XCOM 2
[WOTC] Celatid Alien
550 Comments
Dragon32 1 Jun @ 2:54pm 
@Lebowskichild
You can see all the posts there's been since I posted that
Lebowskichild 1 Jun @ 12:11pm 
@Dragon32
Could you tell me if anyone has confirmed, that your fix from this comment work?

I think it was Tedster who pointed out there's no suitable medium parcel for that mission. I think adding this to the mod's XComParcels.ini will fix (it re-uses a vanilla parcel)

-arrAllParcelDefinitions=(MapName="md_RemoteScienceStation_01", eSize=eParcelSizeType_Medium, arrPlotTypes[0]=(strPlotType="Wilderness"), eFacing=EParcelFacingType_E, ObjectiveTags[0]="Sabotage")
+arrAllParcelDefinitions=(MapName="md_RemoteScienceStation_01", eSize=eParcelSizeType_Medium, arrPlotTypes[0]=(strPlotType="Wilderness"), eFacing=EParcelFacingType_E, ObjectiveTags[0]="Sabotage", ObjectiveTags[1]="SabotageCel")

I have tried to start a discussion for the issue, to allow others that encounter the problem, a fix if it works.
Stukov81-T.TV 6 May @ 3:13am 
Hanter was the one finding the problem
Dragon32 5 May @ 3:53pm 
@lety4ayavoropaeva
"md_RemoteScienceStation_01" is a vanilla parcel, the two lines remove its vanilla set-up then re-create it adding the capability for it to be used as an objective for this mod's missions
lety4ayavoropaeva 5 May @ 2:51pm 
@Dragon32
interesting...
but in the mod configs there is another line:
+arrAllParcelDefinitions=(MapName="lg_RemoteCelatidScienceStation_01", eSize=eParcelSizeType_Large, \\
arrPlotTypes[0]=(strPlotType="Wilderness"), \\
ObjectiveTags[0]="SabotageCel")

It is very different from the one you are trying to delete:
-arrAllParcelDefinitions=(MapName="md_RemoteScienceStation_01", eSize=eParcelSizeType_Medium, arrPlotTypes[0]=(strPlotType="Wilderness"), eFacing=EParcelFacingType_E, ObjectiveTags[0]="Sabotage")
Dragon32 16 Feb @ 6:15pm 
@Zoviscyne
I think it was Tedster who pointed out there's no suitable medium parcel for that mission. I think adding this to the mod's XComParcels.ini will fix (it re-uses a vanilla parcel)

-arrAllParcelDefinitions=(MapName="md_RemoteScienceStation_01", eSize=eParcelSizeType_Medium, arrPlotTypes[0]=(strPlotType="Wilderness"), eFacing=EParcelFacingType_E, ObjectiveTags[0]="Sabotage")
+arrAllParcelDefinitions=(MapName="md_RemoteScienceStation_01", eSize=eParcelSizeType_Medium, arrPlotTypes[0]=(strPlotType="Wilderness"), eFacing=EParcelFacingType_E, ObjectiveTags[0]="Sabotage", ObjectiveTags[1]="SabotageCel")
Zoviscyne 16 Feb @ 4:04pm 
Seems like the Celatid Cloning Facility mission rolls a bad plot, it asks for wilderness but there don't seem to be maps that support its objective; when you draw that mission you just get a sabotage in a random normal wilderness plot with nowhere to place X4s, meaning you can't complete mission's objective.

The mission is the only information stored in this mod's XComMissionDefs, XComMissions, XComParcels, and XComSchedules. You should be able to safely delete, or comment over, those.
Alvsyn 10 Feb @ 4:00pm 
Mod doesn't work as of Feb 2025
Bawkdragon 31 Jan @ 1:14am 
Maybe it should only have one action a round, or not be able to act on the first round deployed like mind controlled units. Also it called a turrent, making it slow might fit well.
Bawkdragon 31 Jan @ 1:13am 
The Celatic turrent seems a little overpowered at first glance, it a mimic beacon that can shoot,
Daveplays7 13 Oct, 2024 @ 11:24am 
An unintended thing that happens if you mind control a Celatid: There's the ability that lets them "multiply through osmosis" I guess? Well that ability always spawns a grub that can also immediately multiply as well, making you an army that are your permanent allies as they don't need to be mind controlled.
I have not seen the ai use the ability but I think it might be broken. Maybe make it so that there is a cooldown for all Celatids that spawn, or just remove the ability so people (or the ai if it realises) can't abuse it?
The turrets are super useful though, I'm definitely keeping the mod on and I just won't use the ability.
meowbaawoof 11 Oct, 2024 @ 6:29am 
Melee Attachments/Upgrades https://sp.zhabite.com/sharedfiles/filedetails/?id=2134785102

