XCOM 2
Expanded Playable Aliens - LWOTC
248 条留言
Salokin 3 小时以前 
Darn, well thank you for the fast response!
Mrvecz  [作者] 3 小时以前 
Yeah one those mods fucks up these basic abilities beyond recognition, nothing i can do from my side but to tell people to not use it when playing with EPA.
Salokin 5 小时以前 
I dont have RPGO installed but I have Musashi's mod Fixes Installed as a dependency for other stuff
Mrvecz  [作者] 7 小时以前 
RPGO
Salokin 18 小时以前 
Hi, Ive been loving this mod so much but ran into an issue with the Taipan Hussar not having access to her slash ability. Are there any mods that can conflict with her not being able to use her secondary?
Mrvecz  [作者] 10 月 29 日 下午 3:21 
LWOTC Discord (TJ balancing section) is the best place for actual balance discussions, steam dicussions are woefully awful at any actuall in depth discussions for things like these, unless you can be ultra brief

Also, if its about Frost Bomber, that one is on the rework pipeline already
Oniwabanshu 10 月 29 日 下午 3:04 
On another note, can we make a thread for balance suggestions? some alien specs/trait lines are very underwhelming.
Oniwabanshu 10 月 29 日 下午 3:02 
Thanks for the tip!
Mrvecz  [作者] 10 月 29 日 上午 6:40 
That mod doesnt do shit because my mod uses entirely different mechanic.
If you want to rule out aliens from appearing, you need to inspect Alien Rewards ini or Gatecrasher, whichever you are looking for and uncomment them out from there.
Oniwabanshu 10 月 28 日 下午 2:30 
"[WOTC] Disable Any Class GTS Redux" cannot prevent certain classes from appearing as a reward from the rogue operative mission.
e.g. i crossed out Python out and it keeps popping up randomly, i have to reload and scan somewhere else to refresh the seed and get something else.
Dalo Lorn 10 月 28 日 上午 9:23 
@Kleizar There's a mod out there, I think even included in one or more of the "official" MJ collections, which can remove a unit from alien spawn lists while otherwise keeping its source mod installed. Might be useful to you.
Green_P 10 月 28 日 上午 6:11 
Thanks for the quick reply, I'm really enjoying this mod.
Mrvecz  [作者] 10 月 28 日 上午 5:07 
Nope, due to how the covert operation was created, its unique, multiples arent possible.
Green_P 10 月 28 日 上午 2:39 
Is it possible to generate 2-3 Secret operations per month?
By modifying the configuration.
Kleizar 10 月 26 日 下午 6:06 
So the Warmaster does require Muton Harriers hu? Thats a shame, my old PC cant handle the lag their gernade launchers cause. Well I cant complain; the rest of the units added in this outside of the bio troppers and requiem units work perfectly. Ill just dismiss the warmaster. Good shit Mrvecz!
Dalo Lorn 10 月 26 日 下午 12:18 
... 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  [作者] 10 月 26 日 下午 12:04 
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 10 月 26 日 上午 11:52 
... Oh, I'm an idiot. I have Steam, I don't need Discord to share screenshots! One minute...
Dalo Lorn 10 月 26 日 上午 11:51 
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  [作者] 10 月 26 日 上午 11:43 
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 10 月 26 日 上午 11:10 
"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  [作者] 10 月 26 日 上午 8:29 
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 月 26 日 上午 6:09 
... 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  [作者] 10 月 26 日 上午 1:30 
Warmaster is from the Harrier mod, the icon for the pistol is from Muton Stalker mod but the actual model is from Harriers
Shady Suspicious Smiling Man 10 月 26 日 上午 1:16 
Not sure if it's this mod, but for some reason my archon sometimes causes acid to appear doing blazing pinions
Kleizar 10 月 25 日 下午 7:37 
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 10 月 25 日 下午 7:16 
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 10 月 25 日 上午 5:55 
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  [作者] 10 月 24 日 下午 11:06 
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 10 月 24 日 下午 4:11 
is this the mod that added defectors and resistance on missions to rescue
Mrvecz  [作者] 10 月 21 日 上午 8:26 
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.
Shady Suspicious Smiling Man 10 月 21 日 上午 8:17 
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 10 月 20 日 上午 9:25 
I knew it was hard, but I wasn't expecting such ridiculousness though.
https://imgur.com/a/bwV2mVw
Mrvecz  [作者] 10 月 20 日 上午 4:24 
LOL, i guess atleast the Archon went out in blazing glory, ensuring the aliens will never get him alive (and neither XCOM)
Oniwabanshu 10 月 20 日 上午 12:17 
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 10 月 17 日 下午 12:17 
Is it just me or are the descriptions for "launch" and "aerial" for the floater flipped?
Mrvecz  [作者] 10 月 10 日 上午 5:58 
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)
HURRICANE <color=purple><b>[DJ] 10 月 9 日 下午 3:22 
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
HURRICANE <color=purple><b>[DJ] 10 月 8 日 下午 7:05 
I'm so close yet so far
HURRICANE <color=purple><b>[DJ] 10 月 8 日 下午 4:28 
got the game to launch

obviously nothing worked but it didn't crash
RatboyW 10 月 7 日 下午 3:27 
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 10 月 7 日 下午 3:15 
@Mrvecz My bad. I mistakenly thought that this could be used with LWOTC. Sorry.
Mrvecz  [作者] 10 月 7 日 下午 2:43 
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 10 月 7 日 下午 12:22 
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  [作者] 10 月 3 日 上午 9:59 
@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  [作者] 10 月 3 日 上午 9:59 
You cant, script does not support such feature
Green_P 10 月 2 日 下午 10:15 
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?
HURRICANE <color=purple><b>[DJ] 10 月 2 日 下午 5:35 
any other tips?
HURRICANE <color=purple><b>[DJ] 10 月 2 日 下午 5:34 
I'll keep on trying!