XCOM 2
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[WOTC] MOCX Customizer+
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24 Dec, 2021 @ 5:58am
21 Jul @ 8:44am
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[WOTC] MOCX Customizer+

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Description
About This Mod
This is a complete overhaul of MOCX character generation (cosmetics ONLY).

Major Features
  • Iridar's Appearance Manager Support
  • The Appearance Store from the Character Pool will be inherited correctly, which is where the IAM magic happens. Only works for the unit given back to XCOM, NOT the MOCX units themselves.
  • Expanded Uniform Options
  • MOCX Uniform configurations expanded to include tattoos, scars, patterns, and tinting.
  • Customization of Reapers, Skirmisher, Templars, SPARKs, and Proxians
  • Hero units are now generated so they no longer steal regular soldier's names. Also allows for Hero units to be assigned a custom hero class when captured by XCOM.
  • Character Pool Class -> MOCX Dark Class Support
  • Allows mapping character pool preferred class to the Dark Class used by MOCX. Meaning, that if you have a Dark VIP flagged as a Ranger it will spawn a MOCX Dark Ranger. When that Dark Ranger is captured and converted, it uses the regular MOCX rules for the counterpart class it gives to XCOM.
  • Character Pool Backstory Support
  • Allows inheriting the character pool backstory when converting from MOCX -> XCOM.
  • ADVENT & EXALT Nationalities
  • Add ADVENT & EXALT nationalities with unique flags. This makes sure MOCX units have the correct nationality applied to them without requiring third party mods. When using MOCX as EXALT 1.4 it will switch from ADVENT to EXALT (can be turned off by configs.)
  • Advanced Recruitment
  • Base MOCX limits new recruits to Sergeant rank at most (they can level like normal after recruitment). This is now exposed to configs and supports MOCX recruiting all the way up to Brigadier General level units (requires manual class modifications of the Dark Classes to support Brigadier General rank abilities.)
  • Allies Unknown: War of the Chosen Edition Support
  • MOCX now recruits Allies Unknown species*. This will apply cosmetics, character pool looks/backstories, give racial abilities/stat modifiers to MOCX units, and grant the AU unit when captured. Any activated abilities granted this way will NOT have AI support and not be used by MOCX enemies.
  • Requires additional dependencies NOT listed as a hard requirement for this mod. Please add the dependencies listed below to enable AU integration.
  • Musashis RPG Overhaul Support
  • Now has built in support to auto-swap the soldier given to XCOM to a Universal Soldier so it plays nice with RPGO. Can be turned off in configs.
  • Mod-Added MOCX Dark Events
  • Now has the ability to patch any mod-added Dark Event so that they will only show up while MOCX HQ is active and not destroyed.

NOTE: This does NOT change class structure or AI behavior.

Configuration
This mod replaces and upgrades the rules for how MOCX interacts with the Character Pool. All configs can be found in XComDarkXCom.ini. For full information, read the documentation in the config file.

The default configuration shipped turns ON using the character pool, turns ON mapping based upon preferred character pool class, turns ON Rookies being used for any Dark Class, and allows BOTH Soldiers and Dark VIPs to be pulled for use. Also, if using Allies Unknown, default is turned ON to allow AU units to be generated.

Rules Changes
  • Allow MOCX to map character pool characters based upon preferred class
  • Allow random generation of characters as well as using the character pool
  • Allow Rookies to be used for any MOCX class
  • Choose whether to allow Soldiers, Dark VIPs, or both are to be used from the character pool
  • Configure which character pool preferred classes map to which MOCX Dark Classes
  • Configure Hero classes for mapping to MOCX Dark Hero Classes
  • Configure gender recruitment guidelines to support all male, mixed, or all female barracks recruitment (both Character Pool and random soldier generation)
  • Allow Allies Unknown species to be used by MOCX and, in turn, given to XCOM when captured (non-Hero units only)

Installing
This works best with a new campaign. If installed mid-campaign any unit added to MOCX HQ after installing will behave correctly.

FAQ
  • Q: I am trying to use character pool units, but all I get are randoms!
  • A: Check your configuration. Verify that bForceCharacterPoolClass flag is off to pull all CP units.
  • Q: How many Character Pool units will MOCX use over a full campaign?
  • A: The default MOCX barracks is 10, with squads of 4 - 6 per outing. Over the course of a campaign MOCX can use 30+ units.

Console Commands
Adds a new console command, RegenerateMOCXCrew, that allows for rebuilding existing MOCX crewmen. To view the current crew, use PrintMOCXCrew.
  • RegenerateMOCXCrew can be invoked without parameters to rebuild ALL crewmembers.
  • RegenerateMOCXCrew [string NameOfUnitToRebuild] allows you to rebuild a SINGLE crewmember by passing in the name of that unit (which is First Name and Last Name)

Core Dependencies

Allies Unknown Dependencies
Customizer+ is designed to auto-detect Allies Unknown and will ONLY attempt to introduce AU concepts if it is present. Without AU installed, these features will be turned OFF by default, regardless of configs.

Compatibility
  • MCOs for MOCX around generating characters and giving them back to MOCX.
  • Fully compatible with Rebellious MOCX.
  • Supports all MOCX cosmetic overhauls.
  • MOCX units do NOT respect Gender Bias, so instead use the built in configs.

