XCOM 2
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Viper Pull and Bind Rework
   
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1.640 MB
18 Oct, 2021 @ 8:06am
27 Jul, 2022 @ 3:14pm
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Viper Pull and Bind Rework

Description
NOTICE Viper Class Overhaul has found to be hard incompatible with this mod. Running both together WILL break enemy Vipers. Be warned...

Changes the vanilla Viper and Viper King's Tongue pull and Bind to be slightly more forgiving and a tad more in-depth in addition to adjusting various modded Viper AI and abilities.

Changes to the default Viper Pull and Bind:
  • Bind is now a strength contest between the Target and the Viper, meaning the more strength the target has, the more likely they will break the bind and free themselves on their own.

  • Bind no longer deals guaranteed damage on initial bind, and damage can vary based on how many successful stat contests the Viper wins against the target.

  • While Vipers will attempt to crush bound targets, they will attempt to subdue isolated targets, Causing disorientation, stunning them or knocking them unconscious, making it more difficult for a solo unit to safely retreat from one.

  • Breaking a bind Via stat contest (Not by damaging the Viper) Will put their bind on cool down, not allowing them to re-bind on the next turn.

  • Tongue pull no longer automatically leads into a bind, in addition to being able to not target enemies in high cover, meaning that a Viper with Bind on cool-down can still pull a unit, and might shoot them instead.

Changes to the Viper Kings Pull and Bind:
  • Viper King's Choke no longer has a flat % to knock unconscious, instead, shares the same stat contest mechanic with the normal Viper's Bind.

By default, most characters have a strength stat of 50 (Set in GameData_CharacterStats.ini under eStat_Strength) and very few modded enemies or classes modify this stat to any degree.

In addition to the above changes, this also adds a 'Rush and Bind' Ability to Neonate Vipers, to add a rather weak CC to them, to make them slightly more threatening.


You can also configure a bunch of the above's Bind + Pull changes in addition to a couple other mechanics as well.


This mod carries 2 mod class overrides, being X2Ability_Viper and X2Ability_DLC_Day60ViperKing, therefore, is incompatible with mods that edit such classes.


When paired with Justice for (Almost) All!, this will also allow Vipers to be able to Pull and Bind all humanoid targets, in addition to being able to be pulled by Justice.


This is a standalone function from my mod Allies Unknown Redux Species: Vipers And therefore, is incompatible with said mod, as functions will conflict with one another.
Popular Discussions View All (1)
0
21 Jun, 2022 @ 7:44pm
How does the new bind and strength stuff work?
arcanist
17 Comments
LightenedDark 26 Jun @ 10:43am 
For those who don't have the .3GB animation requirement, all the other parts of this mod will function, right?
IceLancer 14 Mar @ 10:21am 
[0021.18] Warning: Redscreen: BehaviorTable index 2929 has a duplicate name (IsInvalidTonguePullTarget) - INVALID
[0021.19] Warning: Redscreen: BehaviorTable index 3911 has a duplicate name (Viper::CustomMeleeTargetScore) - INVALID
[0021.19] Warning: Redscreen: BehaviorTable index 3951 has a duplicate name (ViperNeonate::CustomMeleeTargetScore) - INVALID
[0021.19] Warning: Redscreen: BehaviorTable index 4034 has a duplicate name (FindBerserkerMeleeDestination) - INVALID
[0021.19] Warning: Redscreen: Unknown node type specifier: VWCondition (TargetIsHumanoidAlien), Previous=TargetIsNotHumanoid
IceLancer 14 Mar @ 10:17am 
@Malek Deneith
You are right
Redscreen: BehaviorTable index#4018 (AffectedByBindEffect), child#1 references non-existing BehaviorTable (AffectedByEffect-BindSustained) - INVALID
IceLancer 14 Mar @ 3:23am 
This is solid start, but needs more work. Cooldown on pull for one.
I had strong unit which got grabbed from top floor of the building regardless option to prevent such thing is turned on.
Anyway , once she got pulled in, my other unit went into panic mode and started berserk shooting at viper.
What happened next was retarded.
Berserked unit shoot viper 3 times and viper dropped my unit 3 times and grabbed her again 3 times , each time doing damage.

....Result is dead unit.
Malek Deneith 10 Dec, 2023 @ 8:02am 
Also, near as I was able figure things out this:

'+CustomNodes=(NodeTypeString="VWCondition", ExtendsFromType="Condition", ClassName="ViperWeapons.X2AIBehavior_ViperWeaponsCondition")'

should be this instead:

'+CustomNodes=(NodeTypeString="VWCondition", ExtendsFromType="Condition", ClassName="ViperPullandBindRework.X2AIBehavior_ViperBindReworkCondition")'

because otherwise crashes can happen.
Malek Deneith 10 Dec, 2023 @ 4:03am 
As a note to anyone using the mod, the AI in one place checks for 'AffectedByEffect-BindSustained' but the node defined later in the file is actually 'TargetAffectedByEffect-BindSustained'
Either of those should be changed to fit the other.
Beast Clarke 15 Oct, 2023 @ 10:48am 
is there any chance this mod could include the sidewinders from Long War of the Chosen, or is compatibility a nightmare?
MaCC165 23 Nov, 2022 @ 9:38am 
same with the destroyer pull animation from advent psi ops mod
MaCC165 23 Nov, 2022 @ 9:17am 
causes denmothers reposition ability to kinda t-pose, or stuck in animation with arm out, no grapple animation, target is pulled after a delay
Mr Danger Dude  [author] 17 Jul, 2022 @ 2:13am 
NOTICE Thanks to a discovery from someone, Viper Class Overhaul has found to be hard incompatible with this mod. Running both together WILL break enemy Vipers, allowing them to pull and bind anything and any range. Please note if you decide to run both together.