XCOM 2
[WOTC] Bio Operative Class
181 Comments
Lanford 20 May, 2024 @ 11:29pm 
For anyone that still has problem with tier 2 flamethrower not appearing. You can use "wsradditem flamethrowert2 1" console command to add it in. You need Weapon Skin Replacer Core mod for wsradditem console as additem console can't use to add infinite item.
Lanford 20 May, 2024 @ 5:34am 
It seems that flamethrower tier 2 is bugged. I researched viper autopsy and build chemical thrower in engineer, but, it didn't appear to be selectable on soldier. It just didn't appeared on weapon list at all. However, the tier 3 appeared and can be equipped just fine.
attiladuran123 29 Apr, 2024 @ 8:05am 
@Psider
okey so , after resuscribing
when i try to train Bio Operative , they get promoted to random class , how do i fix that ?
attiladuran123 28 Apr, 2024 @ 11:45am 
cause i made lot of changes in the ini files ... but i still get the Infamary upgrade

Here is my class :
https://paste.pics/QU7TV
Psider  [author] 28 Apr, 2024 @ 11:36am 
no, they work like psi operative
attiladuran123 28 Apr, 2024 @ 9:46am 
It is possible to have the class without the Infamary upgrade ?
attiladuran123 12 Apr, 2024 @ 11:07am 
@Zigg Price

I am trying to get it working with the Immolator overhaul , i will let you know
bucktail0117 9 Feb, 2024 @ 6:45pm 
cant seem to back out of the training thin in the infirmary
Ashcrawler 20 Jun, 2023 @ 7:46am 
is this compatible with infirma ex mortis?
Zigg Price 14 Jun, 2023 @ 10:53am 
Would this work with the Immolator overhaul? Or did you add a different kind of flamethrower?
Stukov81-T.TV 9 Jun, 2023 @ 7:40am 
incredible .. and just for the record i have 4600 hours in this game and just yestreday discovered this mod
Psider  [author] 8 Jun, 2023 @ 2:11pm 
yes, you can change or add skill inside XComBioOpData.ini
Stukov81-T.TV 8 Jun, 2023 @ 10:29am 
Do I understand that correctly that i could add more skills easily withing config?
Nero 16 Apr, 2023 @ 2:26am 
yeah i cant seem to upgrade their flamethrower primary
TT-84 [FIN] 9 Jul, 2022 @ 8:57am 
If you install this mod in mid-campaign and you already have a infirmary, you have to rebuild infirmary. Otherwise bio-training slots does not appear to infirmary. At least in my campaign it works that way. And works with gene mods.
Nero 28 Jun, 2022 @ 1:05am 
i tested it and yes it works with gene mods
by the way is it ok if i replace their flamethrowers with mitzruti's immolator and chemthrowers? or would that make their skills that are related to the flamethrowers useless?
Psider  [author] 6 May, 2022 @ 5:23pm 
I haven't tried but probably
Nero 6 May, 2022 @ 3:51am 
Does this work with gene mods?
necromancer 5 Mar, 2022 @ 2:53am 
i upgraded to a clinic and it doesnt show i can train rookies
Psider  [author] 17 Aug, 2021 @ 1:51pm 
Thanks for the info, I will check for LWOTC compatibillity
Niesan 17 Aug, 2021 @ 9:06am 
i have, it doesn't show on the list for me. it was also crashing my game when i started a mission with a bio in the squad if i had it researched. what i did was just change the stats from the tier 1 weapon. i'm not getting the extra status effects, just the damage. i am using
LWOTC and around 460 mods so it's probably something to do with them for some reason? altough it's the only squad upgrade not working for me.
Psider  [author] 14 Aug, 2021 @ 9:42am 
have you tried to manually switch to the upgraded version?
Niesan 12 Aug, 2021 @ 7:19am 
i got the flamethrower upgrade but my weapon still is the 1-3 damage tier one weapon. any thoughts?
Psider  [author] 10 May, 2020 @ 5:56pm 
I don't think there is.I do a really weird thing to give bio-op their skills, so I doubt it would work with the game default console command and I didn't add any
Miakis 10 May, 2020 @ 3:54pm 
random question while i'm doing some testing in my heavily modded game. are there any console commands that could be used to add bio op soldiers, convert soldiers to bio op, and give them the various skills? thanks for your time in advance
Rtma Eros Paragon 24 Feb, 2020 @ 3:32am 
@ПΛПО Dragoon Universal, while using Musashis RPGO.
LightenedDark 20 Jan, 2020 @ 11:43pm 
Just for reference: 1) train a rookie into a bio operative. He will have his useless pistol squaddie abilities. 2) Now train him as bio operative again, despite him being a squadie. This gives the dropdown shown above.
ПΛПО Dragoon 20 Jan, 2020 @ 7:49pm 
Is there guy a legacy bio operative?
Psider  [author] 20 Jan, 2020 @ 1:52pm 
You need to train their new abillity in the clinic, kind of like PSI operative
Rtma Eros Paragon 16 Jan, 2020 @ 11:24am 
I'm experiencing an issue were upgrading to chemthrower isn't unlocking for bio operative, I'm wondering if it has any conflict with Immolator + Chemthrower Abilities/Bitter Frost protocol mod?
Rtma Eros Paragon 8 Jan, 2020 @ 7:13am 
So, I had a bug at Alien Facility extracting a VIP with a BioOp and something strange happened, I extracted carrying the VIP and Central said we lost it, failing the mission, I then reloaded and proceeded to hand off the unconscious VIP to another non BioOp teammate and evac and it worked so, just thought I'd report my occurrence here.
Cypher10 15 Dec, 2019 @ 5:47pm 
Also, the soldier still provides sight with immortality when down.
Cypher10 15 Dec, 2019 @ 2:59pm 
Hello Psider. Great mod, just some bug reporting/concern on the immortality perk:

