XCOM 2
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[WotC] Gene Mods
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9.550 MB
1 Oct, 2019 @ 10:39am
24 Jan @ 7:54pm
13 Change Notes ( view )
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[WotC] Gene Mods

In 1 collection by ∑3245
E3245's Master Mod Collection for War of the Chosen
98 items
Description
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DESCRIPTION
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We're now Open Source![github.com]

PCSes are the lame versions of Gene mods, so I decided to make a mod that allows a soldier to undergo Genetic Modification. In addition to that, modders can quickly make their own Gene mods that this mod recognizes.

This mod adds a new upgrade to the Infirmary (Advanced Warfare Center): the Gene Modification Chamber. This should not conflict with other mods that require the Hypervital Chamber upgrade to do their own thing, however, we edited the map and made the previous Hypervitalization Chamber assets to appear when you have the Gene Modification Upgrade facility upgrade installed.

To get a soldier to undergo Genetic Modification, you install the Infirmary Facility upgrade, available after you research Alien Biotech. Then follow these steps:
  1. You assign whomever you want to the facility slot. They must be healthy/active.
  2. You then get a screen with all of the available Gene Mods. Select one and hit the green button or, if on controller, the A button.
  3. You'll get a prompt. Select Accept or back.
  4. The magic will then happen. Soldiers are unavailable during the duration, and canceling the project will waste resources and give the soldier a negative trait that can be removed either by completing a Gene Mod project or using the Infirmary to remove the trait.

This mod is fully compatible with the Augmentation mod by Musashi. You can control the interactions with two new Second Wave Options.

If you have issues with this mod or spotted a bug, please report it in the Bug Report Thread. If you want to provide feedback, whether its good or bad, then post in the General Feedback Thread.

If you are thinking of downvoting this mod, please provide feedback first, so I know what I should improve on/did wrong.

So I have quite a bit of people saying they want to donate, so here's my Patreon: https://www.patreon.com/E3245
I will link my Patreon for ORIGINAL mods, like this one, and not ports. I won't put my mods behind a paywall and I won't montenize my mods.

Iridar helped me a lot with this mod, so here's his Patreon if you feel like donating to him: https://www.patreon.com/Iridar

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FEATURES
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  • New Infirmary facility upgrade that allows soldiers to undergo Genetic Modification!
  • Several new Gene Mods made from scratch!
  • Custom UI screen built from scratch.
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KNOWN ISSUES
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  • None so far.
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TODO
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  • Fix some bugs, if any.
  • More Gene Mods, if possible.
  • MEC Troopers support.
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COMPATIBILITY (meaning that it works with these mods)
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  • [WotC] Infirmaria Ex Mortis
  • Augmentations for WotC.
  • There are no overrides in this mod that would cause a conflict with other mods.
  • If unsure, read the description of the other mods or pray, whichever is easier.
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F.A.Q
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Q: Does this work with a current save?

A: Yes, it should work out of the box.

Q: How do I add my own Gene Mods?

A: https://steamproxy.net/workshop/filedetails/discussion/1877861493/1609400247636005211/

Q: Where is the rest of the classic Gene Mods? I want the classic Gene Mods!

A: Mitzruti Perk Pack for WotC.

Q: I want MOAR!

A: [WotC] Gene Mods - Iridar's Pack.

Q: Vanilla version?

A: Not really, no.

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CREDITS
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UI/Coding:
  • E3245 for assembling the entire mod, and coding most of everything.
  • Iridar for helping me with the new Gene Mod abilities and Augmentation/MEC Troopers support.
  • PZ for her Psionic Training mod. Without this mod, I would not been able to do this correctly.
  • Oni for her Laboratory Already Better mod. I would not have found those particular UI elements that are now used in the custom UI screen, and for code that makes Gene Modding statuses appear in the Events.
  • robojumper, Xymanek / Astral Descend, and others for helping me with troubleshooting and additional code snippets.
  • RustyDios for fixing the Status Display not showing up.

Thumbnail:
  • Surefire for the sweet thumbnail.

DISCLAIMER: ALL CONTENT BELONGS TO THEIR ORIGINAL AUTHOR(S). ALL RIGHTS RESERVED.

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LOG
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Release ver: 1.024:
  • Fixed this mod changing the AbilitySourceName, which would cause problems with certain Psionic abilities not working as intended. Psionic Gene mods will keep the purple color.
Popular Discussions View All (6)
46
15 Jul, 2023 @ 8:50am
PINNED: Bug Report Thread
∑3245
30
17 Sep, 2023 @ 8:02am
List of Gene Mods Implemented in this Mod
∑3245
24
14 Dec, 2022 @ 3:33pm
PINNED: General Feedback Thread
∑3245
318 Comments
Life Hack God 27 May @ 10:59pm 
Im abit confused on how this mod works, i upgraded the infirmary and i can still cant acssess it
Preowned 25 May @ 12:55pm 
replying to myself: Editing xcomgenemods.ini (\1877861493\Config\Abilities) under ; Berserker Genes, I seem to be able to adjust the gene so I dont lose actions... Makes it a little over powered but I didn't like my unit getting stuck out in the open some times.

I probably should have added the gene to a less critical unit to start.. but I added it to my Torque!
Ehlookatthat! (She/Her) 25 May @ 10:15am 
PCS are lame?
I'll use these disabled mechanics then.
Preowned 25 May @ 9:05am 
Hey, this is a great mod I always have added in the past! Thank! I have a problem tho:

I added berserk gene to a Solder, but I dislike how it makes them unusable the next turn after it takes effect. Any way to remove or edit it's effect?

The .in file has something associated called length or duration, can I change that so I don't lose a turn after?

Or is there a way to remove a gene mod via console... I didn't know it had such a negative after they go berserk.
(And its been much to many saves to go back now)
Tiaz 28 Mar @ 3:08am 
@∑3245
Can i use your graphic of Gene-Mods with my mod?
SlapDickMcRunFast 4 Mar @ 3:30pm 
How would I edit the INI for the Adaptive Bone Marrow?
I essentially want to change the regen, and it's regen cap, so it'll continue to regen to max, regardless of damage taken over the mission.
mamonths 27 Feb @ 10:07am 
i bought upgrade of infirmary but has no menu of gene mods
Mask 11 Feb @ 8:14am 
Yeah I searched for it but couldn't find the lines where it make Mind Shield block the effect so I couldn't add the Solace. I'm not a modder just doing some easy stuff. So if what we are talking about is author's intention I hope a fix comes soon.
ebonfowl 10 Feb @ 6:44pm 
@Mask: I think there is a misconception about what Solace actually does. It doesn't prevent mental effects on anyone, including the one with the perk, that is what a Mind Shield does. The Solace aura only removes effects AFTER they happen. That is why if you run near a civilian who is cowering in fear the Solace aura makes them not afraid anymore, and why the aura clears mental effects on the possessing character when their turn comes up again. The confusion is understandable based on the ability description though.

I looked on GitHub and the Chaotic Mind script checks for mental immunity (which is conferred by a mind shield but not solace), and only allows the damage aura function to proceed if not immune. To be stopped by Solace, a check for that ability would need to be added to the conditional in the script. Anyway, I'm not the author, but that is how to fix it if the intended behavior is that Solace should prevent it.
Sxmpra08 7 Feb @ 12:28pm 
What is the mod for the Neural Feedback and Celatid Biomass Infusion? Can't seem to find it