XCOM 2
Expanded Playable Aliens - LWOTC
233 Comments
Dalo Lorn 4 hours ago 
... Fresh run, but never mind: While compiling a list of mods referencing the tech ID to cross-check against your modlist, I figured it out. Rookie mistake, I read the name of the folder the INI was in, instead of the XComMod it belonged to.

Turns out it's an override from LongWarOfTheChosenBridgeCollection, the metamod for Tiaz's MJ variant. I'm gonna go double-check if he intended it, then!
Mrvecz  [author] 5 hours ago 
Hmm, i have no clue whats wrong on your side and that its like this, its been atleast half a year since i did any changes to the resistance contact tech, was EPA added to your campaign, mid-campaign vs you starting with it installed already ?
Dalo Lorn 5 hours ago 
... Oh, I'm an idiot. I have Steam, I don't need Discord to share screenshots! One minute...
Dalo Lorn 5 hours ago 
Nnngh, let me try that again. https://media.discordapp.net/attachments/352057297071243267/1432068876606112015/image.png?ex=68ffb592&is=68fe6412&hm=9c919fff2641ba51afab2843fbb4e357a687a6001a9cea4e89f93bbd513dd2b5&=&format=webp&quality=lossless&width=1211&height=681

Anyway, I think I used to have it at the start of the run, but didn't get around to researching it before it disappeared. That suggests one of the October patches, I think, but if you've got any kind of version control history to look through, I'm not privy to it.
Mrvecz  [author] 5 hours ago 
Cant view the picture , regardless if it was an actual issue for other players, i would have been bombarded by it on Discord that a critical tech is completely missing from the research lab. Yet i see Muton Trooper in rosters constantly, hell even some reserach screens where the tech is visible in the cyan colouring.

So i dont know whats wrong on your side
Dalo Lorn 5 hours ago 
"That file doesn't do anything" is a bold statement, considering one of my initial interpretations of its content was "it makes the tech its own prerequisite". It is even more so in light of the fact that that interpretation is supported by being on its own reward list in the research archives.

Just so you don't have to take my word for it: I took a screenshot. In a future run, I may go and tweak the configs for good measure, but at my current pace I'd say I've got another week or two before this campaign concludes...

https://cdn.discordapp.com/attachments/352057297071243267/1432068876606112015/image.png?ex=68ffb592&is=68fe6412&hm=9c919fff2641ba51afab2843fbb4e357a687a6001a9cea4e89f93bbd513dd2b5
Mrvecz  [author] 8 hours ago 
That file doesnt do anything, anyone on Discord can attest to it that they can research the alien radio (the resistance faction contact) just fine, hell i even got in to verbal fights over people refusing to reserach that tech ASAP.
Dalo Lorn 10 hours ago 
... I don't know if this is intentional, but apparently EPA's XComTemplateEditor.ini disables the DefectorRadio_TechTemplate tech, preventing it from ever being researched.

Considering it's an indirect requirement for all the synergy weapons (which are in fact the whole reason I noticed, cross-checking the unlocks with your spreadsheet), and for any alien armor upgrade until the Titan, it feels enough like a bug that I ended up cheating it into my run just now.
Mrvecz  [author] 15 hours ago 
Warmaster is from the Harrier mod, the icon for the pistol is from Muton Stalker mod but the actual model is from Harriers
Not sure if it's this mod, but for some reason my archon sometimes causes acid to appear doing blazing pinions
Kleizar 21 hours ago 
Looking through their equipment, I see they get a pistol using the muton stalker rifle image. I guess this unit might require the muton herierrs mod doesnt it? I uninstalled that one from tedjam+ since id read that those alien units cause quite a lot of lag. [especially on my 7 year old PC]
Kleizar 21 hours ago 
Is there something im missing to use the Warmaster hero alien? I've used every unit in this mod successfully, including the Viper Winter Sentinel hero alien. The warmaster has no model in the barraks and the game just hangs ofcourse on mission start if i send them in a squad. Im using every mod listed here except muton harriers, bio divison and requiem units.
RAAMPEAK 25 Oct @ 5:55am 
well it must be requiem although when i did a mission to get a faceless it was outside the cell and wouldn`t update the objective so i had to for end the mission and fail
Mrvecz  [author] 24 Oct @ 11:06pm 
I dont know what you mean, but this mod only adds them as objectives to be rescued from up to 3 different mission types (compound, escort and breaching them out of a van or cell), no other mission types.
RAAMPEAK 24 Oct @ 4:11pm 
is this the mod that added defectors and resistance on missions to rescue
Mrvecz  [author] 21 Oct @ 8:26am 
Most synergy items are one-piece constructions, though some of the armors can be mass made (not the quantum skip one)
Though if you are able to make it without having a Sectoid on board (tho Wraith does count as a requirement), then i probably have broken alien requirement on my side.
is the Quantum Skip armour(or other synergy weapons) a one off unique item thing?
for some weird reason I could do the workshop project to unlock it before I got any of the required aliens(only found out when I looked at the excel sheet because I can't make more). But even now that I have a wraith I still can't find how to make more.
Oniwabanshu 20 Oct @ 9:25am 
I knew it was hard, but I wasn't expecting such ridiculousness though.
https://imgur.com/a/bwV2mVw
Mrvecz  [author] 20 Oct @ 4:24am 
LOL, i guess atleast the Archon went out in blazing glory, ensuring the aliens will never get him alive (and neither XCOM)
Oniwabanshu 20 Oct @ 12:17am 
I forgot to upgrade the Archon's armor after i rescued it, and took it to a super hard mission (constant 12 alien reinforcements), i had it cast the pinions right in the thick of it, but while hovering mid air, it got nailed 5 times in one turn by Ays somehow and went into bleed out... it fell right in the middle of the pinion blast and got killed by himself.
All of the other aliens were battered but made it out... i could not even recover its body.
10/10 would recruit again.
Shady Suspicious Smiling Man 17 Oct @ 12:17pm 
Is it just me or are the descriptions for "launch" and "aerial" for the floater flipped?
Mrvecz  [author] 10 Oct @ 5:58am 
You are exceptionally lucky, DM me on LWOTC Discord, as i do have a backup files before i did the infiltration shift and started building the mod against LWOTC (Which is why it insta crashes with just WOTC)
would you possibly by any chance, whatsoever, be willing to send me a rolled back version of this to when it atleast launched and relatively worked with WOTC so I can balance and test?

