XCOM 2
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Flame Viper - WotC
   
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File Size
Posted
Updated
105.013 MB
6 Oct, 2017 @ 10:15pm
23 Sep, 2022 @ 1:27am
5 Change Notes ( view )
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Flame Viper - WotC

Description
FLAME VIPER: WAR OF THE CHOSEN VERSION
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She's back with a few new tricks and a shiny new Inferno Rifle in an updated version of the original!


MOD HIGHLIGHTS:
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1 New Enemy: The Flame Viper (comes in 3 types)
1 New Research Project: Flame Viper Autopsy
2 New Ammo Types: Inferno Rounds, Viper Rounds
1 New Armor Vest: Flame Scale Vest

This mod adds a new enemy to the game; the Flame Viper. A fiery variant of the Viper, the Flame Viper breathes fire, tongue grabs, and sets herself ablaze to increase her own combat effectiveness. In addition to that, she carries an Inferno Rifle into battle.


COMPATIBILITY
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This mod adds its own unique templates and config file entries to the game. It DOES NOT alter/override any base classes or config file entries. As such, it "should not" have compatibility issues with other mods, but Mod collisions can occur even when completely unexpected.


CUSTOMIZABLE
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Make the Flame Viper as easy or as brutal as you want. Just about everything is configurable including alternate LoadOuts to remove tongue grab and a flag to enable/disable Seething (default enabled). Changes to suit your own preferences can be found in the following files:

XComAshFlameViper.ini
XComGameData_CharacterStats.ini
XComGameData.ini

Be sure to make a backup of any changed file in case this Mod gets updated. You'll need to reapply your changes once you've taken the update.


LOCALIZATION
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English
French: Provided by sebkulu


NEW CAMPAIGN
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Enable the Flame Viper when you intend to start a new campaign. Enabling it for existing campaigns can result in unintended behavior. If you decide to do so, back up your save files first.


Other WotC Mods by Ashlynne_Lee!
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Loot Piñatas: http://sp.zhabite.com/sharedfiles/filedetails/?id=1128231549
ADVENT Warlock: http://sp.zhabite.com/sharedfiles/filedetails/?id=1144417938
Black ICE Codex: http://sp.zhabite.com/sharedfiles/filedetails/?id=2280597326
Muton Destroyer: http://sp.zhabite.com/sharedfiles/filedetails/?id=2482812108
More Skill Events: https://sp.zhabite.com/sharedfiles/filedetails/?id=3043880113


Original Mod for Vanilla
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Flame Viper: http://sp.zhabite.com/sharedfiles/filedetails/?id=715318608
Popular Discussions View All (4)
3
13 Sep, 2022 @ 2:51am
PINNED: Update Complete
Ashlynne_Lee
4
21 Sep, 2021 @ 2:00pm
Bug Report: Flame Viper shooting Device on Protect the Device mission without casting Seething first causes game to softlock
Cpt.Haxray
1
27 Aug, 2024 @ 12:23pm
Russian Localisation
Aks
74 Comments
Just got this game (I literally only bought it for the vipers im not even gonna try to lie about that) anyway, Is this compatible with Allies unknown? like could I recruit flame vipers?
Ashlynne_Lee  [author] 12 May @ 3:37pm 
I am still around :steamhappy:

I fixed it locally. Looks like it works as expected after correcting the typo.

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Psionic Reaper loaded with Viper Rounds aimed at a Sectopod: Damage 7 - 9
Psionic Reaper loaded with Viper Rounds aimed at a Muton Destroyer: Damage 9 - 11
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I want to tinker with it a little more before deploying an update.

Thanks for the catch!
sum1akaJ 25 Apr @ 11:06pm 
PSA: Fixing the typo Snyax identified causes came to no longer boot (at least from AML). Incredible! Anyways, if Ashlynne's still around or if anyone knows how to fix the viper rounds doing damage to all units, please let us know.
sum1akaJ 25 Apr @ 4:06am 
Wow! I came here to check because I found the Viper rounds added damage to ALL enemies including Mecs and ones that should be immune to poison.

The Inferno rounds work right so far (no added damage to Flame vipers, purifiers, Mecs), but poison doesn't. So I can confirm what Snyax wrote below that poison damage isn't marked correctly. I'll test if fixing the typo works.
Snyax 12 Apr @ 12:42pm 
Hey, I know this mod is like 8 years old or whatever but I came across something that looks suspiciously like a breaking typo on line 154 of X2Item_AshFlameViperUtilityItems.uc: DamageType = 'Posion' instead of 'Poison'

didnt test or anything but cant imagine that works right lol, anyway just felt like I needed to say something :)
Inaire 16 Dec, 2024 @ 4:42am 
is this compatible with the various recruitbable mods?
Ashlynne_Lee  [author] 25 Sep, 2023 @ 2:34pm 
@Sturmhammer: You can edit the XComEncounterLists.ini file in the ~\Steam\steamapps\workshop\content\268500\1160638944\Config directory.

Increase the SpawnWeight values for more frequent appearances, reduce them for less.
Sturmhammer 18 Sep, 2023 @ 10:51pm 
somebody know how i can change the rate this enemy appears?
Old Man Jenkins 26 Aug, 2023 @ 7:31pm 
Sorry it took so long to respond, I didn't see the reply notification! I looked at a little Java way back when but mostly I've been trying to learn Python since then, which is not helpful. Maybe this is an excuse to learn some class-based coding. It seems like a huge undertaking, and it's an "old" game now I'd say but I just love the love that all the modders and fans have for the game.

Thank you for the suggestions and taking the time to reply. Obviously it was a HUGE question, I really appreciate you pointing me in the right direction. And, again, thank you for the mods, they're all great. You're great! End of story. :tobdog:
Ashlynne_Lee  [author] 14 Aug, 2023 @ 2:12pm 
@Old Man Jenkins: I don't think you need a degree in coding to create XCOM 2 Mods, but an understanding of class based languages like C++ is helpful. I actually have a degree in Computer Science with a background in C++, so it all made sense to me once I dug in an understood XCOM's classes. :steamsad:

I think 'where to start' might best begin with setting up the development environment. You need to know the workflow for creating, testing, and publishing mods before trying to mod the game. Here's a video that has the basics.

https://www.youtube.com/watch?v=Si0v_Fgsgdk

I'd probably just try a simple configuration mod. Something like my Loot Pinatas Mod that's just a config file.

I think the best advice is to read the actual game files. It will look like an alien language, but it will help you understand XCOM's class definitions. I can only write so much here, but developers on Discord can elaborate on why reading existing code is so helpful.

Hope that helps! :steamhappy: