XCOM 2
Flame Viper - WotC
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.

------------------------
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
------------------------

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:
Old Man Jenkins 4 Aug, 2023 @ 9:41pm 
Oh no, thank YOU! Honestly, your mods are awesome. I turned on Muton Destroyers and I love them, and ADVENT Warlocks is my favorite enemy mods in the game. So many unique abilities and characteristics to try to adapt my tactics around. I did find the infernos and the viper rounds. I was spamming elerium cores to get them to roll out of the proving grounds, and, as you say, they are not there.

Quick question, if I may: if I wanted to get into modding XCOM 2, where would you recommend I start? Like, is it something only people with degrees in coding can do or do I just need to read a bunch of stuff online? I asked another modder and he told me to use the Discord and Reddits and ask for help (great advice) but I'm still not sure where to start. Learn Java? Get a book on editing Unreal inis? Pact with satan?

No pressure to answer, just looking for advice from established modders. Thank you for the reply, and again thank you for putting so much time and energy into these mods.
Ashlynne_Lee  [author] 28 Jul, 2023 @ 2:43pm 
@Old Man Jenkins: Thanks for using my mods! The Flame Viper can be added mid-campaign safely. I added the handling code at some point in the mod's history. The line in the description is just a standard recommendation/disclaimer. :steamhappy:

You should be able to build Inferno Rounds from the engineering screen (same place you build utility items like flash grenades) after completing a Flame Viper Autopsy. Inferno Rounds aren't a random reward from the Proving Grounds project like base game rounds because you need Dragon Rounds to build them.

The internal name is UtilityItem_AshInfernoRounds. If you don't see them in the engineering section or didn't get the pop-up indicating their availability after an autopsy, you can try to add them through the console.
Old Man Jenkins 28 Jul, 2023 @ 12:13pm 
Hi Ashlynne, thanks for the great mod! I actually use all your mods except the Muton Destroyer (only because I have another muton mod and my PC is an old girl so I'm trying to use as few mods as possible and still have over 200).

I think it's because I started this mod mid-campaign because I didn't read the page because I'm an idiot but I'm not getting the inferno rounds when I roll new ammo. My fault, didn't read the page, but I'm wondering what the item ID is so I can try forcing them to spawn. Thanks again!
holgerschlegel 20 Nov, 2022 @ 12:16am 
@Ashlynne_Lee
I created a German translation for this mod.
In case you want to add it to the mod, you can download the files here [drive.google.com].
猫叔 31 Oct, 2022 @ 12:40am 
Super cool mod! but please, I am using LWOTC, how can I increase the probability of it appearing?
4rrakis 30 Sep, 2022 @ 1:58am 
LWotC support is included in Mod Jam.
Ashlynne_Lee  [author] 30 Sep, 2022 @ 1:31am 
@Spamton NEO: I'm not 100% sure since I've never used LWoTC.
crackingcorn 29 Sep, 2022 @ 5:20pm 
does this work with LWOTC?
Ashlynne_Lee  [author] 13 Sep, 2022 @ 3:00pm 
@Mumintroll: You mentioned a Viper King package failure? Not sure what's going on there. This mod doesn't use the Viper King package as a dependency. Do you have the full log line?

There are mods that use this mod as a dependency. Maybe one of those is having an issue now?

To answer your question, yes I have the original 2017 build in my backup folder (which would have been the same version prior to the update). It really can't be published unless it was published as a completely new mod since it's the same publish ID. I could get the files to you one way or another if you think that would help? Happy to assist if I can.
AfroNeeko 13 Sep, 2022 @ 2:53am 
@Ashlynne_Lee Wish I saw this, update broke an ironman :(
Is there an old build somewhere?
TeslaRage 11 Sep, 2022 @ 6:00am 
Happy to see an old mod continuously updated! Still on my modlist after so many runs. Thanks Ashlynne!
Ashlynne_Lee  [author] 11 Sep, 2022 @ 12:54am 
Update complete! :steamhappy:
Ashlynne_Lee  [author] 5 Sep, 2022 @ 1:48pm 
Just a heads up...

The Flame Viper Mod will receive a small update soon (hopefully this weekend). There should be no issues with existing campaigns but if you've edited the config, you'll want to save your changes somewhere outside of the mod folder.

Change summary is posted in the discussions.

Enjoy! :steamhappy:
Andrewlik 3 May, 2022 @ 8:25am 
I mean, I know vipers are hot, but you didn't have to make that literal.
Ashlynne_Lee  [author] 15 Sep, 2021 @ 10:38am 
@Jess: From my understanding, if you set all of the MinForceLevel values in XcomEncounterLists.ini to something above 20, they should not spawn in the game.

Of course, I've never tested that! :steammocking:
Jess 2 Sep, 2021 @ 12:44pm 
Hi so modjam says i need this mod for the gene mod to work properly with LWOTC but im really not a fan of adding new units to my game, is there a way to disable the units this mod adds?
Ashlynne_Lee  [author] 24 Aug, 2021 @ 8:46am 
@BountyHunter1230:

