XCOM 2
Expanded Playable Aliens - LWOTC
193 Comments
«Wyvern» 7 Sep @ 10:08am 
Okay so its not a bug
Funny fact i wanted to put Ice damages on it to have its own element. if it already has its bitterfrost ammos its fine. Maybe later i will be able to add Fire into his ice :D
Mrvecz  [author] 7 Sep @ 7:02am 
Frost Necromancer and Frost Bombers come with pre-loaded bitterfrost ammo for their weapons, so they technically already have ammo type, baked in their weapons already.

Probably in future this thing will fly out of the window and both Necromancer and Bomber will get the Frost Adder treatment and will be able to use all the ammo types.
«Wyvern» 7 Sep @ 7:00am 
Want to report a small "problem"
I can't equip any ammo type to my "Frost Bomber" (Ice Muton). Reasons are "Unvailable"
Is it on purpose ?
Mrvecz  [author] 29 Aug @ 1:01am 
No, something is broken on your end, other players have it functioning properly as i seen on Discord
Anatoli Kvere 28 Aug @ 7:44pm 
Is the viper commandos lack of a pistol standard shot by design?
Mrvecz  [author] 25 Aug @ 4:21am 
Its a config line, open up this mod in AML and go to the Gatecrasher.ini section, you can control it from there.
Colva_Moon123 24 Aug @ 8:12pm 
How do I configure it to change which alien is in Gatecrasher?
RAAMPEAK 21 Aug @ 5:03pm 
hmm i got a operation to collect a hero but it just gave me a human
RAAMPEAK 21 Aug @ 4:53pm 
and make the scramgun different looking
RAAMPEAK 21 Aug @ 4:48pm 
is this the mod that made sidewinders so far wear blue armor when on operation to rescue mission
Yeah I tried everything (I probably didnt)
Yeah I was unable to makeshift patch my way into making it load without the dependencies on this new version

It throws the "Unable to load" error while the game is launching, even though it didn't before
I say slightly

I'm terrible at this game
interesting

I must just suck at the game because I was getting (slightly) fucked up
Mrvecz  [author] 8 Aug @ 1:45pm 
Not the enemies, EPA adds no enemies, YOUR aliens beating the shit out of Advent, as they are tuned up for alot stronger enemies + they are designed with the idea that perk stacking is impossible to prevent game breaking combos. Things that arent enforced in WOTC.
@Mrvecz

I had no problems with it, The alien unlocks worked fine and the enemies weren't too hard. Didn't really pushing the shit out of me
Oniwabanshu 8 Aug @ 11:54am 
@ Mrvecz Thanks! It didn't came with a weapon, so i'll just command one in.

Regarding LWoTC i regret starting this new campaign with it on (tedjam this time), the only thing i miss more about not having it on, was playing with this alien mod, the "balance" and design choices made by lwotc modders makes it more annoying to play than anything. I rather play CI and a shitton of enemies mods, maybe RPGO next time, so i would very much love for this to work without it.
Mrvecz  [author] 8 Aug @ 10:01am 
You should have started with by default as its the "primary" weapon, in case you dont, type this command:

AddItem PA_NajaGun

@Hurricane

This is because this mod builds against Long War 2 now, as it was required for me to be able to interact with systems like infiltration and activites.

Soon, the playable Advent will also become that

I...am suprised anyone can stomach playing this outside of LWOTC, given its completely balanced for LW2 damage and health levels, so for base WOTC, these guys must be absolutely pushing the shits in of pretty much everything that has a pulse.
Oniwabanshu 7 Aug @ 11:18pm 
Thank you @Mrvecz! how do you get those? If it is by recruiting a Naja first, it would take a long time.
I really wish you could use this with normal wotc using the alien pack

it actually used to work without lwotc until a recent update
Mrvecz  [author] 6 Aug @ 4:43am 
A Naja sniper rifle
Oniwabanshu 5 Aug @ 4:45pm 
What is the sniper rifle that the frost mamba is supposed to be able to carry?. It can only carry a shotgun.
Mrvecz  [author] 3 Aug @ 4:59am 
@JugiBugi
In a roundabout way i did discover eventually what was the problem, for a long time i couldnt piece it together, but in todays patch i fixed the Infiltrator
JugiBugi 12 Jul @ 5:26am 
Hi, it seems that Muton infiltrator cannot use rupture bought with training center.. it would seem that rupture doesn't allow to be used with its weapon?
geh4th 22 Jun @ 12:59pm 
I didn't realize that binding is a built in adjacency ability that doesn't require a Tongue Grab. Thanks for the explanation.
Mrvecz  [author] 20 Jun @ 7:47pm 
Entwine affects the adjacency caused bind as well, which almost all vipers have access to, pretty much everyone but Taipan. The defence bonus would apply in that case as well and if the snake has access to ranged bind, then that would be augmented as a bonus.
geh4th 20 Jun @ 2:05pm 
For the Naja, both Tongue Grab ("GetOverHere") and Entwine (M31_PA_Entwine) are in the Tier 1 Xcom Deck, but Entwine is an enhancement to Tongue Grab. This means that rolling Entwine is useless, because there's no grab to apply it to.

