XCOM 2
[WOTC] Bio Beasts
287 Comments
TheMachine 15 Apr, 2024 @ 2:30pm 
Just came back to Xcom2 after a while and tried out this Mod. Love the enemies, but for some reason the same nanomedkit disappearing issue is happening to me. I did all of the steps listed on the other comments but the issue is still there. I encountered a bio faceless, killed them, made a biomedkit and I was able to get a bio medkit. But for some reason, I still have nanomedkits that have not upgraded. Not a huge deal, but wondering if there was something else that is preventing the nanomedikits from upgrading to biomedkits
Marcus 23 Jan, 2024 @ 8:26pm 
Real shame you cannot have just these two, without the bio troops, which stops me from subbing to this mod.
zin 20 Mar, 2023 @ 12:34pm 
I’d love a standalone version :)
Mr Critterfur 21 Jul, 2022 @ 10:03am 
Whenever I hit someone and trigger elerium poisoning, my game crashes. Not sure if it's a previous conflict, or something else. But it's happened 100% of the time now.
Rhalius 13 May, 2022 @ 5:06am 
A pity it requires the bio troops, I'd rather only have the aliens.
Tom Lasky 4 Jan, 2021 @ 12:39pm 
i how do you get the bio radioactive elerium canister with the mod ??
MrShadow  [author] 30 Oct, 2020 @ 12:46pm 
yes
Cloacky 30 Oct, 2020 @ 7:25am 
Is it safe to install in the middle of a campaign?
MrShadow  [author] 1 Sep, 2020 @ 4:59pm 
it can last up to 6 turns like poison but has a higher change to wear off each turn.
Grimjack Hex 31 Aug, 2020 @ 12:50pm 
who long does elerium poisoning last? or will it not stop?
Booperius 11 May, 2020 @ 2:33pm 
Anyway to disable the loot mechanics for the new enemies? I just want the enemies.
Memoria 6 May, 2020 @ 1:26pm 
The description says that this mod isn't compatible with PGO, though is it possible to use the two mods at once if you don't care for the proving grounds items? I just want the new enemies and then the dark events from this and the other two partnered mods.
MrShadow  [author] 22 Aug, 2019 @ 3:59pm 
Its a bug with new items in the proving grounds. You need reward decks refresher for mods that add new proving grounds projects. But its to refresh the item decks and to be used on a clean start game. And yes unless PGO adds all other mod's new proving grounds projects and reworks them to work with that mod... youll have issues.
TooT_PikK 21 Aug, 2019 @ 5:43pm 
@MrShadowCX: I installed biodiversity which included this in game and my nanomedkit entirely disappeared from the game. I have PGO installed. I also have rewards deck refresher installed but didn't work.
Rider of Tang 27 May, 2019 @ 7:28pm 
this work with long war?
DustDevil 3 May, 2019 @ 6:28pm 
Compatible with A Better Advent?
MrShadow  [author] 27 Apr, 2019 @ 8:00pm 
intentional
Nitsah 27 Apr, 2019 @ 7:43pm 
I just had the second version of bio faceless had another bio faceless just pop out from it like a slime would in those rpg's would split. Is that intentional or is my game bugged? Not complaining because I actually laughed.
RickRoll 15 Apr, 2019 @ 2:56pm 
ahh ok, thank you for the explanation! I did add this mod for the mid-game file, so that's probably why.
MrShadow  [author] 14 Apr, 2019 @ 7:59pm 
just went back and rechecked and i can assure you guys that this mod does indeed work with upgrading the nanomedikits to biomedikits once the Advanced battlefield medicine proving grounds project is complete. So again, if you are not using this mod from the start of the game, do not have the mod below i linked installed and are using PGO and it has not been updated to make the biomedikits work with how it handles proving grounds projects... youll more than likely have some issue somewhere.
MrShadow  [author] 14 Apr, 2019 @ 7:03pm 
did you guys add Bio Beasts mid game? If so... there is a base game bug that if you add new mods mid game that have new proving grounds items and you do the proving grounds research, the reward deck does not get refreshed and your items vanish or dont show up at all. Add this mod and use it all the time whenever using other mods that add new proving grounds projects. And ALWAYS try and start a fresh game whenever using new mods that have new proving grounds projects. https://sp.zhabite.com/sharedfiles/filedetails/?id=665435869
darkdill 14 Apr, 2019 @ 4:50pm 
Also, are you absolutely certain that PGO doesn't work with this?
darkdill 14 Apr, 2019 @ 4:45pm 
Same problem as RickRoll; I'm missing Medkits. While this wouldn't normally be such an issue since I use the Valkyrie mod, it is rather annoying.
RickRoll 14 Apr, 2019 @ 12:20pm 
For some reason, my nano med kit disappear when I make them available. Also, I can no longer make nano-med kit. Any updates or resolution for this issue?
MrShadow  [author] 30 Mar, 2019 @ 4:42pm 
yeah thats never a good thing to do. I give you my word that if the DLC or another mod is in the required items lists in any of my mods, its there for a reason bud.
Church.exe 30 Mar, 2019 @ 4:39pm 
I know but some people put things that are related or merely a suggestion in the "requirements" hence why I asked
MrShadow  [author] 30 Mar, 2019 @ 2:56pm 
look at the requirements
Church.exe 30 Mar, 2019 @ 1:53pm 
is bio troops required for this mod or is it just related?
zxc2008 28 Mar, 2019 @ 11:02pm 
@MrShadowCX
I updated the Simplified Chinese language.
MrShadow  [author] 15 Mar, 2019 @ 1:02pm 
they are already quite low.
Nitsah 15 Mar, 2019 @ 10:24am 
Is there a way to lower the chance of bio faceless?
MrShadow  [author] 9 Mar, 2019 @ 9:56am 
Lol
⚡Judge Zed⚡ 9 Mar, 2019 @ 9:34am 
MY BRITCHES!!!!
Munkee121 25 Feb, 2019 @ 7:28pm 
Alright cool. Yeah I used the only one I had at the moment. But at least this is a relief. I'll try to get more. Biozerkers are so rare!
MrShadow  [author] 24 Feb, 2019 @ 4:13pm 
So you used the canister and built 1 Elerium Rounds? Yes if you get more Canisters, you can use them to make more rounds.
Munkee121 24 Feb, 2019 @ 4:10pm 
Alright it ended up showing up. I made one set of rounds. Then it has disappeared. But I used my only canister. I guess if I get more, the option should show up again?
Munkee121 24 Feb, 2019 @ 9:09am 
Yeah I got one canister. Do I need a second one?
MrShadow  [author] 24 Feb, 2019 @ 7:44am 
@Munkee121. Do you have any Bio Canisters? You need the Canisters off the BioZerkers back. Which it drops randomly.
RakkoHug~<3 24 Feb, 2019 @ 1:17am 
Excuse me Shadow, is there a way to have two kinds of Biomedikits?

