XCOM 2
[WOTC] Playable Codex
66 Comments
Leytra 9 Jul, 2024 @ 1:34am 
So, codexes (Codicies?) are probably one of my favourite units in xcom, and being able to play one is brilliant, but I have to ask. Is it possible to recolour them or decorate them in some other way? I know the black ice codex mod exists, so there's some way to change the colours, but would it be possible to add that functionality to playable codexes, allowing the player to change from orange to other things?
SpongeTimothy IsohedronJockStrap 6 Aug, 2023 @ 1:08am 
Oddly enough, Clone does not even show up in the unlocked abilities column when looking at the character overview.
[FM]Whimsical Chronicles 31 Jul, 2023 @ 7:53am 
the only time clone even has a chance to activate is if you do not use warp (skill might require warp to be available to use to function correctly)
SpongeTimothy IsohedronJockStrap 29 Jul, 2023 @ 1:56am 
Appreciate it. In any case, this mod is still awesome, but if you can find the fix for the clone ability (assuming it is on the mod's end) that would be great.
TRNEEDANAME  [author] 29 Jul, 2023 @ 12:13am 
I'll have to check the mod
SpongeTimothy IsohedronJockStrap 29 Jul, 2023 @ 12:10am 
Not a single one. I am starting another fresh campaign to confirm but on my last (fresh) campaign, it basically didn't work at all.
TRNEEDANAME  [author] 28 Jul, 2023 @ 12:03pm 
The clone is the base game ability, do you have any mods that alter it in some way ?
SpongeTimothy IsohedronJockStrap 26 Jul, 2023 @ 9:22pm 
Yea clone ability never works for me either.
[FM]Whimsical Chronicles 10 Jul, 2023 @ 5:40pm 
one other odd related issue is

spectres can go up the elevators in "lost towers" but codices cant i wonder what the difference is
TRNEEDANAME  [author] 10 Jul, 2023 @ 3:43pm 
The clone ability is a copy of the base game one.

The fact that they cannot hack is weird. Will fix
[FM]Whimsical Chronicles 9 Jul, 2023 @ 3:21pm 
it seems the codex's clone ability is very inconsistent because most of the time it won't activate after taking damage even if i didn't use warp on the same turn

also are the playable spectres/codices by design unable to hack objectives or is that just an issue you didn't know how to fix?
TRNEEDANAME  [author] 14 May, 2023 @ 2:08pm 
Go in ModPath/config/XcomGameData_WeaponData.ini and change "PA_Codex_Weapon_InfiniteAmmo = true" to "PA_Codex_Weapon_InfiniteAmmo = false"
kome360 14 May, 2023 @ 2:02pm 
I can no longer shoot with the Codex. Rocket launchers work though.
TRNEEDANAME  [author] 13 May, 2023 @ 8:05am 
Go in the XcomClassData.ini and copy paste the last rank, change the abilities (to some from LWOTC for example), save the file.
Reggie 13 May, 2023 @ 8:01am 
How would one do that?
TRNEEDANAME  [author] 13 May, 2023 @ 7:56am 
Yes, you will need to add the brigader rank though.
Reggie 13 May, 2023 @ 7:53am 
will this work with LWotC?
ZJwh5S 12 May, 2023 @ 4:38am 
@TRNEEDANAME

Awesome. Thanks!
TRNEEDANAME  [author] 11 May, 2023 @ 1:08pm 
Thanks, I have added all of the ability related to either story or chosen (take off, carry body, chosen stronghold and such)
ZJwh5S 10 May, 2023 @ 3:01pm 
@TRNEEDANAME

I reported a bug in the Bug Reports thread (Codex does not count as a soldier). Please take a look. Maybe also need to fix it for Avenger Defense but I haven't gotten to Avenger Defense in my campaign yet so I'm not sure. Also, you have other playable alien mods so may also need to make the same fix for other playable aliens.
ZJwh5S 4 May, 2023 @ 7:40am 
@TRNEEDANAME

Great, thanks.
TRNEEDANAME  [author] 4 May, 2023 @ 7:18am 
Thanks, will update as soon as possible
ZJwh5S 4 May, 2023 @ 6:46am 
@TRNEEDANAME

Please update config. There is error on this line:

(AbilityType=(AbilityName="BloodTrail", ApplyToWeaponSlot=eInvSlot_Primary)), \\

It should be:

(AbilityType=(AbilityName="BloodTrail", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon)), \\
TRNEEDANAME  [author] 17 Apr, 2023 @ 2:18am 
The sectopod one is know.

For the gatekeeper, thanks for the report
Leytra 17 Apr, 2023 @ 2:14am 
Well the gatekeeper doesn't move properly, and most of the powers seem to be replaced with some weird bug that's like "loc-unknown" or something similar that I don't remember the exact name of, but it seems to be basically saying that there's no talent name or description, so it just gives a blank square.
And the sectopod is consistently crashing my game when I select it in a mission, I've no idea about why or any context beyond 'if I load it onto a mission, when I switch to it to take a turn, game crashes', if there's some way I can grab a crashlog and send it to you lmk and I'll do that.
TRNEEDANAME  [author] 16 Apr, 2023 @ 11:31pm 
Playable avatar is another one of my 5 mod project at the moment.

