XCOM 2
[WOTC] MOCX Customizer+
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
猫猫 10 Aug @ 8:02am 
bUseCharacterPoolClass = false,\\ *(or true)
bForceCharacterPoolClass = false,\\
bRookiesAreWildcardClass = true,\\
bUseCharacterPoolAppearance = true,\\
bUseCharacterPoolBackstory = true,\\
bUseCharacterPoolNationality = true,\\
bUseLeaderSpecificUnit = false,\\
bUseLeaderSpecificAppearance = false,\\
bUseCharacterPoolOnly = true,\\
bUseRandomRolls = false,\\
bUseSoldiers = true,\\
bUseDarkVIPs = true,\\
MixedPoolRandomThreshold = 0,\\
bAllowAlliesUnknown = false,\\
bForceAlliesUnknownOnly = false,\\
bUnknownAlliesAsDarkVIPs = false,\\
AlliesUnknownRandomThreshold = 0,\\
MaleToFemaleRatio = -1\\

With this option, still generated randomly, but they all had Advent logo Xcom uniform, no one used my custom face and armmor etc.
猫猫 10 Aug @ 7:26am 
I have modified the configuration file, but I don't know why it still generates random roles:

bUseCharacterPoolClass = true,\\
bForceCharacterPoolClass = true,\\ *false still randomly generate
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\\
Minnow 21 Jul @ 10:28am 
Amazing, thanks so much!
FearTheBunnies  [author] 21 Jul @ 8:46am 
@Minnow Added a new customization option: bUseCharacterPoolNationality. This will allow you to persist the Character Pool soldiers' nationalities. Original MOCX technically did set the nationality to ADVENT but it required you having an ADVENT flag pack installed otherwise it was a "missing flag" and got defaulted to a "normal" flag.
Minnow 21 Jul @ 7:36am 
Oh wow, that would be wonderful, thank you!

I could've sworn vanilla didn't do that, but I guess it's been a while since I played without this mod on top :p

Thanks again! :hmgorock:
FearTheBunnies  [author] 20 Jul @ 11:17pm 
@Minnow Currently that is not a supported option (even OG MOCX gave them the Advent nationality). Lemme cook on it and that should be an easy enough option to add.
Minnow 20 Jul @ 9:35pm 
I mean for them to keep the source unit's nationality, yes.

As it is, every soldier (from pool or random) is spawning with ADVENT nationality, and I'd like to stop that happening if possible.
FearTheBunnies  [author] 20 Jul @ 9:05pm 
@Minnow Do you mean for them to keep the nationality of the source unit or do you mean switching from EXALT to ADVENT nationality?
Minnow 20 Jul @ 7:59pm 
Hi, I'm trying to use the config to stop the Mocx units having their nationalities overridden by ADVENT, but I'm having a little trouble with the config.

Under the section that says FTBMocxUsePoolClass in XComDarkXCom.ini there's a comment that says "If set to false, MOCX will always spawn with ADVENT nationality", but there doesn't seem to be any property to set to True or False.

There are others for bAllowMocxSpawnAsExalt & bForceMocxSpawnAsExalt with similar descriptions, but nothing under that specific comment. Am I missing something, or is the file? :p

Thanks for any help! :hmgorock:
FearTheBunnies  [author] 1 Jun @ 5:12pm 
That should just be the regular character pool screen when editing a character from the main menu.
Wrath 1 Jun @ 1:30pm 
@FearTheBunnies I mean the menu on the second picture of your mod presentation " Can appear as ... "
I don't have this
FearTheBunnies  [author] 1 Jun @ 12:37pm 
@Wrath This mod does not expose its configs through MCM UI menus. Instead you will have to edit the .ini files manually through config edits.
Wrath 1 Jun @ 11:37am 
Oh okay guys thanks ! I have installed it but I can't find the menus with the "dark vip" options, where is it exactly?
FearTheBunnies  [author] 31 May @ 10:18am 
@Wrath This mod contains bug fixes and enhancements for the way MOCX loads character pool cosmetics for the enemies it creates. As @Soul said, base MOCX always allowed capture of MOCX soldiers. This mod has enhanced logic for other mod to mod support as well enhanced logic around what kind of reward soldier class is given to XCOM after capturing MOCX enemies.

