XCOM 2
[WOTC] Cerberus Nemesis
18 comentário(s)
Choese 31 de jan. às 6:26 
It could be that I added the mod to replace the priest with this unit later and also added both mid-campaign. Maybe that was the issue.
Choese 31 de jan. às 6:14 
I'm having trouble with the this and the Cerberus Centurion mod. In both cases I can research the proving grounds project and get one armor for each. After that, I can't seem to find the option to produce more. I'm using Normalize Loot so maybe it's an issue of the wrong corpses dropping. However the option to produce these armors won't even show up in the list of buildable things. I'm also using your mods that replace Advent units with those two Cerberus units.
Anyway, even without the newly usable armor, I really like the new enemies. Never played Mass Effect, so it's an especially fresh breath of air for me!
NightNinja54  [autor(a)] 15/mar./2021 às 15:16 
@Der Lenz
Thanks for headsup! I just made and published an update to correct this. Thanks again,
Der Lenz 15/mar./2021 às 14:54 
Killing a nemesis didn't leave the corpse behind for me, after a bit of digging in the files I found bad values in the XComGameCore.ini within the mod files. Loot Table pointed to CerberusTrooper instead of Nemesis, while nnEnemy.uc pointed to the CerberusNemesis. Corpse template name in XComGameCore.ini had the same thing going on. Changging both values to their nemesis counterparts fixed this for me, in a new mission with the changed values I received a corpse from a dropped nemesis.
Swords 27/fev./2021 às 10:36 
Ha, really? Had no idea, I'll take a look, thanks!
NightNinja54  [autor(a)] 27/fev./2021 às 9:21 
@Pistol N' Fist
Hm. There's a dedicated cerberus cosmetic armor mod you can use instead, rather than adjust this one?

@nekus
This has been resolved
Swords 27/fev./2021 às 7:12 
Currently doing an ME playthrough with this (and the rest, with the sitrep) and having a blast. But contemplating doing a LWOTC run and was wondering how to edit the config to just have the cosmetic armor (which shows up with the Unrestricted Customization mod). Guessing I need to both turn off the research options *and* make it so the nemesis won't spawn as an enemy?
nekus 7/mai./2020 às 4:22 
Warning: Redscreen: BehaviorTable index#6172 (EvaluateForHolyWarrior), child#0 references non-existing BehaviorTable (TargetIsNotCerberusNemesis) - INVALID
NightNinja54  [autor(a)] 22/fev./2020 às 7:35 
@Bardmaster
Hm. I would expect the nemesis to have their helmet on which wouldn't show a head. Was something adjusted to remove their helmet?

@ScrmblesTheDethDealr
Hopefully always more items to make
Bardmaster 21/fev./2020 às 12:52 
@NightNinja54 my first encounter was with a headless cerebus nemesis. I do have the faceless mod for other mods, but never saw it create a headless except civilians occasionally.
pvesucks 15/jan./2020 às 21:14 
Keep the ME enemies coming! We are getting so close to just have a good Mass Effect game to replace andromeda...I see its save compatible...ty Have you guys had the urge to reskin some Mutons or Sectoids into Reaper troops yet?
Ulfur 13/jan./2020 às 21:06 
No need to apologise. Thanks for getting back to me so quickly. Just means I'm going to be specific on who gets which piece.
NightNinja54  [autor(a)] 13/jan./2020 às 20:39 
@Ulfur
yeah, that's how its currently implemented - sorry
Ulfur 13/jan./2020 às 20:00 
Ah thats ok was worth a try and thanks for the suggestion . I did notice something I thought might be odd, after completing the proving ground project I only get one piece of armour and can't create more through the engineering bay or the proving ground. Is this intentional?
NightNinja54  [autor(a)] 13/jan./2020 às 18:24 
@Ulfur, @Komandor Ziame, @tran.bronstien
Thanks Komandor for the recommendation. Ulfur, I don't have the underlying code set up to include that currently unfortunately. Feel free to try the WeaponSkinReplacer route though! Thanks for the kind words all.
Bambaryła 13/jan./2020 às 0:43 
@Ulfur you can achieve this by using WeaponSkinReplacer and adding a perk that gives shield to the armor template from this mod :)
tran.bronstein 12/jan./2020 às 15:22 
Many thanks for adding these enemies!
Ulfur 12/jan./2020 às 14:09 
I noticed with the other Cerberus armors that we can change their stats to make the armour more unique (rather then just being a copy of its respective tier). One thing I didn't see was an option to add shielding to mimic the kinetic barriers of Mass Effect. Is there anyway to do this?

Even if there isn't, I've really been enjoying having cerberus in game so thanks to you and all of the people who helped get these to work for XCOM