Talking about the Playable gatekeeper and such, what doesn't work with it ?
Thanks for the report on the spectre, I will fix it
Leytra 16 Apr, 2023 @ 10:31pm 
Hiya so, I absolutely love this mod, and it works perfectly.
But in a sense that is the problem.
As this is the only one of your mods that works. The gatekeeper *slightly* works, the Sectopod crashes my game consistent the moment I switch to it in a mission, thus making it unusable, and the Spectres don't show up as buildable atall. (Never tested the alien rulers, I tend to avoid them ingame so I never installed that one.)
Again, this mod works absolutely fantastically, so I'm wondering if that might help in determining if there's something specific about the way you did this mod, that makes it work so much more reliably and cleanly than the others.
As a semi-related thought, I know this would be absolutely impossible to justify in lore but idc, you think it'd be an option to get a playable avatar outside of Leviathan?
TRNEEDANAME  [author] 6 Apr, 2023 @ 10:25pm 
No, they have a rank and gain abilities
Kinsect 6 Apr, 2023 @ 2:03pm 
as in they act like disposable units and don't promote?
TRNEEDANAME  [author] 6 Apr, 2023 @ 12:55pm 
I dont understand, what do you mean by "compatible" ?
Kinsect 6 Apr, 2023 @ 12:41pm 
oh yeah are they in anyway compatible with Buildable Units?
TRNEEDANAME  [author] 5 Apr, 2023 @ 9:46pm 
They are robot and therefore dont count towards the limit
Kinsect 5 Apr, 2023 @ 2:16pm 
I got a question
since I have the Buildable units mod and CI would these playable units like the Codex, Gatekeeper, and Spectres count as a crew member or not since the Codex (and maybe Spectre?) are robots
TRNEEDANAME  [author] 21 Jan, 2023 @ 10:31am 
Will fix
StoneByStone 20 Jan, 2023 @ 3:01pm 
my codex lost their weapon after i upgraded the weapon to mag rifles?
TRNEEDANAME  [author] 11 Nov, 2022 @ 10:31pm 
No
prayB4play 11 Nov, 2022 @ 2:40pm 
thanks for the new update, it works with uncommenting text under the codex brain option. but do i need to delete the text above?the one under using own tech option?
TRNEEDANAME  [author] 10 Nov, 2022 @ 11:02pm 
Corpse should be acquired at the same time as a brain. Will investigate
Xx_yaoitron9000xX 10 Nov, 2022 @ 4:27pm 
Having the same issue, what's the difference between a brain and a corpse? I have like 6 codex brains but can't get a playable one.

I mean i still can use the console command so it's not too big of a deal but it's a shame
prayB4play 10 Nov, 2022 @ 4:12pm 
in my game it says need 3 codex corpses, how to i find the corpses?
TRNEEDANAME  [author] 13 Oct, 2022 @ 12:10pm 
Thanks, will look into it
Shaggoth (Ищезаяц) 13 Oct, 2022 @ 11:53am 
seems like your playable mods conficting with appearance manager.
both spectre and codex throw this at addition, and ctd game

[0400.01] Critical: appError called: Assertion failed: appErrorf [File:D:\Projects\xcom2\main\XCOM2\Development\Src\Core\Src\UnCorSc.cpp] [Line: 267]
Assertion failed, line 452
CharacterPoolManager_AM Transient.CharacterPoolManager_AM_0
Function WOTCIridarAppearanceManager.CharacterPoolManager_AM:CreateCharacter:1250
Script call stack:
Function PlayableCodex.X2DownloadableContentInfo_PlayableCodex:AddCodexSquaddie
Function WOTCIridarAppearanceManager.CharacterPoolManager_AM:CreateCharacter
TRNEEDANAME  [author] 10 Oct, 2022 @ 9:01am 
No problem. Rolled an update
Sharkbytes 10 Oct, 2022 @ 9:00am 
Yes! success! it finally works. thank you for your time. :resmile:
TRNEEDANAME  [author] 10 Oct, 2022 @ 4:46am 
Hello, please go in the "XcomWeaponData.ini" file and change the header (the thing at the top like "[PlayableCodex.X2Item_WeaponCodex" to "[PlayableCodex.X2Item_PA_CodexWeapon]".

This should fix the issue
TRNEEDANAME  [author] 10 Oct, 2022 @ 2:27am 
Will look into it more.
Sharkbytes 9 Oct, 2022 @ 1:57pm 
ight, i edited it to remove the "+" and it still doesn't work. it's rather late for me, so i must log off for tonight. but before i go, i did notice that in the "playable spectre" mod file, the "PA_spectre_infiniteammo" and all that stuff, were positioned at the very top, and not at the bottom (but still below the line in the []) idk if this is important, but i hope it helps if you still wanna fix this issue. good luck, commander.
TRNEEDANAME  [author] 9 Oct, 2022 @ 1:25pm 
Try to remove all of the "+" in XcomWeaponData.ini.
TRNEEDANAME  [author] 9 Oct, 2022 @ 1:22pm 
Well... I will have to check again but it's the same code so... Idk
Sharkbytes 9 Oct, 2022 @ 1:15pm 
tested it again, it's still broken.