Type A with Biomedikit model and Type B with Nanomedikit model?

Thank you very much


Hm... I guess I could keep the look of Nanomedikit by not doing the biomedikit research project :)
Munkee121 24 Feb, 2019 @ 12:13am 
Can't seem to buy the elerium rounds. I've done the autopsy. Is there anything else I need?
MrShadow  [author] 1 Feb, 2019 @ 11:00am 
yes
RAVIOLI 1 Feb, 2019 @ 9:48am 
Are your mods (Bio beasts/troops/commando) compatible with A Better Advent WOTC?
MrShadow  [author] 18 Jan, 2019 @ 10:21pm 
no that wont matter
Gonanda 18 Jan, 2019 @ 7:36pm 
By the way, I use XCOM2ModLauncher_1.2.3 instead of regular launcher. This is don't matter?
Gonanda 18 Jan, 2019 @ 6:27pm 
Now I understand which is the problem. Let's try fix it and after I'll write here.
MrShadow  [author] 18 Jan, 2019 @ 4:52pm 
ok so i JUST started a new game and did a speed run to get to the proving grounds got a few viper corpse and few bio faceless corpse. As soon as i research the viper corpse, i get the proving ground project to do battlefield medicine to unlock nanomedikits. I made 4 normal medikits and equiped 2 on soldiers and left 2 in inventory. As soon as the nanomedikit project was complete, i went back to check and all 4 base medikits did upgrade to nano. 2 still on soliders and 2 in inventory. Then researched the BioFaceless and it unlocked Advanced Battlefield medicine to be completed in the proving grounds. Did that project and it unlocked BioMedikits, went back and all 4 of my NanoMedikits did indeed upgrade as intended to BioMedikits, 2 on soldiers and 2 in inventory. SO... if anyone else is having issues, PLEASE clean config folder and or make sure you are not using other mods that mess with the base game proving grounds.
nightelfranger 18 Jan, 2019 @ 1:35pm 
So this issue with medikit disappearing have not been solved yet? Basically what happened to me was I had normal medikits. Didn't have any biomedikits since I didnt have any biofaceless corpses. Then did the proving grounds project to upgrade medikits. What happened was all unequiped medikits disappeared and option to build anything but the biomedikit disappeared. Im using ChristopherOdd's modpack. Also I think at some point I was playing without the mod enabled since sometimes xcom 2 does this thing where it says it was unable to detect what mods were used and enables only some of them, so probably thats why I didn't see any biofaceless sooner.
MrShadow  [author] 18 Jan, 2019 @ 11:35am 
ok you do know that once you upgrade base Medikits to nano, they all get upgraded to NanoMedikits yes? Sorry I’m trying to help but can not duplicate the issue myself
Gonanda 18 Jan, 2019 @ 10:04am 
Yes, I deleted all old configs. Yes, I've steam version of the game.
MrShadow  [author] 18 Jan, 2019 @ 8:00am 
Also try grabbing the Reward Decks Refesher mod. And I need to ask, are you using a copy of he game you bought from steam?