XCOM 2
[WotC](Expired)Fixer Post-Human Class(ver-2.01)
92 Comments
Edit:Ed 3 Mar, 2021 @ 1:33pm 
Just to say a huge thanks for leaving this up alongside the new version. It sucks no end when a mod just BREAKS cos the creator removed it.
N.C.V. 25 Dec, 2020 @ 3:39pm 
RPGO version?
Red110 2 Nov, 2020 @ 9:38am 
Can you make it so that the soldier is assigned the Fixer class only if the soldier died on the mission and his corpse was evacuated?
DragonKingAbashī 22 Aug, 2020 @ 1:54pm 
Hello @Alterd-Rushnano! I think there might be some minor issues between this mod and the Ability to Slot Rearrangement mod. I am using the True Primary Secondary mod right now and so far, everything looks alright; however, there I've ran into two small issues. For the CAVER, if equipped with a Glaive, they will use bladestorm but as a gun action. In other words, when they see an enemy move across the map, they will shoot them with it. Not sure if this is just with the Glaive mod itself or if its both. For the SAVR, they are unable to launch grenades from their launcher. Other than that, I think this mod is mostly compatible with the new Primary Secondary mod. Hope this helps you in some way!! And FYI, I love these classes!!!
Nero 19 Aug, 2020 @ 7:24am 
torso is ewr reaper squadmate, cant find the head
Nero 22 Jun, 2020 @ 10:49pm 
so where can i find those cosmetics?
Dman883 20 Jun, 2020 @ 6:56pm 
Using this mod for the first time. I made a Fixer and it starts the mission disoriented and bleeding. I remember having a similar issue with another class but I think I recall it being an issue with blood trail or something.
Nero 19 Jun, 2020 @ 10:53pm 
can this mod run without lw classes and perks but have lw classes perk pack installed?
Reprogrammed Automaton 24 Apr, 2020 @ 1:56am 
You forgot +bCanHaveBonds=true also the SAVR is missing ()), after there squaddie skills keeping them from getting any stats.
MaCC165 22 Mar, 2020 @ 4:18am 
doesnt work with lwotc, mssing perks, i guess the lw2 perks, cause cant subscribe lw2 classes and perks, its integrated in lwotc, but i guess in another way
RoxeusRose 30 Oct, 2019 @ 1:35pm 
Fantastic classs
Firejedi 8 Oct, 2019 @ 9:53pm 
Is there a way to make the fixers be GTS exclusive?
DEATHWATCH913 26 Sep, 2019 @ 4:27am 
What cosmetics are used in the Caver image, looks cool.
Valvatorez(Cox Cable = awful ISP 21 Aug, 2019 @ 6:49pm 
Fixer SAVR is useless if you play Beta Strike. As unlike the other two he can only attack once. Advent HP is just way too high for him to do any real damage.
Rebel Uccidere 2 Aug, 2019 @ 4:29pm 
are you ever going to make this work with RPGO? Or is that never going to happen?
Keatliel 31 Jul, 2019 @ 9:14am 
May I ask if i can use the long war perks variant that simply adds the perks but not the classes or are the classes required?
Arkhangel 9 Jul, 2019 @ 10:08pm 
@Duane: can confirm it works fine with the specific LW2 perks mod that doesn't add the LW2 classes.
Latis 9 Jul, 2019 @ 10:02pm 
TY
Alterd-Rushnano  [author] 9 Jul, 2019 @ 9:50pm 
@Latis
It is Bladestorm that is guaranteed to hit similar to Templar's. I'm actually working on a new FIXER mod apart from this version.
Latis 7 Jul, 2019 @ 12:08am 
Something weird happens. the CAVER starts with Bladestorm. But when i get him a promote there's the bladestorm ability to choose. So....? What could it be?
Arkhangel 4 Jul, 2019 @ 3:36pm 
@Duane: might be possible with the new LW2 Perks mod that just adds the perks and not the classes
Kaz Gikes 1 Jun, 2019 @ 3:12am 
It seems to be working fine with RPGO - Fixers act like the hero characters. The problem is that soldiers get a Fixer class too often. Is there a way to make them more rare?
duanelocsin 12 Apr, 2019 @ 8:17am 
can I do this without the '[WOTC] LW2 Classes and Perks' mod?

