XCOM 2
[WOTC] Operators vs. Aliens Core Mod (In Alpha)
56 Comments
Glengar Hawke 5 Jun @ 3:58pm 
We pray for the update, great mod
CatAtomic 5 May @ 4:55pm 
This mod still makes me wish Beagle was hired by Firaxis to design the next XCOM. Just a brilliant reworking of progression.
The Waifu Knight 14 Sep, 2024 @ 6:09pm 
All I want for Christmas is an update.
RestingWitchFace 1 May, 2024 @ 7:52pm 
For anyone interested Their github for the project was last updated 2 years ago.
Dealer Mangan 14 Oct, 2023 @ 6:42am 
Would really like an update on this...
Xx_yaoitron9000xX 8 Oct, 2023 @ 9:24pm 
does running mercenary plasma ghost templates work instead of regular mercenary plasma weapons because holy shit they are so loud
yearlingsphinx 7 Nov, 2022 @ 4:17am 
So what mod adds the Operator class, bc mine is bugged it shows up but has no perks.Also has anyone tried running this with the akimbo class?? It lets me pick it but wont let me use a secondary as my primary.
Brosef Stalin 10 Oct, 2022 @ 10:17pm 
UPDATE PLS
Bob Saget is SHAFT 27 Sep, 2022 @ 8:23pm 
So how do the weapon upgrades work i got magnetic weapons but it wont upgrade the core guns with the abilities to magnetic. Is there something im missing?
cassius 6 Jul, 2022 @ 11:09am 
Hey Beagle, was just curious as to where you were planning to release the update to this mod. I assume the MJB discord but wasn't sure where exactly.
Thanks, by the way, this modpack is super fun and has easily extended XCOM 2's life by a few hundred hours for me.
Beagle  [author] 25 Jun, 2022 @ 5:59pm 
Hiyo, so, the person who helped me create and update this core mod isn't in contact with me anymore, but yes I am updating my OvA install for my latest 'season' of it - I'm thinking about releasing a .zip file to manual install that compilation's configs instead of using this but until then this edition is still the old 2020 version instead of the new 2022 mods and configs I've got. I might be releasing that edition in the next month or so? Someone else wants to get it off me too. Thanks for checking!
vulgar_monkey 25 Jun, 2022 @ 12:16pm 
Hi Beagle, longtime fan from back in the TNX days. I only just recently found out about this modpack when I saw that OvA season FOUR is in progress over on Twitch (late to the party, I know). I was just wondering where the mod is re Alpha status, if any further iteration is expected in the near future etc? Basically trying to decide if I should make this my next campaign or wait a bit. Keep up the good work either way!
Silent Noise 15 Oct, 2020 @ 1:32am 
For the people having problems with the Mag Tier not showing up, I have managed to work around this problem.
- Once research has been completed, save and exit the game.
- Go into to Program Files (x86)\Steam\steamapps\workshop\content\268500\1932532481\Config\Workshop\Weapons\XCom\Soldiers\All\zzzWeaponSkinReplacer and make a copy of the file on your desktop, removing it from the folder.
- Once the folder is empty, load up the game and purchase the upgrades (if you can't afford them, you have to repeat this process each time you'll want to buy the upgrade).
- Save and Exit the game.
- Re-insert the XComWeaponSkinReplacer in the folder.
- Now you'll have the upgraded weapons.

I know it may be a bit late, or not relevant anymore, but this might just let you enjoy this amazing modset without tearing your hair out.
(I believe this process will work even for Plasma/ T3, but I still haven't reached that point)
Syro System 24 Sep, 2020 @ 3:06am 
Haven't used the weapon skin replacer before, how do you make it so that all advent rifles uses the priest rifle's rate of fire?
Because that is so much better than standard vanilla advent shots.
KhoiBui 12 Sep, 2020 @ 6:17am 
i think there some errors in the codes for Forge Mission in XComEncounters.ini. From line 875 to 909, the code is copied from line 835 to 869, so Forge mission spawn count is not modified.
Just Julian 5 Sep, 2020 @ 12:46pm 
Love this modset!

