XCOM 2
Zombies Don't Count
12 Comments
Haite 7 Sep, 2019 @ 11:21pm 
As said, it seems it does not work with the necromancer class, BUT! It seems to remove the panic when they are removed. I'm not 100% sure, so I'll keep update.
MonkeyDCooper 3 Jan, 2018 @ 6:53pm 
oh
PZ  [author] 3 Jan, 2018 @ 3:08pm 
If you have issues with this mod and are using WOTC, I recommend unsubscribing from this version of the mod and using the new WOTC version instead. http://sp.zhabite.com/sharedfiles/filedetails/?id=1256370393

(The best time to do this is when starting a new campaign, otherwise you'll get an error message)

I don't think this will help with the Necromancer, though, unfortunately, because that mod has its own override of X2Effect_SpawnPsiZombie.
MonkeyDCooper 31 Dec, 2017 @ 9:02am 
does not work for me man I wanted the necromancer class too
Tyrant 10 Dec, 2017 @ 11:09am 
Conflicts with WOTC Nice Mission Debriefing unfortunately.
Drewman784 1 Dec, 2017 @ 5:03pm 
THANK THE GODS FOR THIS MOD
Element UK 29 Nov, 2017 @ 7:55am 
Thanks so much for this as the Necromancer Class was ruined without it - cheers
PZ  [author] 28 Nov, 2017 @ 7:11pm 
@shadow79
This mod can probably help you as well.

Presumably you have some sort of class derived from X2Effect_SpawnUnit for your turrets. In its OnSpawnComplete, get the XComGameState_Unit for your celatid turret (in my example I'll call it TurretGameState) and do this:

TurretGameState.SetUnitFloatValue(class'X2Effect_SpawnPsiZombie'.default.TurnedZombieName, 2, eCleanup_BeginTactical);

That will set the same flag that I do for zombies, and will cause it to not count them as dead or injured soldiers. The only other game effect is to cause the AI to not raise dead celatid turrets as zombies, which it wouldn't do anyway. Other than that it will have no effect at all for people who don't use my mod.
MrShadow 28 Nov, 2017 @ 6:39pm 
I have the same issue with my Celatid Turrets counting as injured or dead soldiers in game.
PZ  [author] 28 Nov, 2017 @ 5:16pm 
Unfortunately, this mod won't work properly with the Necromancer class because that class uses its own effect, rather than using X2Effect_SpawnPsiZombie. That means my override won't have any effect.

To interoperate with this mod is a one-line fix that won't change anything for people not using this mod, though. I'd be happy to work with any mod authors that want to make their mods compatible.
Kaldin 28 Nov, 2017 @ 4:45pm 
@Imma Cylon: So it doesn't work for that? Have you tried it?
Imma Cylon 28 Nov, 2017 @ 4:44pm 
I wish there was a fix like this for the Necromancer class. . .