Overall, this mod is a companion to the base MOCX mod and is required to support the MOCX Phantom enemy units due to hard coded hero unit logic from the base mod this mod expands upon.
Soul 31 May @ 6:22am 
It let you apply appearances you made to the mocx guys that show up to fight you yeah.
The base mod already let you recruit them by capturing them.
Wrath 30 May @ 9:22pm 
Did I understand what this mod do correctly ? (sorry Im french)

It is a mod to configure the apparence of the HOSTILE MOCX squads we fight in sitereps right?
Not a mod for RECRUITING MOCX (wich would be 100 times less good of a mod than the previous option)
FearTheBunnies  [author] 13 May @ 11:50am 
Glad it worked out for you.
Dio Brando 13 May @ 6:30am 
@FearTheBunnies Nah I am using EXALT AND MOCX Customizer at the same time. They were part of the collection among other mods that Ive downloaded from the workshop. Strangely enough my problem fixed itself when I added exalt outfits was was dependency for Exalt mod but for some reason wasnt the part of the collection. After that everything came back to norm after several battles enemy faction again started using my cp pool and also ability to capture them has returned
FearTheBunnies  [author] 11 May @ 9:04am 
@Dio Brando I assume before this you were using just base MOCX, and now you have the Customizer+ mod. As Dragon32 says you will need to edit the rules for this mod now instead of the rules for base MOCX as this mod tweaks everything related to how MOCX units are spawned.

The config file should document everything you need to know about how to tweak the spawn rules.

As to the capture price, this mod also tweaks the capture mechanics too, so if you had custom rules in base MOCX you will need to explore this mod's configs and make sure they align with your expectations, tweaking them as necessary.

If you get stuck, reply here and I will try to help as best I can.
Dragon32 10 May @ 8:27am 
@Dio Brando
For the first: read and edit, if needed, this mod's XComDarkXCom.ini

https://old.reddit.com/r/xcom2mods/wiki/wotc_modding/mod_folder
Dio Brando 10 May @ 4:50am 
During my playthrough suddenly mocx agents started to appear as random even though before they were using cp pool characters. Ive seen that in FAQ there is answer for this issue, but can anyone elaborate what exactly does it mean - Verify that bForceCharacterPoolClass flag is off to pull all CP units? What do I need to do and where?
Also I've noticed that with this issue second problem had appeared - for some reason now I cant capture mocx agents doesnt matter if use fulton mod or simply carry them to the extraction point. If anyone had similiar issues please tell me is ther any way to fix this?
FearTheBunnies  [author] 3 May @ 6:14am 
@Corrosion Could you elaborate a little please? Explain your idea to me and I can help give the right config for what you are wanting to do, but at the moment it is too vague to give you a firm answer.
Corrosion 2 May @ 8:54pm 
How do I make it so they get selected as specific characters in the character pool?
FearTheBunnies  [author] 15 Apr @ 11:14am 
Not easily. There are some mods out there such as Iridar's Advent Arsenal that may give guidance in how to do it yourself. I know the MOCX As ADVENT Division tweaks what guns they have as well.
♥sushigirl♥ 15 Apr @ 11:11am 
Is there a way so we can give MOCX custom guns?

Like instead of using the vanilla guns, i can give them AKs, M4s, etc..
FearTheBunnies  [author] 25 Mar @ 6:18am 
@Medicman Short answer "No."

Long answer, there is one way you can cheat by creating random units in your character pool which are the source units for MOCX, name them the way you want them named, assign them base game classes, and then turn on the option for "bForceCharacterPoolClass" which would then require MOCX classes to find characters with the "right" class from the CP and use them (but if they run out then they will start generating randoms which will go back to the standard naming convention.
Medicman 24 Mar @ 11:15pm 
is there a way that they show up as their class name rather then a random gen name?
FearTheBunnies  [author] 4 Dec, 2024 @ 10:34am 
@Chaos I just pushed up adding that line of code to Customizer+'s overrides of that logic, so let me know if it fixes it for you.
Chaos 3 Dec, 2024 @ 11:51am 
@FearTheBunnies
I've recompiled it in ModBuddy.