Use this:

additem Corpse_AshFlameViper 9

The 9 in that command means 'add 9 corpses', so you can change it to whatever number you want.
BountyHunter1230 23 Aug, 2021 @ 9:14pm 
I have a question regarding how I can use console command to add in a Flame Viper corpse. I typically ever only see one or two Flame Vipers in my game (I run a lot of mods that level up enemy forces quickly) so enough for an autopsy but not to build any of the items. What console command can I use to add it for building purposes? Thanks!
Carina Ayland 8 May, 2021 @ 8:15am 
Would this be compatible with Playable Aliens?
Knight of NSFW 14 Jan, 2021 @ 4:34am 
@Shardinhand @Dragonjaj You can use the Enemy Reskinner to give the playable viper their colors, and I guess you could add the abilities editing the classdata.ini, but I do not know how would that work in game.
Redgrape404 6 Jul, 2020 @ 7:43pm 
I see some potential from this mod.
steven777 24 May, 2020 @ 6:37am 
Nice mod. Two of my troops had to run through a river after meeting this for the first time.
shardinhand 9 Nov, 2019 @ 5:45pm 
hey this is awsome! but does it work with playable aliens mod? id like a fire viper on my team ^^
dragonjaj 28 Jul, 2019 @ 8:01am 
Hay yeah I'm with Dorante I got playable aliens just for viper squadies. I got this mood hoping I can recruit her too. Cause let's be honest viper is the best alien. Kid you not I stun and capture Fire vipers as often as I can.
ADF-11F 13 Jun, 2019 @ 10:24am 
First Image: Sees Viper Me: FUCK!
p6kocka 20 May, 2019 @ 11:46am 
What is the template name for Flame Viper´s weapon pls?
Dorante 18 Mar, 2019 @ 9:16am 
Any chance we can get it as playable alien (thanks to the "Playable aliens" mod)?
Alyfox 2 Feb, 2019 @ 2:24am 
Gorgeous colors on the model!
Narrelama 9 Nov, 2018 @ 12:35am 
they work for me, don't spawn on every mission, but that's good in my book (Enforcer, I disagree), however, may be just me, but they seem odd when they are binding people. they don't actually bind them in place (they are always not on the same tile no matter how far the viper tongue pulls it victim, and it looks like some of the fluffy attack effects (fire and such) afflict the viper, not the victim, but it being immune it doesn't take any damage from it. Odd. Looks good and works otherwise.
Fonzosh 10 Sep, 2018 @ 12:59am 
I dont have unblockable flame throver mod and in my game, the flame viper is scary. He was far away from one of my troops with a spaceship wall between us (the only reason I knew where he was because of my reaper and her ability to mark enemies). The viper made a long movement, stopped before the 3 tiles before the wall and breathed right throught the wall and immolating my poor soldier. He was turned to crisp without even knowing the viper was there.

Think that this is something that should be looked at. Seems the viper can attack through walls.
Enforcer 1 Sep, 2018 @ 4:36am 
Flame Viper is too scarse in modded game. Please add as follower for all other mod enemies: Bio XXX, Children of the king, sectoid abductor etc.
Kiyohime 25 Aug, 2018 @ 6:15pm 
@Ashylynne_Lee
by any chance have you ported the Black Ice Codex in WoTC?
Ashlynne_Lee  [author] 21 Apr, 2018 @ 3:31pm 
@GreatOldOne: Never used Unblockable Flamer Throwers (never even heard of it until today). The description claims Full Cover still blocks fire. Regardless, the Flame Viper isn't configured with other mods potentially disrupting balance when used together (that would be impossible, of course :steamsad:). However, if you like the Flamethrower mod, you're not out of luck if you want to use both! :steamhappy: I would recommend making some changes to your Flame Viper's local config file. Exit XCom, open this file with a text editor, make some tweaks, and save it.

~\Program Files\Steam\steamapps\workshop\content\268500\1160638944\Config\XComAshFlameViper.ini

There are several variables you can tweak to make Unblockable Flame Viper Spit less brutal. I'd probably start with the Flame Spit's Radius (set them all to 3 instead 3,4,5). There are comments in the file for guidance. :steamhappy:
GreatOldOne 21 Apr, 2018 @ 4:47am 
An unfortunate coincidence that resulted in a near squad wipe (not that I'm bitter or anything. shit happens in war and sometimes people die) - unblockable flamethrower mod and this mod seems to allow the flameviper spit to blow through full cover like it wasn't there. I kind of like the idea of flame being more of threat that it is (for both sides) in vanilla, but not at the price of turning the FV fire breath into an virtually unstoppable killing machine.
Liro Raériyo 29 Mar, 2018 @ 3:03am 
the fact that this isnt named the scoville snake somewhat disapoints me...
Ashlynne_Lee  [author] 29 Jan, 2018 @ 9:29am 
@uchiha_sander: Yes, I've ported over the ADVENT Warlock! :steamhappy: He got a few new tricks like the Flame Viper did to keep things fresh. I'm still working on the Black ICE Codex (friend of mine let me borrow Horizon: Zero Dawn, so I've lost a little time :steamsad:)!

Here's the link to the Warlock:

http://sp.zhabite.com/sharedfiles/filedetails/?id=1144417938

Glad you enjoy the Mods! :steamhappy:
Kiyohime 28 Jan, 2018 @ 2:04am 
@Ashlynne, your mod is still good even back in vanilla. BTW did you also ported your other alien mods (black ice codex, etc)
Dęąth Viper 11 Dec, 2017 @ 1:19pm 
hey I have a really cool idea. can you make it so that large packs of viper neonates spawn in regular missions? I thought they were kinda cool swarming my team. Also same for the mecs in the shen mission? And can you also make it so that rulers respawn kinda like the chosen?
TerrorDragon 13 Oct, 2017 @ 9:34am 
You ever think that armour in the viper head and neck are just inplants so they can be kepted under control?
Wolf-Rayet 10 Oct, 2017 @ 11:11pm 
Ok - Thanks for looking into it. I found a mod to change the armor and vest stats to balance out the items so all is good. I'm playing the game with the difficulty up real high so I need a little help.