- Soldiers can't seem to be revived. They can still be revived if knocked unconscious from Stun Lancer, Berserker, Muton's bayonet, etc. But not if they get shot/damaged to 0 (1) HP.
- A viper will stay bounding to the soldier even after reducing their HP to 0 (1).
- There isn't a popup message bottom right corner indicating the soldier is unconscious.
- I noticed that when I load a tactical save, a soldier with the perk will have this fancy glowing effect, but it doesn't show when first entering into a tactical battle.
- (Untested) Could a soldier with mind shield make them invincible? (Can take as many hits as possible, and HP won't go below 0 and still be conscious)
- (Untested) As previously mentioned, does a shadow bound still inherit the immortality perk from a soldier who has it? If so, killing the spectre seems to be the only way to free the soldier.
Gibbons 4 Dec, 2019 @ 2:29pm 
Cool, thanks~!
Psider  [author] 4 Dec, 2019 @ 12:03pm 
It seemed to be compatible when I tested it
Gibbons 4 Dec, 2019 @ 11:16am 
Is this mod incompatible with Gene Mods?
Psider  [author] 19 Nov, 2019 @ 3:07pm 
did an update that fix some bugs and add some simple passives abillity you can get from corpse from the bio division mod
Insufferable Smartypants 7 Nov, 2019 @ 8:04am 
Speaking of Long War of the Chosen differences, there is a class called the Technical that uses a flamethrower on a wrist mounted gauntlet. That flamethrower will still affect enemies in high-cover, making them less dependent on movement speed and run & gun or soldier bond bonus actions. Would it be possible to do the same with the hand-held flamethrower here?
Psider  [author] 7 Nov, 2019 @ 1:25am 
thanks for mentioning this, I will make a version balanced for LW2
Insufferable Smartypants 4 Nov, 2019 @ 11:31am 
This class is all over the place. :-)

I appreciate that it's unique. There's really nothing else like it, and the mechanics are fully fleshed out and interesting. That said, it's a little hard to use, especially with LW2 for WotC (where corpses are difficult to come by, and pistols - including their upgrades, have been moved to the utility slot).

The early Bio Ops I ended up arming with an assault rifle because without run n' gun, they spend a lot of time chasing enemies and trying to get in range. After they've leveled up a bit, I give them back the flamethrower and then give them a utility slot sword - doing this greatly impacted their effectiveness in the field.

I'll admit that I haven't quite figured out the slots per level mechanic yet, but it's been fun to play with. Thanks for making this!
Joe Marotta 31 Oct, 2019 @ 5:30pm 
Thank you Psider! Will review and see if I can get it to work. Thanks for the quick response!
Psider  [author] 31 Oct, 2019 @ 5:20pm 
First, you need to give an effect to the soldier. Then you add this to xcomgamedata.ini:

[XComGame.X2AbilityTemplateManager]

+PreDeathCheckEffects=YourEffectName
+PreBleedoutCheckEffects=YourEffectName

This will make the game check for a function in the effect before killing or bleedout the soldier.
Finally, add a
"function bool PreBleedoutCheck(XComGameState NewGameState, XComGameState_Unit UnitState, XComGameState_Effect EffectState)"
and a
"function bool PreDeathCheck(XComGameState NewGameState, XComGameState_Unit UnitState , XComGameState_Effect EffectState)"
function to the effect, those are the code that will be run before death. You can return true if you want to prevent the normal death/bleedout code from running after the function
Joe Marotta 31 Oct, 2019 @ 3:49pm 
Great mod! I really like the immortality ability. Need some coding advice. Based on certain ability/attack, want target/XCOM solider to be knocked unconscious rather than dying (so they can be captured if XCOM needs to leave in a hurry).

I see Lost Bile gives status effect but uses CreateUltrasonicLureTargetStatusEffect. How to give the effect of Immortality? Been trying to get this to work with no progress.
silverleaf1 9 Oct, 2019 @ 12:51pm 
And the buttons for both mods work as intended.
silverleaf1 9 Oct, 2019 @ 11:19am 
Just for your information. This mod works with the gene mod. All buttons have shown up in the infirmary in my current game. And there is no space problem with the buttons.
Psider  [author] 3 Oct, 2019 @ 10:01am 
I will try to get it compatible with gene mod, please stop this flamewar before we get to be in a mega 64 video
ПΛПО Dragoon 3 Oct, 2019 @ 6:29am 
Wow, nice job reading you dumb shit. Considering I didn't say it wouldn't work, I said lowering something to one was not guaranteed to work. And my biggest issue is that he did not ask for a patch and asked for a change, without giving a reason why. ESPECIALLY since that change could cause issues if a player had 2 soldiers going through the gene thing at once, and it was lowered to one midgame. Yeah, I'm the dumbass, for considering the people using the mod midgame and not being sure of the effects of reducing it to one while to soldiers were being modified.
Arkhangel 3 Oct, 2019 @ 6:17am 
@Dragoon: it would for the fact there IS a slot for the Gene Mod chamber to show up in, dumbass. That's really the only thing making them incompatible currently
MaCC165 2 Oct, 2019 @ 5:35am 
would like to see a patch for gene mod aswell, and if removing one slot is the easiest way(how do u know skarsatai?), woudl be great
ПΛПО Dragoon 2 Oct, 2019 @ 5:00am 
First off I said what I meant, second if your question was reguarding the new gene mod state that the two are incompatible. And ask to make a patch, limiting this to one does not mean that they two will work.