So in original core mod in XComDownloadableContentInfo_DarkXCOM.uc I've uncommented those lines:
//NewSoldierState.AddComponentObject(InfoState);

and then
In this mod file XComGameState_HeadquartersDarkXCOM_Override.uc in line ~177 near this line StartState.AddStateObject(InfoState);
added this
NewSoldierState.AddComponentObject(InfoState);
after that it started to work and soldiers didn't desapear after mission
but there is warning and error in logs after adding this line

Warning: Failed to find owning object with ID 1415 for game state component XComGameState_Unit_DarkXComInfo_Override_260

Error: Redscreen: Failed to find owning object with ID 1415 for game state component XComGameState_Unit_DarkXComInfo_Override_640
FearTheBunnies  [author] 2 Dec, 2024 @ 2:26pm 
@Chaos I am trying to understand your proposed fix: The code change you made, what file did you edit, and how did you edit it? Was it a change in a .u file under the Scripts folder of this mod? A .uc file under the Src folder? Did you recompile the entire mod using ModBuddy/Visual Studio Code after making the change?

The reason I ask, is that if your change was to a .uc file in the Src folder without doing a recompile of the entire project, then your change literally did nothing, and the mod running during before change and after change were literally identical to each other.

Also, which file and line number did you touch, so that I can look deeper at it? And, could you drop the warning from the log file as well?
Chaos 2 Dec, 2024 @ 11:11am 
@RustyDios
Tried with latest LWotC
RustyDios 2 Dec, 2024 @ 10:47am 
That sounds like LWotC's built-in Tactical state Cleaner is still removing/resetting the MOCX Barracks/units .. I thought Tedster had fixed that issue long ago ... are you sure your LWotC is up to date?
Chaos 2 Dec, 2024 @ 10:40am 
@FearTheBunnies
In LWOTC I can see mocx soldiers in UFOpedia Bestiary screen. But after any first mission (even without mocx) all mocx soldiers disappear and not working correctly, there were some logs that soldiers can't be resolved by ObjectId. I've found in mocx initiative sources such lines which was creating soldiers:
//NewSoldierState.AddComponentObject(InfoState);
StartState.AddStateObject(InfoState);
I've uncommented this line 'NewSoldierState.AddComponentObject(InfoState);' and after it it started to work with LWOTC (only some warning appeared in logs, but for some reason it worked fine). If this warning doesn't have any side effects then it would be nice to add to this mod to fix for LWOTC.

Also as an option it would be very nice to have such option in config 'minBaracksMocxSoldiersCount', and before/after each mission to forcibly add soldiers to keep this minimum amount and never run out of mocx soldiers in baracks if they were killed
FearTheBunnies  [author] 25 Nov, 2024 @ 5:02pm 
@Legion For the setup you want, I would recommend:

bUseCharacterPoolClass = true
bForceCharacterPoolClass = false
bRookiesAreWildcardClass = true
bUseCharacterPoolAppearance = true
bUseCharacterPoolOnly = true
bUseRandomRolls = false
bUseSoldiers = true
bUseDarkVIPs = false
RustyDios 25 Nov, 2024 @ 12:45pm 
MOCX pulls DarkVIPs from the pool, not normal soldiers.
Legion 25 Nov, 2024 @ 9:00am 
Probably not the place to ask but might as well try anyways - I want to have MOCX pull exclusively from the character pool I have since it's a couple hundred units strong at this point and I think it'd be cool to have my current squads go up against the best of the best. Trouble is, MOCX is still using randomly generated units despite going into the settings and ticking all the boxes for it not to. Tagged as Soliders only, Randomly generated set to 0%, the works. I have the in-game character pool set to Pool Only and using Recruits Conserve Character Pool so they aren't all ending up as recruits that get ignored. Is there something I'm missing here?
FearTheBunnies  [author] 10 Nov, 2024 @ 5:25am 
The simplest way is to remove the counterpart class from the Dark Class definition. That will force MOCX to roll a random class for the reward soldier. If you want something more comprehensive, you would have to add the Amal class triplets manually for all of the Amal classes you want as rewards.
Oniwabanshu 9 Nov, 2024 @ 12:17pm 
How can you make it work with amalgamation?
Soul 26 Oct, 2024 @ 8:45am 
Man I can tell you that sometime,even when no evac is called,they can evac at bleed turn 3 or 2,which is kinda weird so I do assume its just wonky. When they called evac before hand I get it,but those moment when they didn't and still do it anyway a turn or 2 later is just oof.
But well if not possible I'll just keep dealing with it,its not gamebreaking or anythin but tad annoying lmao
FearTheBunnies  [author] 25 Oct, 2024 @ 8:36pm 
The evac on bleedout in my experience usually happens when their timer hits 1 turn remaining unless they called for evac the turn before you put them into bleedout.