008
24 Comments
Francis 18 May @ 8:34pm 
Proving Grounds Overhaul breaks this mod. (190 other mods without PGO; and Venom rounds work fine. And with JUST these two mods, the breaking occurs.)
https://steamproxy.net/sharedfiles/filedetails/?id=2259746446

with PGO and this installed:

the Chryssalid Autopsy does NOT say it unlocks Hellweave (correct behavior for mod), nor Venom Rounds.

The Hellweave nor Venom rounds are available in Engineering after the Chryssalid Autopsy.

*Install order matters*;
if this mod was installed last:
Exp. Ammo project CAN create venom rounds; then Venom are available in engineering (PGO feature), but then use THIS mod's cost.
The Exp. Armor project does NOT contain Hellweave, even after being exhausted of possibilities.

if PGO was installed last:
Exp. Ammo project CAN NOT ever create venom rounds,
The Exp. Armor project *can only ever produce Hellweave, forever. That's it.*

Shame, this mod's great!
Clearly; a PGO bridge patch for this mod is needed for compatibility.
Wulf 29 Sep, 2023 @ 7:21pm 
Does not work with LWOTC. Won't crash your game, but won't affect proving ground/research.
GargakOfTheEast 20 Feb, 2020 @ 3:15pm 
@Valvatorez ahhhhh thank you much pal. I was wondering which mod was causing this problem!
Evil Nox 21 Nov, 2019 @ 9:13am 
Is there any way to modify the cost of the rounds because I have another mod that seems to unlock these rounds with the same autopsy and it's double charging me to build them, so I either have to reduce the cost or delete one of the mods.
Valvatorez 9 Nov, 2019 @ 11:58am 
Had to stop using this because Hellweave never comes up when starting Experimental Armor Projects. Even with instant build bonus.
Postsapien 4 Nov, 2019 @ 6:54am 
@mitzruti i had the same venom rounds problem from experimental ammo project
playing on Linux with mod installed from start
Bardmaster 18 Jan, 2019 @ 8:09am 
@ArcaneData - upon further review, there may be something else causing an issue...when I open up the "Build Items" interface in Engineering it shows up on an initial, abbreviated list that is missing many other items. I was able to build it. Then when I go out and back in, my list of items expands but the venom rounds is gone.

I also have "viper rounds" which, tracing back, appears to have come from the Flame Viper mod (along with Inferno Rounds), but at one point I swear it used Bio Viper corpse (from Bio Troops mod) + venom rounds to build and now from the Bio Viper mod which now I notice can be built with normal vipers + venom rounds. So there may be some bugginess around all that - I am a mod junkie! :steamhappy:
ArcaneData  [author] 18 Jan, 2019 @ 7:33am 
@Bardmaster - I haven't tested it since TLP was released, so I can't say 100% that the mod still works.
Bardmaster 18 Jan, 2019 @ 7:24am 
I don't have venom rounds available to buy in engineering after completing the autopsy. Is this mod being kept up-to-date?
Mitzruti 17 Oct, 2018 @ 6:47pm 
I did have rewards deck refresher. That campaign's complete now (finished it off a bit before TLP dropped), but it was an issue the whole time.