XCOM 2
[WOTC] Celatid Alien
550 kommenttia
Dragon32 1.6. klo 14.54 
@Lebowskichild
You can see all the posts there's been since I posted that
Lebowskichild 1.6. klo 12.11 
@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 6.5. klo 3.13 
Hanter was the one finding the problem
Dragon32 5.5. klo 15.53 
@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 5.5. klo 14.51 
@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 16.2. klo 18.15 
@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 16.2. klo 16.04 
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 10.2. klo 16.00 
Mod doesn't work as of Feb 2025
Bawkdragon 31.1. klo 1.14 
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 31.1. klo 1.13 
The Celatic turrent seems a little overpowered at first glance, it a mimic beacon that can shoot,
Daveplays7 13.10.2024 klo 11.24 
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 11.10.2024 klo 6.29 
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 15.9.2024 klo 16.04 
Le forbidden nugget
MadMonkee10 3.9.2024 klo 18.14 
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 10.7.2024 klo 3.06 
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 7.5.2024 klo 7.18 
@WhyYouDoThis Same thing is happening to me on the 1.1 release of LWOTC with ModJam.
Stukov81-T.TV 5.4.2024 klo 8.54 
my guess is: the user uses map mods and one of them is doing this
Stukov81-T.TV 5.4.2024 klo 8.39 
my mod doesn't add any parcels or missions. it just unlocks those missions for CI
WhyYouDoThis 25.3.2024 klo 10.35 
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 3.1.2024 klo 6.14 
@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 3.1.2024 klo 5.36 
@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 3.1.2024 klo 4.55 
@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 2.1.2024 klo 20.18 
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 16.8.2023 klo 15.33 
These guys are nasty:winter2019angrygingerbread:
HaziTru 30.7.2023 klo 23.35 
I haven't been seeing them in my playthroughs.
Rtma Eros Paragon 27.7.2023 klo 5.01 
@Cookiesnm1lk
I to experience duplicated entries.
WildCard 27.5.2023 klo 22.43 
THE FLOATING KIDNEYS ARE BACK! :steamhappy:
Padoru 16.4.2023 klo 21.04 
turrets way too broken, nerf damage and hp, make them either not move or gut the mobility friendo
Lord bowser 10.2.2023 klo 9.03 
super broken when mind controlled becuase they can dup them selfs infinitely
Cookiesnm1lk 27.10.2022 klo 19.24 
my explaination is trash. here's a pic showing what i'm seeing. https://imgur.com/gallery/bW63P7H
Cookiesnm1lk 27.10.2022 klo 19.22 
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 27.10.2022 klo 2.30 
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 20.10.2022 klo 10.32 
Way too many of these spawn. It's kinda ridiculous, remembered why I never use this one
Haite 17.6.2022 klo 0.11 
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 25.4.2022 klo 17.13 
Garloid
Yusukitty 9.4.2022 klo 22.24 
Thisis a cool mod. Just one question where is the cost to make a scimitar?
Zaku II (Alias WatcherZigzagoon) 2.4.2022 klo 16.03 
that thing just looks like... well, it just unsettles me...
Dragon32 6.3.2022 klo 17.03 
@reddsbaron
That sounds like some kind of AI conflict. Are you using any other enemy mods?
reddsbaron 6.3.2022 klo 14.56 
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 22.1.2022 klo 9.22 
It works in LWOTC and you are going to fucking hate them in the early game.
Blue Berry Boy 17.11.2021 klo 22.18 
The posion cloud is so annoying with how many thier are, they just swarm you
Blue Berry Boy 17.11.2021 klo 22.12 
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 13.9.2021 klo 20.56 
God I FUCKING hate these things in the original
Atlas 7.9.2021 klo 7.05 
yoooo garloid in xcom
Jess 2.9.2021 klo 13.41 
Ah ok i didnt realise thats how it worked. thanks
4rrakis 2.9.2021 klo 12.58 
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 2.9.2021 klo 12.56 
@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 2.9.2021 klo 12.42 
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 26.8.2021 klo 12.44 
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 27.7.2021 klo 21.15 
Favourite mod I've come across so far! Love the turrets you can get.

Would love to see more classic enemies ported over!