XCOM 2
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[WOTC] Cerberus Centurion
   
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22 Dec, 2019 @ 4:57pm
21 Nov, 2020 @ 9:43am
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[WOTC] Cerberus Centurion

In 1 collection by NightNinja54
Enemies
21 items
Description
The Elders are dying, and Advent is a pawn in our game. Humanity is stronger than ever; Cerberus is stronger than ever.
-The Illusive Man

Introduces the Cerberus Centurion

The Cerberus Centurion is a new enemy that joins the fight against XCOM. The unit uses a custom Cerberus Voice Pack, M96 Mattock, and Cerberus Centurion Armor.

New Content
  • New Enemy: The Cerberus Centurion will appear in the game as a traditional enemy functioning similarly to the ADVENT Officer.

  • New Research and Proving Ground Projects: The Cerberus Centurion can be autopsied, leading to the proving ground development of Cerberus-engineered armor.

  • New Armor: XCOM will be able to drop into battle weilding Cerberus Centurion Armor. This set of armor functions similiarly by default to Predator Armor. However, its stats are fully customizable.

To use the Cerberus Raider Faction, subscribe to this supplemental mod.

If you would like the Cerberus Centurion to replace the Advent Officer, subscribe to this supplemental mod.

Additional Details
This will seamlessly integrate into a current or new campaign. Additionally, the necessary Cerberus mods are built in.

The Cerberus Trooper, Research, Proving Grounds, and Armor are all fully custimizable primarily within the configuration file "XCOM_Customize_This_Mod". To normalize this unit's loot according to the base counterpart, subscribe to this supplemental mod.

Full Credits
  • Jblade35: Porting voicepack for XCOM integration
  • Lord_Poncho57: Editing weapon models, textures, and sounds for XCOM integration
  • Cavily: Editing armor models and textures for XCOM integration
  • NightNinja54: Programming and development
  • Bioware: Original designs

Please let us know if you encounter any bugs or discrepancies. We hope you enjoy!

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Popular Discussions View All (2)
1
4 May @ 3:47am
Russian Translation
Sadler
0
19 Oct, 2021 @ 6:38pm
Traditional Chinese
stappy82
15 Comments
PlantEater 22 Jul, 2023 @ 11:13am 
Hello. I had the same issue where the Centurion would break from the pack and would end up somewhere alone. I had recently downloaded a map pack and I think that caused him and more units to have weird behaviours. I removed the new maps from my mod pool and restarted the campaign. In my second mission a Cerberus trooper appeared and he was with the pack. It could be possible for all of the weird behaviours to be related to the map mods. Will play further to see if this was just a fluke or it actually fixed the issue.
NightNinja54  [author] 1 Apr, 2020 @ 8:49am 
@VertigoJockey
These Centurions now use the Cerberus Harrier after Lord_Poncho ported them; the images above are out of date if that's what you mean
VertigoJockey 24 Mar, 2020 @ 12:52am 
Random thing I know, but does anyone else find it a bit weird that while the Cerberus Harrier is a thing in ME3, yet there are no Cerberus Troops using it?

Like admittedly this is more an aesthetic thing - I know that the Centurions used the Mattock in ME3, but maybe give the Mattock to the Cat-6s since their rifle of choice has yet to be included in a mod and have the Centurions use the Harrier?
NightNinja54  [author] 16 Mar, 2020 @ 8:48pm 
@Ganches
Yeah, I mean you’re totally right. They have normal spawns, nothing out of the ordinary. So it’s weird that the mods would conflict - if they even are. I’m sorry I don’t have a better solution to offer at this time
Ganches 16 Mar, 2020 @ 8:42pm 
I see. I didn't think that would be possible since I was under the assumption these enemies have normal spawns, which shouldn't conflict.
If they have a different spawn/pod system it probably would, though.

I look forward to hearing if you find anything!
NightNinja54  [author] 16 Mar, 2020 @ 3:54pm 
@Ganches
Hey, I looked into the Diverse Aliens By Force Level - I'm uncertain why there would be a conflict but am almost curious that there may be.
Ganches 10 Mar, 2020 @ 1:10pm 
I have not edited any of that, no.

I am using Diverse Aliens By Force Level, which does affect spawn numbers, however it always plays nice with all enemy mods in my experience.

I really can't think of anything else.
NightNinja54  [author] 10 Mar, 2020 @ 6:22am 
@Ganches
I'm sorry to hear you've been experiencing issues. I haven't been able to replicate this issue on my end. The EncounterList.ini that manages spawning doesn't do doing anything out of the ordinary for these cerberus enemies, so I'm a bit perplexed. Additionally, the thing that would cause them to spawn without followers would likely occur in the character's stats config within the lines '+SupportedFollower=ExampleEnemy'. If this has been changed, or if another mod impacts the 'supported followers' logic in game, this may be the issue.
Ganches 9 Mar, 2020 @ 10:27pm 
Update: So I've been using the Nemesis mod as well and tested further.
The Nemesis unit unfortunately does the exact same thing as the Centurion and breaks pod spawning. I have a large variety of other enemy mods and none of them do this(and they never have in the past either). I would take a guess that any of these Cerberus mods are completely broken for me, so I've just opted at this point to disable them.

Just to to be clear on whats happening -
Any time a Cerberus enemy spawns they take up an entire pod slot and spawn alone.
Pods work perfectly fine as long as no Cerberus enemy spawns in them.
Ganches 8 Mar, 2020 @ 11:00am 
I see, so he's supposed to play by the rules, but in my game he doesn't for some reason. I can't say I've seen this issue before and I'm not sure what would be causing it. Hopefully this doesn't keep happening or something is obviously very wrong.
The INI's have MaxCharactersPerGroup=1, but I assume all that means is that each group can only spawn 1 Centurion and no duplicates of him, so shouldn't be related.