XCOM 2
Experimental Unofficial MJ-LWOTC mod
37 Comments
lety4ayavoropaeva 11 Apr @ 5:48pm 
MZFD_Cryolite
Lord Gecko 8 Nov, 2024 @ 5:49pm 
does anyone know the Console I.D for Cryolite?
having trouble acquiring said resource normally.
mikolaj.konarski 25 Jul, 2024 @ 3:10pm 
So my setup is broken, after all. I guess I need to wipe out all the mods and reinstall the game. Cheers! :)
Mrvecz  [author] 25 Jul, 2024 @ 3:02pm 
Now on gatecrashing, if you have both the alien expanded AND this mod, you will start with both a droid AND alien.

Who can spawn on gatecrasher is curated, you cant get Andromedons...for obvious balancing reasons, but a chunk of the roster can spawn there.
mikolaj.konarski 25 Jul, 2024 @ 2:55pm 
Thank you very much for the responses. I did install your standalone expanded aliens mod and I expected to start with an alien, because the research blurb mentions "the alien and it's mechanical companion" or something like that. If now the aliens come only later on, that's fine, I was just worried my setup is broken. Thanks again!
Mrvecz  [author] 25 Jul, 2024 @ 2:10pm 
@Mikolaj
You dont start with playable alien anymore with this mod, just droid, this is for the reason i already spoken about - expanded playable aliens used to be part of this but it became its own mod. So if you want new ayys, download that as that is the mod that actually focuses on adding more to this mechanic.
mikolaj.konarski 25 Jul, 2024 @ 12:36pm 
Q3: i've started 2 times and I'm consistently getting a frost droid, but no alien. Is it because of LWOTC Experimental (and so Highlander Beta)? MJ worked fine for me with Experimental before (and, e.g., for DerAva's recent streamed campaigns).
Mrvecz  [author] 25 Jul, 2024 @ 12:25pm 
nowadays its on freeze given MJ collection is dead and wont be advanced further, so i shifted my focus on new custom content, the expanded playable aliens, which origins were in this mod.
Mrvecz  [author] 25 Jul, 2024 @ 12:24pm 
This mod was balanced (When i was still working on it) with the stable LWOTC in mind and it works with both LWOTCs, and yes this has compability with the requiem mods and refinements for MJ given that was pretty much where this mod originated in.

If there were any known incompabile mods, i would have listed them in the description.
mikolaj.konarski 25 Jul, 2024 @ 11:42am 
Hi! Many thanks for the mod! Q: why does it depend on LWOTC and not LWOTC Experimental? To avoid the confusion of unsatisfied mod deps or are there any real problems?
Andross 13 May, 2024 @ 4:38pm 
It's so early in the game that I can't say I've really checked, but I've found this issue with basic radiation grenades and flash grenades.
I've deleted my save file now and started a new game, so I'll have to try again.
Mrvecz  [author] 13 May, 2024 @ 2:18am 
Which grenade ? Ill have to add it to the animation override list
Andross 13 May, 2024 @ 1:31am 
Muton sapper's grenade throwing animation is the same as a normal human soldier, distorting the model
Mrvecz  [author] 5 May, 2024 @ 8:47am 
Expanded Playable Aliens are now standalone, content is same between this and that mod, pick only one mod (This or that).

Experimental mod will have content earlier than the standalone version, but otherwise will be similar.
Mrvecz  [author] 2 May, 2024 @ 12:13am 
This mod is the source of the playable Taipans.
It also wont break your game, i made sure of it, it is meant to be used with ALL the MJ supported mods.

In future i will split the playable aliens as standalone mod, but i still want to prototype certain stuff first before the split.
Eyesight 1 May, 2024 @ 11:51pm 
Which mod add the taipan as playable or skin?
I would like to play with it but there is just to many mod , i just don't want the whole package. I don't want to overload myself to much with mod if that can break the game , im already playing with a good amount of it.
Mrvecz  [author] 1 May, 2024 @ 3:32am 
New update is underway, should arrive on Friday
TheGreenDigi 15 Apr, 2024 @ 5:16am 
The playable aliens make a lot of sense to be separate since they don't really rely on any of the other changes in the mod, and are just entirely new content.

Also did wanna praise just how good they are. Love them filling in new niches for the aliens, alongside having their own unique stuff to em and some pretty unique builds. They're very well done, and excited to see the future new ones
Denis 2101 15 Apr, 2024 @ 3:29am 
Thanks for the reply.
I'll be waiting.
Mrvecz  [author] 15 Apr, 2024 @ 1:30am 
I do plan to split the playable aliens addition in to standalone mod myself, given that is a worthwhile content players might want, without the other MJ-related balancing changes.
Denis 2101 14 Apr, 2024 @ 10:14pm 
It would be good if I made improvements in separate mods.
For example, playable aliens in one, classes in other suitable ones (via a copy of the mod), a change in balance in another.
So that players can choose which edits to use and which ones not to install.
Mrvecz  [author] 14 Apr, 2024 @ 11:45am 
I am afraid of how actually effective putting a 24 hour warning would be - anyone that isnt subbed to the comments here wont see that warning. If they are really concerned about this experimental mod updating often, they can, with AML set this mod to be a local one vs workshop one, that doesnt get updated and its contents get wiped out.