I recommend moving Entwine to the Tier 2 deck, swapping out with Will to Survive. It'll still be useless if you don't get Tongue Grab at Tier 1, but this way at least they can both be used if you're lucky enough to get them. An alternative is that perhaps Tongue Grab can be moved to the class core abilities or to one of the standard ability trees, enabling Entwine to be used if rolled.
Mrvecz  [author] 11 Jun @ 11:06pm 
Yeah, Muton Hunters mod by Claus, it was missing from the requirements, i also added Ted Jam to the requirements, its technically not mandatory, but TJ contains too many fixes for internal mechanics that are outside of my scope of the mod - and besides, it was made with Ted Jam balancing in mind.
Big Brother Max 11 Jun @ 5:20pm 
Hey some of them are missing like the muton prowler and hunter are there any specific mods that contradict? I have mainly just LWOTC mods non that mess with aliens.
«Wyvern» 11 Jun @ 4:55am 
Hi again. The last update you did has removed the POI which was pending on my world map. So i will be able to send you a feedback only when i will start a new alien rescue mission since the POI is gone
Mrvecz  [author] 11 Jun @ 4:25am 
A critical fix is out, i restored the script file from a backup from 2 months ago, this should definetiely fix it, once and for ALL
Willrocks147 10 Jun @ 5:30pm 
Hi, I was aware of the issue. I resubbed, unsubbed, resubbed, updated via AML
and waited a long time, got a new alien rescue mission for that psychic viper melee. Taipan?
Game crashes when in the pelican headed back to base.
«Wyvern» 10 Jun @ 7:49am 
Facing an issue here as well
Unsubbed, resubbed, regenerated the mission by loading a save before the Rescue alien cover mission finishes. When the mission is completed, im crashing in the loading screen supposed to lead me the interior of firebrand with mission stats and propaganda annoucement.

Theres a particular visible line on crash logs which display:

Validation Failure Summary (These event listeners have been REMOVED) :
JugiBugi 10 Jun @ 6:51am 
Resubbed and still crashes so the POI must have been generated prior update so will add the recruit with command. I will report if future POI crash the game again.
Mrvecz  [author] 10 Jun @ 6:43am 
Sub and resub to EPA, as i pushed out a critical bug fix two days ago, the steam does not always update it correctly, though if the POI already exists, it will be broken forever as its already generated, so feel free to AddAlienRecruit PA_FrostViper to your barracks and get bluey that way.
JugiBugi 10 Jun @ 6:36am 
Hi, POI alien uprising just crashed the game. (Mod seems to be up to date) So the solution now is to ignore it and just add an alien recruit with a command?
D3athspartn 8 Jun @ 8:46am 
don't know if yesterdays big update caused this but my rescue alien defector missions are now glitched where they don't show or give any rewards. was working fine two days ago and i didnt add or remove anything
DoctorC 11 May @ 7:35pm 
Allies Unknown Redux Species: Vipers is also working fine with this mod, but it will create a different class of "viper" to the pool. Same as Viper faction
D3athspartn 22 Apr @ 2:45pm 
Previously the Taipan was working fine for me but in my recent run they font have their sword abilities despite having it equipped. I have other viper mods but none with conflictions. Jc if this was a previous issue or a new one.
dan0001 18 Apr @ 5:21am 
cool thanks :)
Mrvecz  [author] 18 Apr @ 5:14am 
You will be able to roll for them even mid-campaign, though do beware its still RNG to get them. Wraith would be semi-guaranteed given its handed out via covert operation after the second chosen hunt.
dan0001 18 Apr @ 4:44am 
I am playing Ted Jam without Requiem at the moment, but I am planning to add it into my campaign soon - will it be possible to then recruit the aliens that need Requiem once it is installed? Or does Requiem need to be installed from the start of the campaign to get those aliens?
Mrvecz  [author] 18 Apr @ 2:16am 
Yeah, that looks like it could work, on paper atleast
lety4ayavoropaeva 17 Apr @ 3:10pm 
So, on the topic of Vipers in my collection, I can (should I) install?:
- Playable XCOM 2 Aliens
- Playable XCOM 2 Aliens For LWOTC
- Playable XCOM 2 Aliens - Viper Class Overhaul
- Expanded Playable Aliens - LWOTC

And I shouldn't install:
- Allies Unknown Redux Species: Vipers
- Viper Animation Depository [WOTC]

I can also install the following mods for other Aliens on the XCOM side, but without Viper:
- Allies Unknown: War of the Chosen Edition
- Allies Unknown Redux² – LWOTC Compatible
- Allies Unknown Redux Species: ХХХХХ (except Viper!)
and finally
- Reshi's Requiem Classes for LWOTC with all dependencies

At the same time, Vipers on the ADVENT side will also work correctly:
- Flame Viper - WotC
- [LWOTC] Flame Viper Bridge
- [WOTC] Armored Viper
- [LWOTC] Armored Viper Bridge
- Frost Legion
- [WOTC] Bio Division 2.0
- A Requiem For Man: The Requiem Legion
lety4ayavoropaeva 17 Apr @ 2:42pm 
Thanks!
Mrvecz  [author] 17 Apr @ 1:34pm 
Viper class overhaul is needed for some perks, Allies Unknown Redux will break animations of Vipers. Not sure if its still broken atm but it was last time i used it, though there were some changes to animations for vipers that might fix it, but i cant be certain.
lety4ayavoropaeva 17 Apr @ 12:51pm 
It is known that mods
- Playable XCOM 2 Aliens - Viper Class Overhaul
- Allies Unknown Redux Species: Vipers
conflict with each other.
Which of them can be used with this mod?
Or is their conflict fixed at the level of your mod and I can install all 3?
Mrvecz  [author] 27 Mar @ 5:05am 
Ah i see, i will have to mark the bomb as infinite and clog up the inventory with yet another item
Canthyse 26 Mar @ 9:31am 
When I unequip barracks, the frost bomber loses his cryo bomb, and the heavy slot remains empty. Only way to recover it its to respec everytime or not using unequip all.
Mrvecz  [author] 26 Mar @ 2:52am 
Nope, its not really an alien lorewise and also i put a stop on the content creep when it comes to new aliens so i can focus on refining what already exists.