XCOM 2
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[WOTC] MOCX Customizer+
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744.104 KB
24 Dec, 2021 @ 5:58am
26 Sep @ 7:11am
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[WOTC] MOCX Customizer+

In 6 collections by FearTheBunnies
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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 (4)
6
19 hours ago
LWOTC Classes
A Shiny Noob
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
289 Comments
FearTheBunnies  [author] 14 Oct @ 9:26pm 
Yes, the XCOM soldier you get from capture is fully configurable under the XComDarkClassData.ini file
khumak 14 Oct @ 8:01pm 
Yeah I mean the class of of the surviving MOCX soldiers you capture. I don't mind if they're a nonstandard class while I'm fighting them, but when they join my team I like my classes to be consistent. Will have to take a closer look at the config options, sounds like that may already be possible.
FearTheBunnies  [author] 14 Oct @ 3:37pm 
@khumak Do you mean the MOCX enemy unit or the MOCX converted soldier XCOM captures?

If the enemy unit, short answer is probably not. That would require someone to build out the enemy units including special abilities and AI along with weapons, upgrades, et al.

If the XCOM captures reward unit, then you can tweak the config array for each of the dark units to change their reward unit's class to your liking. Look up the Proficiency MOCX Plugin for an example of that.
khumak 14 Oct @ 1:09pm 
Are there current or planned options to allow restricting MOCX to particular modded classes instead of the base game classes? I'd like them to all be LWOTC classes instead of the base game classes in my game for instance. Failing that, I wonder if the rebuild soldier mod would let you rebuild them as an LWOTC class?
khumak 12 Oct @ 8:28pm 
Worked like a charm, all of my MOCX are female now. Haven't tried customizing anything else yet.
FearTheBunnies  [author] 10 Oct @ 7:38am 
@khumak No, it is not an issue. If there are no CP units it will always fall back to randoms. The big thing is to make sure you have your MaleToFemaleRatio set to the preferred setting with 0 for all women and 100 for all men
khumak 9 Oct @ 8:34pm 
Is it a problem if I don't have anyone saved to my character pool? I just use random. I installed this essentially as the MOCX version of Gender Bias. Guess I'll find out soon enough if that works. I tried editing the MOCX configs manually for that but didn't have any luck with that.
FearTheBunnies  [author] 26 Sep @ 7:13am 
@Joyeuse I assume you figured out how to use the array then? (Basically HelmetHeads=("FirstHeadName", "SecondHeadName", "ThirdHeadName", etc). I also added your request for a VoiceOverrides array which will pick from the pool of voices versus using the singular voice in the customization.
Joyeuse 25 Sep @ 10:54pm 
Actually, I'd like to make a feature request: Would it be possible to have a similar array function for voicebanks as well as for helmets?
Joyeuse 25 Sep @ 10:15pm 
Hi! Could I have an example of a 'var array<name> HelmetHeads' entry, please? This is all pretty new to me, but using your framework I'm working on a MOCX configuration which I'm thinking of sharing once it's done.