If they also really dislike some things or things they would change, they could share their changes on the Discord, if they are valid/reasonable/balance-considerate, they might get implemented in the main mod itself.

But i guess, warning here anyway might be worth doing anyway - not feeling it about the second option.
LeyShade 14 Apr, 2024 @ 11:13am 
@Mrvecz - as a fellow pack author, a word of the wise for updates. Two good options to solve the issue for those who will inevitably configurate this: 1) a companion 'config' mod that runs after this one (use CHL), for people to keep their localised configurations in. 2) Remembering to put out a 24 hour notice before updating so that people who haven't can back up localised configurations.

Hope to see your project grow so we can analyze it and merge it into the O+E when you've finished your modifications, as seems like they would feature prominently in the LWOTC branch =)
Mrvecz  [author] 14 Apr, 2024 @ 2:57am 
@blizzardcaster
Frost Legion
blizzardcaster 13 Apr, 2024 @ 10:33pm 
is the frost mamba from another mod?
Mrvecz  [author] 13 Apr, 2024 @ 2:29am 
New update is out - Sonic Weapons are now in, these have their own research project locked behind Coil Guns
It will give you an assault rifle and cannon variation, sonic weapons have similar stats to coil guns, but instead of penetration they shred and rupture for +1 and have 30% chance on hit or graze to stun for 1 action point

for more, check the patch log
LeyShade 12 Apr, 2024 @ 1:31am 
Nice, like a mini- O+E for the Mod Jam environment. Will bookmark and keep an eye in case becomes a standardised extension to MJ. Great work MrVecz on your first pack release =)
Cypress, Master Spy of IKEA 11 Apr, 2024 @ 10:52am 
Much appreciated! I couldn't find any documentation in the INI files. Normally don't do this, but God gave me the worst Muton I've ever lain eyes upon.
Mrvecz  [author] 11 Apr, 2024 @ 9:25am 
@Cypress
Normally you should get them via RNG roulette via the covert ops, but if you do want to spawn them with console command, use this:

GiveAlienRecruit PA_FrostMamba

Or PA_Taipan
Or PA_MutonSapper
Or PA_BossSnake

The last one is alot more experimental and not normally playable (yet, will be a heroic-alien unit)

Be wary that spawning them thru console doesnt give them NCE...but this also means you get a very well rounded soldier that can be specced for anything you want
Cypress, Master Spy of IKEA 11 Apr, 2024 @ 7:49am 
Are the playable aliens like the Frost Mamba or Taipan available currently? If so, are there any console commands to spawn them in? I got a Muton Harrier and so far he's the most useless pile of trash I've ever used; would love to have a Mamba or Taipan instead.
FrezeDEF 10 Apr, 2024 @ 11:16pm 
@Mrvecz How do I disable aliens that I don't want to receive as a reward for covert operations?
For example, a faceless.
TheGreenDigi 9 Apr, 2024 @ 1:09pm 
Completely understandable, will be cool to see what you tackle in the future
Mrvecz  [author] 9 Apr, 2024 @ 1:07pm 
Frost Necromancer is in my sights for rework, he IS clunky, boring and the bitterfrost effects are useless on XCOM side cuz nobody can actually live long enough to get frozen through him.
He only gets better once he gets Frost Coress, which just lets him print out cannon fodder for XCOM.

Archon might get an identity uplift if iam gona add Seraphin (requiem archon) and split them to two different roles, but that is distant future atm.
TheGreenDigi 9 Apr, 2024 @ 12:56pm 
@Mrvecz Not really 'less interesting' and more so just more underpowered/clunky aliens (the only really dull one is the base muton, but having that be a guy you can research at the start kinda makes up for it)

Ones like Frost Necro, Archon and Faceless, while being unique, can be pretty clunky to use and don't feel as though they have much variety in viable builds.

I'd understand not actually changing much with them, Archon and Faceless are unique even if they can be clunky to use. But had just wanted to comment about the aliens after reading you rebalancing/reworking some of the soldier classes
Mrvecz  [author] 9 Apr, 2024 @ 12:33pm 
@TheGreenDigi
Thank you, it will be a long road ahead...for all of us
Speaking of the playable alien, i do plan to make even more of them over time, though i need to think of an idea about their playstyle, i dont want to make them just because and with every alien added, gameplay options shrink about making them distinct and not too blurry.

Though, not sure what to think of the "less interesting" aliens would mean, if they are overly simplistic beings i could add them in the proving grounds, just like celatids and chryssalids, but for actual defector units i want to stick with sentient units, that preferably have arms so they can use most of MJs content.

In near future i will try to fully fledge out the Heroic aliens that i have some groundwork for and specific covert op to recruit them. Winter Sentinel (frost cobra) is playable if you place him down with console command, the Warmaster (devastator) has some basics already in and Wraith(Dark Mech) is yet to be done.
TheGreenDigi 9 Apr, 2024 @ 12:17pm 
Congrats on the release, and good luck working on this mod! It's def ambitious trying to work out and balance so much at once, alongside adding in new things as well. Honestly makes me wanna play long war despite me hating the tedium of its strategy layer.

Also find it cool seeing someone adding in new playable aliens, those were def my favorite aspect of mod jam, and seeing that fleshed out further is great. (hoping some of the other weaker/less interesting aliens get some help)