Thanks
  • RealityMachina and robojumper for the amazing work on MOCX! As well as the Allies Unknown framework!
  • PowerGirl for spawning this idea
  • Iridar for Appearance Manager
  • Saximaphone for the idea of Allies Unknown species being part of MOCX
  • RustyDios and Mitzruti for help with the UI flag as well as the EXALT flags!
  • KnoxAHHHHHHHHHH for the need to expand MOCX uniforms
Popular Discussions View All (3)
2
9 Feb, 2024 @ 3:58am
Bug - invalid mocx spawns with lwotc mod jam caused by this mod.
AlFaraS'ulTane
1
25 May, 2023 @ 8:25pm
Compatibility with RPGO
FearTheBunnies
0
30 Jan, 2022 @ 5:57pm
PINNED: Customization Rules
FearTheBunnies
278 Comments
FearTheBunnies  [author] 12 Aug @ 7:46pm 
@Firejedi "bUseCharacterPoolOnly" is a flag that says to use only CP units or to blend CP units with random units. The soldier and dark VIP flags control which CP units are used if any CP units are used. So, yes, setting CP only to true and dark VIP to true will mean you are only using dark VIP units in your CP for MOCX
Firejedi 12 Aug @ 6:42pm 
Question for MOCX config: is "bUseCharacterPoolOnly" restricted by "bUseDarkVIPs" and "bUseSoldiers"? Example being if "bUseSoldiers" is false, "bUseCharacterPoolOnly" only using dark vips?
猫猫 10 Aug @ 11:48pm 
Thank you, I'll give it a try.
FearTheBunnies  [author] 10 Aug @ 2:51pm 
I would recommend trying to create a few more CP soldiers and see if that solves the problem.

Alternatively, mark specific CP units as Dark VIP and set the bUseSoldiers flag to false and it should source those specific units.

Another way to think about the MOCX folks is a chance to meet new squad mates.
猫猫 10 Aug @ 12:41pm 
Actually, I have already tried this configuration. After your reminder, I think the problem might be that I already have almost all the soldiers in the character pool. However, not all of them, so it's strange that none of them were spawned.

I've tried using the command, but it's still not working... And I'm pretty sure I haven't installed any mods that overwrite the same things... Forget it, if it's not working, then it's not working. Thanks for your reply.
FearTheBunnies  [author] 10 Aug @ 12:19pm 
This configuration should pull all your units from the Character Pool for MOCX. Now, one thing to note about the recruitment, is MOCX will ignore any units that are already in your barracks. So you should make sure you have enough soldiers in your character pool to support both what is in your barracks and what is recruited by MOCX. Also, if you make changes to the recruitment config it will NOT be applied until the next time MOCX recruits, so run the console command `RegenerateMOCXCrew` to force it to reroll and it should pull your CP units.

If it continues to be an issue, verify you aren't running a modlist that has overrides for this mod (something like the Odd S9 Tweaks mod), and you can always reach out to me via Discord and the XCOM Modder's Discord for getting log files to me so I can help triage what's going on.
FearTheBunnies  [author] 10 Aug @ 12:19pm 
bUseCharacterPoolClass = true,\\
bForceCharacterPoolClass = false,\\
bRookiesAreWildcardClass = true,\\
bUseCharacterPoolAppearance = true,\\
bUseCharacterPoolBackstory = true,\\
bUseCharacterPoolNationality = true,\\
bUseLeaderSpecificUnit = false,\\
bUseLeaderSpecificAppearance = false,\\
bUseCharacterPoolOnly = true,\\
bUseRandomRolls = false,\\
bUseSoldiers = true,\\
bUseDarkVIPs = true,\\
MixedPoolRandomThreshold = 50,\\
bAllowAlliesUnknown = true,\\
bForceAlliesUnknownOnly = false,\\
bUnknownAlliesAsDarkVIPs = true,\\
AlliesUnknownRandomThreshold = 10,\\
MaleToFemaleRatio = -1\\
猫猫 10 Aug @ 12:01pm 
Yes, I had hoped that MOCX would use presets from the character pool. Actually, it doesn't matter whether it's a soldier or a Dark VIP, because I have set all presets to either soldier or Dark VIP. As for the class, it doesn't matter either, because I haven't set any relevant classes and I don't really care. But the problem is, I have tried modifying the configuration file multiple times, but the units generated by MOCX always have random appearances
FearTheBunnies  [author] 10 Aug @ 11:56am 
Just so I am following and can give the best advice: You want MOCX to use units from your Character Pool instead of using randomly rolled soldiers? Are you wanting your regular soldiers to be recruits or only Dark VIPs? When a member of your character pool is recruited do you want their class in the character pool to map to their MOCX equivalent?
猫猫 10 Aug @ 8:56am 
I tried disabling this mod and configuring the settings of the original mod:

SoldiersOnly = false; //set this to true so units tagged as only soldiers can be used
DarkVIPsOnly = true; //set this to true so units tagged as only Dark VIPs can be used

UseEntireAppearance = true; //set this to true if you want looks determined entirely by a character's appearance in the character pool

RandomizePool = false; //this sets MOCX to mixed mode independent of the character pool. Set this to false if you have a large enough pool when the character pool is set to pool only.

But the appearance is still random. My character pool is set to soldiers and DarkVIP