.. I'm crashing every time I try to use an explosive. Anyone else run into this?
jimmy hoglet the world 27 Aug, 2020 @ 10:21am 
so i think the mag weapons are still not working properly, but just to check your supposed to have the perks of the original weapons (light em up, CCS, etc) on them too right? currently no matter what i add to the WSR config, or if i just turn the mods off it seems I cant get mag weapons/ or different skinned versions with the relevant perks :(

bit sad was having fun
cassius 5 Jul, 2020 @ 9:17pm 
this is hands down the most wholesome thing ive ever seen on the cesspit that is the steam fourms
Beagle  [author] 5 Jul, 2020 @ 9:16pm 
thats okay its fine xD
dskdev 5 Jul, 2020 @ 7:03pm 
I don't know what I was thinking when I posted that negative review. Screaming with all caps isn't going to fix anything. /: There must've been tonnes of effort put into this, and I'm sorry.
Wet Lettuce 4 Jul, 2020 @ 2:36pm 
Fix your mod Beagle!
Sergeant Stutters 12 Apr, 2020 @ 10:12am 
is this ever going to get updated or possibly even finished? this was just about my favorite modded setup
Zerooness 27 Mar, 2020 @ 9:29am 
Any news on the Development of this Mod?
so far its great and i would gladly pay a few bucks for a finished version ;)
keep it up!!
cassius 16 Mar, 2020 @ 1:43pm 
not dead
DrBor 16 Mar, 2020 @ 10:15am 
dead
Sprinkz 15 Mar, 2020 @ 10:25am 
BUT WHEN WILL YOU UPLOAD TO YOUTUBE AGAIN
Omaeka 14 Mar, 2020 @ 4:25am 
@paturn_stuff oh okay, thanks man. is there a readme or something similar somewhere that lists little things like that throughout the campaign? Would it just happen again with Plasma?
paturn_stuff 13 Mar, 2020 @ 4:24pm 
@Omaeka: You need to edit the WSR config. Look for this line: +WEAPONS_TO_HIDE=TLE_AssaultRifle_MG

It should be around line 312/332. Change it to +WEAPONS_TO_HIDE_KEEP_SCHEMATIC=TLE_AssaultRifle_MG
Omaeka 11 Mar, 2020 @ 6:56am 
There are no mag weapons? Researched Gauss and Magnetic Weapons and I'm still stuck with ballistics, what gives?
Gonanda 29 Feb, 2020 @ 3:49pm 
Beagle started new campaign! But where is update for this mod?! =(
CatAtomic 29 Feb, 2020 @ 1:57pm 
If Firaxis used this mod's approach for the next XCOM, I'd be very happy. Makes the game so much more tactical.
NotSoLoneWolf 28 Feb, 2020 @ 11:37pm 
y bald man no fix
Axial Dispersion 28 Feb, 2020 @ 6:47pm 
bald
tymbuk2 28 Feb, 2020 @ 5:18pm 
it's alright but the mod puts this bald guy on top of my soldier's names and I can't tell who's who
DrBor 5 Feb, 2020 @ 9:30am 
update pls
cassius 20 Jan, 2020 @ 6:04pm 
@hobbes2280 No, I didn't ever fix this but did still regularly used SPARKs as they are still quite useful as mobile full cover with a big gun. Looking back at Beagle's playthrough of OvA, he didn't seem to use the micromissles much himself, either.
hobbes2280 20 Jan, 2020 @ 1:55pm 
I have the same issue with the sparks not being able to equip mussels and other heavy weapons. No item slots on them either. @op did you ever resolve this issue?
cassius 18 Jan, 2020 @ 2:25pm 
Ok, I just beat my campaign and want to say a few more things:
The whole concept the mod is based around, more realistic & tactical gunfights, kinda falls apart halfway through, around the time you get psi ops. I think psi ops really caused a lot of problems in general, as adding them to your roster also hampered the other main selling point of the mod: death. I had a grand total of 90 deaths up until ~October (when I got psi ops) and no deaths for the next 7 months until the campaign was over.
Some bugs you experienced during your campaign last year like the Avatar not spawning after hacking a codex happened to me as well.
The Chosen weapons are really good - perhaps too much - especially the Arashi. The sniper and Darkclaw felt the most fun to use, and I didn't get to use the Disruptor rifle much.
Please note that these criticisms are not me complaining that you suck, they are very vanilla issues and honestly I still think this modset is a massive improvement over base WOTC.
cassius 12 Jan, 2020 @ 1:09pm 
Been having lots of fun playing this modset! Just wanted to report some issues I've been experiencing, only mods I have installed are the ones listed in the Complete Collection.
Sparks don't seem to have the necessary slots to equip launchers or their explosives
The Chosen's Katana isn't equippable, but the Hunter's two weapons and Arashi work - haven't killed the warlock yet
I don't think this is something you can fix, but suppression is buggy. If you suppress a suppressing enemy, the aim malus from the enemy's suppression doesn't go away
While not necessarily a bug like the others, psi ops are op. Getting to psi ops is such a massive power increase for XCOM. I went from wiping every few missions to never losing a soldier after getting them
You might want to take Pyrrhic victories off or houserule that it can't be used in most situations. 1/4th of all missions can be ignored using one soldier & this mod
Thanks again, this is some of the most fun i’ve had with XCOM
Rappiolla 8 Jan, 2020 @ 7:21am 
I wonder if it would be possible to give armors a slot for vests similar to weapon upgrades? It never seems like vests are worth bringing over the other utility items.
CatAtomic 7 Jan, 2020 @ 10:56am 
@hobbes2280 Hey I learned that it was Iridar's Weapon Skin replacer. If you turn it off, you can buy those upgrades, close out, turn the Weapon Skin Replacer mod back on, and restart the game... and you'll be good to go.