says it's compatible with this mod,Unfortunately Scimitar doesn't have any slot for it to play.
Purporium74 15 Sep, 2024 @ 4:04pm 
Le forbidden nugget
MadMonkee10 3 Sep, 2024 @ 6:14pm 
could you add repeatable breakthroughs/proving ground projects to increase the Celatid Turrets' stats (health, aim, dodge, armor, maybe even pierce/shred and mag size) or single time ones which grant them additional abilities like Holo-Targeting, a combination of Waylay and an upgraded version of Guardian (which would let them take one reaction shot for each action point they had left as well as an additional 50% chance for further shots, hit or miss), or an upgraded version of Cool Under Pressure which completely negates the Overwatch aim penalty? because in more heavily modded runs where stats tend to go far beyond vanilla values the Celatid Turrets get left behind rather easily due to having fixed stats and having Demolition and Shield Wall as the only things they can do aside from just shooting
Mrwerebear 10 Jul, 2024 @ 3:06am 
Love the mod. Celatids are quite cool, adult ones encourage you to kill them as quick as possible. Haven't used scimitars to their fullest, although they look very cool. Celatid turrets are amazing, low hp and defense, decent accuracy and huge damage. I am experiencing crashes when I try do deploy multiple celatid turrets, but there's an easy workaround–don't deploy multiple celatid turrets :)
Gerishnakov 7 May, 2024 @ 7:18am 
@WhyYouDoThis Same thing is happening to me on the 1.1 release of LWOTC with ModJam.
Stukov81-T.TV 5 Apr, 2024 @ 8:54am 
my guess is: the user uses map mods and one of them is doing this
Stukov81-T.TV 5 Apr, 2024 @ 8:39am 
my mod doesn't add any parcels or missions. it just unlocks those missions for CI
WhyYouDoThis 25 Mar, 2024 @ 10:35am 
These aliens were great addition to advent but as of today Celatid Grubs are not doing any damage to my soldiers when they do acid burn. I am using ModJam and LWOTC 1.1 beta. Can anyone verify :steamsad:
Dragon32 3 Jan, 2024 @ 6:14am 
@Nektock
That's not a vanilla plot name (they're like Plot_WLD_Sabotage_MdObj_Stream) so I'd guess that's one defined in Stukov's mod. I'd guess there's a typo somewhere in that mod that stops the right parcel from spawning for that new plot. If you haven't already I'd post a comment on that other mod.
Nektock 3 Jan, 2024 @ 5:36am 
@Dragon32 Plot_WLD_Sabotage. The changelog mentions a mission called Celatid Cloning Facility. I do have a mod called Stukov's Diversity Project: CI Missions, which also has a celatid mission.
Dragon32 3 Jan, 2024 @ 4:55am 
@Nektock
Which mission? I don't recall this mod adding a new mission type. Have you got a screenshot? Maybe it's a problem with the map. Use the console command X2DebugMap , then click "show map" and it should give the name (which starts with Plot_).
Nektock 2 Jan, 2024 @ 8:18pm 
I'm playing a game with a really big mod list, and I'm on the Celatid Mission, but instead of seeing what I presume to be a facility, but instead I see a desert map with an empty objective point.
hottt3 16 Aug, 2023 @ 3:33pm 
These guys are nasty:winter2019angrygingerbread:
HaziTru 30 Jul, 2023 @ 11:35pm 
I haven't been seeing them in my playthroughs.
Rtma Eros Paragon 27 Jul, 2023 @ 5:01am 
@Cookiesnm1lk
I to experience duplicated entries.
WildCard 27 May, 2023 @ 10:43pm 
THE FLOATING KIDNEYS ARE BACK! :steamhappy:
Padoru 16 Apr, 2023 @ 9:04pm 
turrets way too broken, nerf damage and hp, make them either not move or gut the mobility friendo
Lord bowser 10 Feb, 2023 @ 9:03am 
super broken when mind controlled becuase they can dup them selfs infinitely
Cookiesnm1lk 27 Oct, 2022 @ 7:24pm 