because I would like to add these classes on top of the original 4 classes - ranger, grenadier, support and sharpshooter or have them not disabled.
mynameactually 1 Jan, 2019 @ 11:44pm 
If this is added with the Mark 0 Augments, with these classes use them instead if cybernetics hasn’t been researched yet?
고라니 13 Dec, 2018 @ 9:50am 
알트레드님 언제나 당신의 작품들을 잘 쓰고있습니다. 혹시 SAVR에 빔수류탄런처를 적용하실 계획이 있으신가요?
neIVIesis 18 Nov, 2018 @ 9:42am 
This would also be cool as another hostile faction, sort of an evolution of EXALT that used its own interpretation of alien technology from Advent and twisted it into producing transhumans.
czkems 15 Nov, 2018 @ 7:11am 
When CAVER enter berserk,he can't move like get panic,let alone get 2 action point. He just damage himself and enter panic. Is it collision with another mod?
handsomegrape 7 Nov, 2018 @ 5:08am 
I found out that it was indeed called Titanfall Gear made by Dor, strangely enough it didn't show up when searching for Titanfall nor was it included in the soldier customization category. There is a WoTC version that works just fine.
handsomegrape 2 Nov, 2018 @ 11:49am 
In the original Fixer mod, you used a pair of robotic legs in the thumbnails that were awesome. I haven't been able to find that armor pack now, has it been removed or something? It had some great stuff in it, I think it was based around Titanfall perhaps. Does anyone know?
GrimAtrament 21 Oct, 2018 @ 11:44am 
wheres that armor from?
The Tactical Exorcist 17 Oct, 2018 @ 8:41am 
any chance of getting an RPGO adaptation?
Rebel Uccidere 13 Oct, 2018 @ 12:12pm 
So these units don't come naturally if I am to understand that correctly, you have to make them right?
Mr. Walrus 5 Oct, 2018 @ 11:28pm 
Oh you're right, sweet. Glad this was fixed much sooner than I expected. Love the mods
Alterd-Rushnano  [author] 2 Oct, 2018 @ 3:51am 
Mr. Walrus @
Do not worry. The issue has been fixed with the previous update. :-)
Mr. Walrus 30 Sep, 2018 @ 4:57pm 
Any idea when the Custodian fix is coming? I love both this mod and the custodians, but dear god they are tough as hell to fight.
Arkhangel 29 Sep, 2018 @ 10:48am 
@Alterd: actually could keep 'em around. just would be a good idea to maybe move them up a force level or two so we have a chance to get some Fixers of our own, or at least some guys with Shredder. :)
Alterd-Rushnano  [author] 15 Sep, 2018 @ 11:18pm 
[Subsequent changes]
- Custodian proved to be a ridiculously powerful early threat, and the response to it was not positive. Because of this, I am separating their dedicated anim data - making it possible to run the class without the need for Custodian mod.

In the next update, you no longer need to suffer the Custodian from the first mission. :-)
#?huntlungsunfähig 11 Sep, 2018 @ 12:33pm 
@evilerevilhero yes you can, but its necessary for some animations and decals.
Lady Steelheart 9 Sep, 2018 @ 6:58am 
I would like to point out that, while the classes provided here are nice, in a game where your starting gear can roll 6 damage max and your soldiers start with four to six health, they really don't stand up to an enemy that has base 30 health, 3 armor, innate 30 defense, and deals a flat 20 damage in addition to it's shooting attack if it is within range to move to one of your soldiers. This really doesn't feel like a well thought out idea, and makes the mod completely inaccessible to people that don't know how to edit the forcelevel they appear at back to normal. Yes, I tried it. It was incredibly unfortunate when the only one of these special classes I got was the sword and gremlin guy, who could not hit the custodian to save her life, in the very literal sense, on the first randomized mission. She berserked and swung four times at him. Missed every single swing, then ate a raw 20 damage in return. She's Super Dead.
evilerevilhero 4 Sep, 2018 @ 1:14pm 
Can't I just play the Fixer Classes without using the Custodian mod?
BorderlinePhilanthropist 29 Aug, 2018 @ 3:34am 
@[KWSN] fear the beard |_CM_|
Thanks for the tip, had three my second mission and was irritated but changing min force level worked fine.
Chonsu 28 Aug, 2018 @ 11:49pm 
@[KWSN] fear the beard |_CM_|: Thanks. Will try ;)
[KWSN] fear the beard |_CM_| 28 Aug, 2018 @ 11:32pm 
@Chonsu you need to change the minforcelevel to something higher than 0 in the XcomEncounterList.ini in the mods config folder.
8 worked pretty decently for me since that puts them where you probably have mag weapons. Otherwise make it even higher.
It probably wont work if you load an already started map but if you have a save before that mission it should work.
Chonsu 28 Aug, 2018 @ 10:26am 
Hi there :) I like the mod and a lot of your other stuff. Just wanted to ask, if it would be possible to change the spawning of the Custodians. I get them always on the first "real" mission and they wipe my whole crew. :/ Any chance for a change?
RARE2000 23 Aug, 2018 @ 2:24pm 
This mod needs some serious work. Balancing the fact that you *COULD* get a full set of these custom classes from your first 4 recruits by letting Custodians spawn from THE SECOND MISSION! Is frankly retarded, especially due to the fact that there is no spawn limit. I had 3 of them spawn at once on my second mission that i had sent 3 rookies on to gain experience. What, the, fuck. Custodians spawn lategame for a goddamn reason, they are on-par with captain level xcom units. If you want a balance suggestion, add a late-game building that allows you to turn other classes into these terminator super soldiers. Currently I view this mod as unplayable on any other difficulty than recruit.
Dex 22 Aug, 2018 @ 8:50am 
Hey so with the new revamp of the SAVR class the don't have a grenade slot anymore to me so a few of their perks are useless. Was this by design or is this a conflict?
Xiziax 22 Aug, 2018 @ 7:02am 
@Alterd

Hi,
I am playing another run with this awesome class pack and I got Hunter Protocol on one of my CNDRs. I was just wondering if it is intended to not consume ammunition when it's triggered?

Thanks.
Arkhangel 20 Aug, 2018 @ 5:17am 
@Alterd: "Did someone say Explosions?"
Alterd-Rushnano  [author] 20 Aug, 2018 @ 1:58am 
[update]
Good news is....
-Changing the SAVR's primary weapon : Cluster Rockets module.

Bad news is....
- To adjust the balance, ADVENT 's FIXER- Custodians appeared from the beginning of the game!
Take advantage of the powerful combat skills of the fixer class to defeat them.
Alterd-Rushnano  [author] 19 Aug, 2018 @ 6:51am 
@Arkhangel
One thing is certain!
Through this mod, Custodians will be ....ADVENT 'FIXER'. :-D

Right. From a few hours ago I'm working on your suggestion!