XCOM 2
[WotC] Useful Autopsies - Chryssalid
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.
ArcaneData  [author] 17 Oct, 2018 @ 2:42pm 
@Mitzruti - Sorry for not responding, I didn't see your comment until just now. Are you still experiencing this issue? I'd do as TheRealCynik says, and get Rewards Deck Refresher if you haven't already.
CyniksteR 17 Oct, 2018 @ 1:57pm 
@Mitzruti: are you subscribed to Rewards Deck Refresher?
Mitzruti 22 Sep, 2018 @ 2:27pm 
So I've got this on my current campaign, and... experimental ammo is vomiting out venom rounds the overwhelming majority of the time. I've also got cut content: ammo, so that's making it difficult to get any of the neat rounds from that.

I can only guess that it's some other mod interacting with this in a silly way, but no idea what to point fingers at.
Urza 17 Aug, 2018 @ 11:38pm 
I just took all your autpsie mod :steamhappy:

continue to do more ! :steammocking:

thank you
Gguy 2 Aug, 2018 @ 6:29pm 
Lore friendly, seamless and logical, i approve!
dmc32 28 Jul, 2018 @ 9:58pm 
thx for this, excellent mod.
花兔 23 Jul, 2018 @ 1:12pm 
perfect
delicate
cool、
Please keep working hard thx
Jean Cousteau 23 Jul, 2018 @ 7:20am 
I love this series of mods. Thank you!
Insufferable Smartypants 22 Jul, 2018 @ 4:27pm 
Very nice, and a logical change.
Dev 22 Jul, 2018 @ 4:02pm 
I really love this mod series!
Kaldin 22 Jul, 2018 @ 3:58pm 
More useful autopsies...really, these are awesome mods, keep it up and thanks for making it.
ArcaneData  [author] 22 Jul, 2018 @ 3:18pm 
@MrShadowXC - The viper only deploys her poison via gas, however, while the chryssalid deploys via injection into the bloodstream - so logically, venom rounds would use chryssalid toxin while gas grenades would use viper toxin. And I imagine Tygan can neutralize the reproductive aspect of the venom with some of his fancy alien biotech.
MrShadow 22 Jul, 2018 @ 2:45pm 
Um so while a good idea... lore wise, the Chrys venom isn't the same as the viper venom of which there is already a mod for that does the same as this and IMO makes more sense. If your making venom ammo from Chrys venom, wouldn't you essentially be infecting all with Chrys venom that well, makes more Chryssalids? And that's the thing XCom would no doubt NOT WANT TO DO right?
Udaya 22 Jul, 2018 @ 2:41pm 
Well done in releasing another Useful Autopsies mod. The Chryssalids are fascinating in particular since their venom is so powerful that it doesn't dissipate unless it gets cured, but XCOM couldn't even make a basic poisonous ammo type from it. Until now.