XCOM 2
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[WOTC] Cerberus Guardian: Replace Advent Shieldbearer
   
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20 Mar, 2020 @ 10:35am
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[WOTC] Cerberus Guardian: Replace Advent Shieldbearer

In 1 collection by NightNinja54
Advent & Alien Overhaul
13 items
Description
The Elders are dying, and Advent is a pawn in our game. Humanity is stronger than ever; Cerberus is stronger than ever.
-The Illusive Man

The Cerberus Guardian replaces the traditional Advent Shieldbearer

The Cerberus Guardian is a new enemy that joins the fight against XCOM. The unit uses a M25 Hornet SMG, Guardian Shield, Cerberus Engineered Armor, and custom Cerberus voice pack.

New Content
  • The Cerberus Guardian functions identically to its Advent Shieldbearer counterpart
  • The model of the advent shieldbearer is replaced, and all related items and research are renamed.
  • In this way, the mod should keep all expected game play consistent.

Additional Details
This will seamlessly integrate into a current or new campaign.

Full Credits
  • Jblade35: Porting voicepack for XCOM integration
  • Lord_Poncho57: Editing weapon & shield models, textures, and sounds for XCOM integration
  • Cavily: Editing armor models and textures for XCOM integration
  • Musashi & Claus: For creating Shields in XCOM 2
  • Robojumper & E3245: For their animation expertise
  • NightNinja54: Programming and development
  • Bioware: Original designs

Please let us know if you encounter any bugs or discrepancies. We hope you enjoy!

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23 Comments
NightNinja54  [author] 21 Sep, 2020 @ 5:26pm 
@Zygywygzy
Hello, new enemy replacers will be added to this collection - however if that particular unit has been slotted I do not intend to make multiple replacers. https://steamproxy.net/sharedfiles/filedetails/?id=1943819258
Zygzy 21 Sep, 2020 @ 9:47am 
Hi, I have a question. Do you plan to make reaper/collector ADVENT replacer?
NightNinja54  [author] 2 Sep, 2020 @ 6:03am 
@aegis
Gotcha, ty
aegis 1 Sep, 2020 @ 8:54pm 
it doesn't i had to remove i manualy by commenting it out of the encounter lists as i said
NightNinja54  [author] 1 Sep, 2020 @ 8:33pm 
@aegis
Hey, this mod should remove the existing 'cerberus guardian' standalone enemy. If that's not the case, then thank you for letting me know.
aegis 1 Sep, 2020 @ 6:34am 
for those of you wondering i think i fixed the issue
if you open the XComEncounterLists.ini file in the base guardian mods config, then you comment out the lines for its encounter info then the game will no longer spawn in the rogue second guardians
if you use this mod i recommend you do this since it means your computer is no longer loading multiple of the same asset because of there technicaly being 2 versions of the same enemy
aegis 1 Sep, 2020 @ 12:33am 
any way to set it up so that it disables the base guardian enemy?
iv noticed the way the mod is in it's current state is that it treats the reskined shieldbearer and the guardian as 2 seperate enemies (if you notice they have their own entries in the shadow chamber report)
while this might not effect the game on a surface level it's gonna effect load times among other things since the game treats them as 2 differnt enemies so it wastes time and resurces loading the the same model, textures, ECT twice.
this also to a certain extent effects RNG aswell since the guardian is twice as likely to show up since it has 2 entries in the enemy list
tastiger841 7 Apr, 2020 @ 2:37am 
Busy and getting things done, then it all worth it.

I am still playing the two games, though RE2R is about half way.

All the best :steamhappy:
NightNinja54  [author] 6 Apr, 2020 @ 7:26am 
@tastiger841
Hi Tas, thanks for checking in. Have been unfortunately busy with irl responsibilities. Hope all is well.
tastiger841 4 Apr, 2020 @ 2:44am 
How is our Master ninja doing?

This one is not working at the moment, so he is busy playing Total warhammer 2 and RE2 remake (it is way scarier than the 98 version, so only play it half hour each day ... in the dead of the night, lol)