my explaination is trash. here's a pic showing what i'm seeing. https://imgur.com/gallery/bW63P7H
Cookiesnm1lk 27 Oct, 2022 @ 7:22pm 
anybody else getting duplicated entries in the build menu for scimitars? i'm trying to make plasma scimitars... but there are 4 entries for each level. and each one only links up to one specific recipe.... and the plasma one i managed to make after trial and error.... doesn't even go into the slot. :( i'm thinking it might be getting into an argument with primary secondaries. but i'm not a coder so i woldn't know.
BrownBaggy 27 Oct, 2022 @ 2:30am 
I would reduce the spawn rate of Celatids, make it so the turrets can't move, and reduce their damage by one or two. They're WAY too strong for their cost. I did just find the config file, so I lowered the damage myself.
( Program Files (x86)\Steam\steamapps\workshop\content\268500\1184533147\Config )
The way they are by default, putting just one of these turrets on a soldier that can do nothing but move on his own makes him very strong in the early game.
Very cool concept, though! I think I'll have a lot of fun with it~
Zeph 20 Oct, 2022 @ 10:32am 
Way too many of these spawn. It's kinda ridiculous, remembered why I never use this one
Haite 17 Jun, 2022 @ 12:11am 
I love and love to hate those guys. At first, they look very frail, with barely enough to defend themselves, HOWEVER, let them get to close and have fun with poison gas stun lock! It's...different, and I like that, few alien mods make you play differently, and this is one of them.
Job very well done!
Ender 25 Apr, 2022 @ 5:13pm 
Garloid
Yusukitty 9 Apr, 2022 @ 10:24pm 
Thisis a cool mod. Just one question where is the cost to make a scimitar?
Zaku II (Alias WatcherZigzagoon) 2 Apr, 2022 @ 4:03pm 
that thing just looks like... well, it just unsettles me...
Dragon32 6 Mar, 2022 @ 5:03pm 
@reddsbaron
That sounds like some kind of AI conflict. Are you using any other enemy mods?
reddsbaron 6 Mar, 2022 @ 2:56pm 
they sow up but dont move or do anything. also the turrets deploy but also dont have a turn to shoot or do anything as well. Is there a ini i can look at to see what controls the movement and actions
Mike 22 Jan, 2022 @ 9:22am 
It works in LWOTC and you are going to fucking hate them in the early game.
Blue Berry Boy 17 Nov, 2021 @ 10:18pm 
The posion cloud is so annoying with how many thier are, they just swarm you
Blue Berry Boy 17 Nov, 2021 @ 10:12pm 
man I just hate how thier base health is 6 and SO MANY OF THEM SPAWN EACH MISSION, they spawn in pods of 3-4 and with like 4 pods each mission of just these little F****
Zyhgar The Phoenix 13 Sep, 2021 @ 8:56pm 
God I FUCKING hate these things in the original
Atlas 7 Sep, 2021 @ 7:05am 
yoooo garloid in xcom
Jess 2 Sep, 2021 @ 1:41pm 
Ah ok i didnt realise thats how it worked. thanks
4rrakis 2 Sep, 2021 @ 12:58pm 
Keep in mind that some gene mods will not be available to you if you deactivate enemies and don't have a way to get their corpses.
Dragon32 2 Sep, 2021 @ 12:56pm 
@Jess
Edit XComEncounterLists.ini so that the minimum and maximum Force Levels are set to 99. Force Level only goes up to 20 in an unmodded game so they'll never appear.
Jess 2 Sep, 2021 @ 12:42pm 
Hey so mod jam says i need to this mod in order for the gene mod to work with LWOTC but im really not a fan of adding new units to my game, is there a way ti disable the new units?
XpanD 26 Aug, 2021 @ 12:44pm 
Just finished a campaign with about 280 mods, this one included, and had no major issues! Definitely a cool addition, thanks for putting this up.
Not Miranda Cosgrove 27 Jul, 2021 @ 9:15pm 
Favourite mod I've come across so far! Love the turrets you can get.

Would love to see more classic enemies ported over!