XCOM 2
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Interrogation And Recruitment
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20.795 MB
1 nov, 2021 @ 18:27
15 apr, 2022 @ 9:59
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Interrogation And Recruitment

Beskrivning
Missed the old EU/EW Interrogation system? Want a fairly immersive way to gain Intel from foes? Or do you just want to be able to capture (And potentially recruit) (mostly) all enemies you encounter? Well, this might be the mod for you!

This mod acts as mostly a Meta-mod for other mods to expand upon, but carries some basic functionality to potentially act as an example on how to do so.

Note, This mod is still relatively new, So expect potential bugs and glitches
Features
  • A new capture system, allowing you to obtain captives of various enemies via various means!
  • A unique facility to conduct interrogations (and potentially recruitment with the appropriate add-on mods) on captives within XCom's brig!

Currently This mod covers all Base + WOTC enemy templates*, Allowing them to be captured by either making them unconscious, Mind controlling them at end of mission, or if they're bleeding out when the mission ends. This also allows you to interrogate them for Intel and a chance at a facility lead depending on which type you interrogate.

*Enemies that would make sense logically to be able to capture, so no Gatekeepers or robots sadly.

Config
Lots of costs, and values and stuff can be changed in the config files, such as Interrogation time and rewards, and the cost of the facility, in addition to adding your own capture template and rewards (Given the reward item exists).

Compatibility
  • While this mod is rather lightweight (Surprisingly), and is mostly a meta mod for other mods to add-on to, There could be potential incompatibilities. So be aware of such issues and please report them in the Compatibility thread.
  • When run alongside Extract Corpses, Fultoning enemies will capture them and add them to the brig.

Git Hub
Here[github.com] you can view and potentially help expanding this mod further, or allowing your companion to add onto it easier. Note, This project is licensed under the MIT license

Credits

Credits to GameBreaker for finding a way to incorporate crew animations to the facility, making the facility feel more alive, rather than just sitting empty.

Credits to the PexM team, Including Rusty Dios for inspiration and guidance making the unique facility used in this mod.

Credits to the Pezito for is work making the UI images for the interrogation projects/results as well as the captive description in the brig.

Credits to the Iridar, Astral Descend, TeslaRage, h4ilst0rm and all the good folks at the X2 Modding discord for help with the coding side of this mod that I struggle with greatly.
Populära diskussioner Visa alla (6)
13
10 okt, 2022 @ 4:57
KLISTRAD: Compatibility
Mr Danger Dude
12
13 dec, 2024 @ 6:35
KLISTRAD: Interrogation And Recruitment Add-On discussion.
Mr Danger Dude
0
1
31 jan @ 1:01
简体中文翻译/Simplified Chinese Translation
SKRING
153 kommentarer
huntersorce20 7 sep @ 17:43 
what would i need to edit if I wanted to make the facility staff scientists instead of engineers?
ScriptGenius12 27 maj @ 6:03 
Does it work with Non-Skirmisher Hybrids?
123jazz2007 9 maj @ 7:26 
So, I would just like to ask a question. By any chance is there a way to modify the code to allow the playable aliens from the following mods to be recruited?

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3177118204&searchtext=
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3240087035
robertcox 9 maj @ 1:26 
Though apparently it won't register that you can interrogate that captive, i imagine it'll fix itself after completing a mission though, cant find out right now. But it does show that captive exists.
robertcox 9 maj @ 1:23 
Nevermind I figured it out.

Additem {insert id of captive you want} in console

you can find the captive ID's in
C:\Program Files (x86)\Steam\steamapps\workshop\content\268500\2643632661\Config
in the XcomInterogationAndRecruitment.ini config file theres a list of capture rewards, they look like InR_Captive_AdventTrooper
robertcox 9 maj @ 1:16 
So i had the double agent order and extracted with a double agent captain, but since it wasn't technically capture i wasn't given him, is there some way to just cheat a captive into existance?
Jet 27 apr @ 0:00 
@tangqikong If you interrogate, they do not become a soldier. You need to Convert them using the 'ADVENT [Insert Unit Here] Conversion' or '[Insert Alien Here] Conversion'. If you do not do this, they will 'Die' and you will lose them.
NSFW Gamer 17 feb @ 3:34 
Glitchy and does not work well with mods that change the game. I've given up on it
Neuro JItsu 11 feb @ 10:59 
Has anyone gotten this to work fully?

I built the facility but cannot get enemies captured (other than MOCX), I can’t get them to bleed out, no option to KO them even when stunned with an arc blaster, etc.

Haven’t been able to mind control several at the end of the fight, I do need to try that.

Also, MOCX can be captured for me only on missions that get extracted by skyranger; missions that just “end” don’t lead to captures even when I’m carrying the unconscious bodies.

Any advice or tips are appreciated.
tangqikong 7 jan @ 4:58 
In the LWOTC game, the prisoner was successfully interrogated, but the prisoner did not appear in the soldier library, how to solve it?