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If successful attacks using Skullmine and/or Skulljack are not killing their targets, you may have a mod that is altering the behavior of these two Abilities.
The third Ability available to the Black ICE Skulljack is Black ICE Quarantine. This Ability removes 1 Action Point from the target and increases AIM and CRIT against it. Black ICE Quarantine does not kill instantly like Skullmine and Skulljack.
But yeah the golden path reason back then would be a good one,stuff was still iffy on what would work or not lmao.
There were 2 reasons I decided against it:
The first being, when I started creating Alien mods, I purposely stayed as far away as possible from anything that might tinker with the 'Golden Path' (the main story quest line) or any modifications to base code. That was a personal design choice I made with the goal of creating Aliens that were as safe as possible to install. I wanted all of my code to exist in XCOM's extensible vacuum where it wouldn't conflict with the base code or any other mod that a player might be using.
Knowing what I know now, changing Icy's character group name to 'Cyberus' would probably be fine.
HOWEVER................
That leads to the second reason........ Icy blows up when she dies.
would need a confirmation on the design aspect here from the Mod Author on if it is intentional that these gals cannot be skulljacked (to advance the story)
Tho I could skulljack base codex and the Frost codex that was around too from frost mod.
(Personally I'd go with the last option here)
Codex Skulljack Fix should do it
- Encounter List Replacer WOTC
- [WOTC] Universal Enemy Compatibility Patch (BETA)
- [WOTC] Covert Infiltration (As mentioned previously)
- Lalup's Covert Infiltration Collection Tweaks
Your help is very much appreciated!
There are mods out there, however, that scramble up the Encounter Lists to increases pod sizes and alien variety during missions. If you have a mod like that, it could cause my aliens to spawn in any type of mission, including Covert Ambushes... which... wouldn't be very fun.
If you have such a mod and can let me know what it is, I might be able to look at it and make a recommendation.
So, a question arises - how can I tone down spawn rates for Black ICE codices in ambush missions? A lot of those are two-person affairs and a Black Ice Codex draining one out of four action points is a massive debuff. Two codices and it's basically mission over.
OH! you meant.. can someone turn this awesome enemy unit unit in a Playable Aliens // Allies Unknown unit ?
When I read the comments, my suspicion was that there may have been an odd interaction between Stun Ammo and Catastrophic Failure, but that functionality also worked properly. She was stunned and then exploded all over the place!
In the end, I couldn't reproduce the issue. Thanks, Neko Fergie for doing some testing!
Second test I did NOT freeze or apply any other effect on the codex first I just opened fire on it after it took cover. also applied the Stun Ammo just fine no crash other issues. who know why you crash and I dont? hmmm only thing different is you used a sniper rifle...maybe some odd interaction with that or squadsight? guess that can be my third test is putting the stun ammo on my other soldier types but why that would matter who knows?
[0993.72] ScriptLog: Reduce Range Penalties: Arnav Nityasundara is attacking Black ICE Codex
[0993.72] ScriptLog: Reduce Range Penalties: Distance between Attacker and Target: 23 Normal visibility range for Attacker is: 20
[0993.72] ScriptLog: Reduce Range Penalties: Attack is 3 outside normal visibilty range (Squadsight)
[0993.72] ScriptLog: Reduce Range Penalties: Penalty from squadsight is -6.0000
[0993.72] ScriptLog: Reduce Range Penalties: Total aim penalty due to range is: -6.0000
[0993.72] ScriptLog: Reduce Range Penalties: Penalty negated multiplier is: 0.5000
one stun ammo shot leads to a direct crash. all other ammo types I tested are working.
The Black ICE Codex Mod will receive an 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!
Thank you.
Take a look at the third screenshot.
Also nice to have a heads up on the other two mods.. looking forward to any changes :)
I'm working on some updates to the Warlock and a very tiny update to the Flame Viper. I can add some text to the Black ICE Codex and test it all at the same time, no problem. I'm hoping to publish it all in the next week or two.
That's odd you don't have an icon. I can see one (there's just no name or help text like you said).
It's currently using:
Templates.AddItem(PurePassive('Ability_AshReboot', "img:///UILibrary_PerkIcons.UIPerk_regeneration"));
It looks like a Plus Sign encircled by an Arrow. I assume that's a base game icon, but maybe not?
[Ability_AshReboot X2AbilityTemplate]
locFriendlyName="Network Update"
locLongDescription="The Black ICE Codex is capable of repairing itself for a small amount each round"
locHelpText="The Black ICE Codex is capable of repairing itself for a small amount each round"
locFlyOverText="Network Update"
My internal naming conventions have evolved slightly over the years, so they're a little different from the LW2 days. Here are the template names for all of the utility items in the WotC Mods:
UtilityItem_AshDestroyerVest
UtilityItem_AshViperRounds
UtilityItem_AshInfernoRounds
UtilityItem_AshFlameScaleVest
UtilityItem_AshBlackIceRounds
UtilityItem_AshBlackIceSkulljack
UtilityItem_AshPhantomSlayerRounds
Hope that helps.
Many moons ago when I used this mod on LW2 Ash told me the console commands were "UtilityItem_AshBlackIceCodex_BlackIceSkulljack" & "UtilityItem_AshBlackIceCodex_BlackIceRounds " except those commands don't seem to work for this WOTC version. Neither does the old commands for Flame Viper.
Through trial and error and looking through the config files I managed to guess the commands for the grenade items from AdvWarlock & Muton Destroyer but I can't figure out the commands for the Vests, Ammo and Black Ice Skulljack. If anyone knows I would appreciate it! Thanks!
The absence of the Spark isn't intentional. I'll call it an oversight.
Thanks for that call out.