It's fine if not it would just make this like 40x easier
I'm so close yet so far
got the game to launch

obviously nothing worked but it didn't crash
RatboyW 7 Oct @ 3:27pm 
Just wanted to give props for how well executed this mod is. I've been wanting playable aliens since the EU days, and this is far and away the best rendition of the concept imo. Can't wait for whatever else you have planned!
aceboy_21 7 Oct @ 3:15pm 
@Mrvecz My bad. I mistakenly thought that this could be used with LWOTC. Sorry.
Mrvecz  [author] 7 Oct @ 2:43pm 
If you are playing Ted Jam (Which this mod was made for and is part of its collection), then there isnt any mod as a requirement that you wouldnt have been subbed to already.
aceboy_21 7 Oct @ 12:22pm 
Is there any way to make the req mods to be shorter? The number of req mods is insane. I would like to request an all in one package please. Thanks.
Mrvecz  [author] 3 Oct @ 9:59am 
@Turtle Diver
DO NOT use Viper Animation Deposit mod or any of the mods that adds viper soldiers, as that mod will drench up an issue EPA has fixed with animations
Mrvecz  [author] 3 Oct @ 9:59am 
You cant, script does not support such feature
Green_P 2 Oct @ 10:15pm 
In Gatecrasher

XComGatecrasherAlien.ini
AddToGatecrasher = true
SquadSlot = 1
StartingRank = 1 ; 1 = squaddie

How do I change the config to make it so that two or three units appear?
any other tips?
I'll keep on trying!
Turtle Diver 2 Oct @ 5:13pm 
love the mod however frost viper abillity rush and grapple crashes game fyi <3
Mrvecz  [author] 1 Oct @ 11:25pm 
Your biggest obstacle to this besides balancing (as everything is toned up to LW2 numbers) will be the mission mechanic and all aliens having eight rank (Master Sergeant, which is equivalent to Brigadier).

As this mod is build against LWOTC for the reason of utilizing its infiltration mechanic, you essentially must revert the whole mechanic back to what the original PA Kiruka made, so thats where you want to go. As that was the change that broke the initial WOTC compab.
attempting to port this to WOTC is...hard to say the least. I'm still dumbassing my way through it.
Mrvecz  [author] 23 Sep @ 9:05am 
Berserker normally has a force level gate but can be obtained via RNG normally, if you want to cheat her on board, use this:
AddAlienRecruit PA_Berserker
Deepshot 23 Sep @ 9:03am 
Mod is super cool!! ty for making my long war 150 hour run interesting to play again!
I cant find how to add a berserker? i see it mentioned but no idea if its playable
«Wyvern» 7 Sep @ 10:08am 
Okay so its not a bug
Funny fact i wanted to put Ice damages on it to have its own element. if it already has its bitterfrost ammos its fine. Maybe later i will be able to add Fire into his ice :D
Mrvecz  [author] 7 Sep @ 7:02am 
Frost Necromancer and Frost Bombers come with pre-loaded bitterfrost ammo for their weapons, so they technically already have ammo type, baked in their weapons already.

Probably in future this thing will fly out of the window and both Necromancer and Bomber will get the Frost Adder treatment and will be able to use all the ammo types.
«Wyvern» 7 Sep @ 7:00am 
Want to report a small "problem"
I can't equip any ammo type to my "Frost Bomber" (Ice Muton). Reasons are "Unvailable"
Is it on purpose ?
Mrvecz  [author] 29 Aug @ 1:01am 
No, something is broken on your end, other players have it functioning properly as i seen on Discord
Anatoli Kvere 28 Aug @ 7:44pm 
Is the viper commandos lack of a pistol standard shot by design?
Mrvecz  [author] 25 Aug @ 4:21am 
Its a config line, open up this mod in AML and go to the Gatecrasher.ini section, you can control it from there.
Colva_Moon123 24 Aug @ 8:12pm 
How do I configure it to change which alien is in Gatecrasher?
RAAMPEAK 21 Aug @ 5:03pm 
hmm i got a operation to collect a hero but it just gave me a human
RAAMPEAK 21 Aug @ 4:53pm 
and make the scramgun different looking
RAAMPEAK 21 Aug @ 4:48pm 
is this the mod that made sidewinders so far wear blue armor when on operation to rescue mission