Thanks, @DigThat !
hobbes2280 3 Jan, 2020 @ 9:31am 
@CatAtomic I’m having the same issue with laser weapons not appearing after the tech has been researched. I get the mag shorty and XSP 45 but no laser rifles or Gauss level weapons after unlocking that research. Were you able to resolve this issue?
DukeofBritannia 31 Dec, 2019 @ 6:53pm 
Hi Beagle; don't know if anyone else has this problem, but the mod named 'long war 2 abilities for WOTC' has been removed from the workshop and its removed about 50% of the operators skill tree, the only abilities you get for the first 4 ranks are deadeye and rabbit, not sure if its just my game, hope this gets fixed as i cant promote anyone now, cheers.
cbass 24 Dec, 2019 @ 12:08am 
NO OTHER MOD
CatAtomic 20 Dec, 2019 @ 10:57pm 
This is the most fun mod I've played since the original Long War. Thanks a million for posting it, and for developing it. It's amazing how much more tactical and less gamey it feels.

Anyone else had trouble actually getting magnetic rifles to unlock? I've researched all the prerequisites, it seems... saw Shen shooting the prototype... but no joy.
Sergeant Stutters 19 Dec, 2019 @ 1:32pm 
Great mod! I love the feeling of it, it's something I've always wanted but never could quite put into words! So thanks for making this

My only concern so far has been with the default Pistol on Gatecrasher (USP I think?). There was a time during Gatecrasher when killing a suppressing, flanked Advent Trooper with the pistol caused the game to lock up and Advent would never take their next turn, even when trying to manually end turn with the "End" key. When I reloaded the save a bunch and just shot him with my rifle instead, it worked fine. But for some reason that pistol was just not having it.

Either way, still a great mod and I can't wait to see it get some more development!
Beagle  [author] 16 Dec, 2019 @ 4:40pm 
Glad to hear it, thank you for the feedback! And I appreciate the skin replacer config, I meant to do this myself eventually so I might just benefit from yours there :)
Kartoffel 16 Dec, 2019 @ 12:12pm 
Also, this mod is really awesome, loving it so far!
Kartoffel 16 Dec, 2019 @ 12:10pm 
Hey, just wanted to let you know that so far, I've had no issues with stability. I haven't had any crashes, although I did have a minor thing on a retaliation mission that I'm more likely to chalk up to the game being weird than being caused by the mod. On the first turn only, the game took a long time to get through ADVENT's turn. But after that one turn, it was fine. Apart from that I've had no issues, and I'm not even convinced it was your mod that caused the issue.

Anyways, if anyone wants to hide the overwhelming majority of weapons that OvA doesn't use, here's a pastebin that you should paste into the WeaponSkinReplacer config (I'd use the dedicated config mod so you don't have to worry about updates resetting everything).

https://pastebin.com/br1DAp1Q

It took a while to do since I decided to be extra thorough and do all 3 tiers for each weapon. Hopefully it improves everyone's quality of life! :)
Beagle  [author] 11 Dec, 2019 @ 4:09pm 
Yes, of course! I'm mainly focusing on making sure everything works as it should and is stable, right now, but I'll also hear any other suggestions.