Okay, so for anyone that cares, I managed to switch the Viper King's weapon with the Viper Rifle from RealityMachina's Playable Aliens. The animation is very good in my opinion since they are both viper weapons, and the damage now scales with weapon upgrades since the viper rifle has 3 forms. All you need to do is go into classdata.ini and replace the current: WeaponType="PA_ViperKingGunCat" with: WeaponType="PA_ViperGunCat" . I did this with AML, so if you're using it too, you just need to select the mod and click on config, and you will get a list of INI to edit.
I also edited the increments of increase per promotion for his offense, health, dodge, and so on in the ClassData.ini. If you scroll down to where it lists each rank under the Viper King's name, it will have an increment for each stat written like this: aStatProgression=((StatType=eStat_Offense,StatAmount=1), (StatType=eStat_HP,StatAmount=0), (StatType=eStat_Strength,StatAmount=2), (StatType=eStat_Hacking,StatAmount=0), (StatType=eStat_CombatSims,StatAmount=1)),\\ ) Change these numbers as you will, but make sure you do so for each rank if you want him to consistently level at the rate you want.
might be a mod conflict, weapon shows up fine in my playthroughs. i cant let them use any weapon though, weapons have animation sets, like there is a difference between xcom bolt caster and viper bolt caster, if i give a normal rifle to the viper king, it'll start using human animations which will look really messed up
dont even know how the mod behaves with mod manager, i always install manually myself, just throw the folder into your xcom 2 mods folder (if you dont have one, make one) and it should be fine
AML detects steam workshop mods too, sometimes even better than 2k launcher (dont know if it got updated but last i used 2k it wouldn't load voice packs because they "weren't WOTC compatible")
I tried to run the mod but my game crashed upon trying to add a ruler via the command, I also tried installing via vortex but then it just crashes on start up
I do have a fair few mods, the mod did work fine on my other computer and I have added a few more mods since then but I don't think any of them would effect the mod
i wouldn't say that for certain, although nothing SHOULD conflict with my mods as it creates copies of the aliens instead of just making the real ones playable, how mods affect a game is some of the weirdest s***, perhaps try disabling the mods, see if it works then, and if it does, re-enable some of them until you find the one that breaks it. if not, try verifying and/or reinstalling the game
The issue is that a lot of the mods I have are prerequisites for others, removing anything could break my saves or have some weird effect, I guess there's nothing that can be done about it, such a shame
if it helps i would suggest taking a look at the mod from steam workshop known as playable xcom 2 aliens viper class overhaul. It would help with the viper king, and its good to see someone trying to make the rulers playable.
Though do you think you will add new abilities/update abilities for the rulers? I use this in WOTC and it works but its a little dissappointing they have so little skills or just clones of skills for each promotion.
Also do you think you could add some way for their weapons to upgrade along with Xcom? They quickly become the weakest hitters when you get to magnetic and plasma. Maybe add a custom version of their weapons for each tier?
Also, in my case anyway, The Viper King's aim never goes beyond 50/60% even when he promotes, so without aids his aim is not at its best.
new and/or updated abilities will be a thing once i figured out how to add some of those things, as for the weapon upgrades and viper king's aim, once i figure it out how, i'll upgrade the viper king's weapon, i cant upgrade the berserker queen as she uses an ability not a weapon, and the archon king seems a heavy hitter already but i might add updated weapons for him too if wanted
you mean basic archon as just normal archons? because if so, there is already a mod for that on the steam workshop called playable aliens for LWOTC (it does not actually require LWOTC)
35 comments
I also edited the increments of increase per promotion for his offense, health, dodge, and so on in the ClassData.ini. If you scroll down to where it lists each rank under the Viper King's name, it will have an increment for each stat written like this: aStatProgression=((StatType=eStat_Offense,StatAmount=1), (StatType=eStat_HP,StatAmount=0), (StatType=eStat_Strength,StatAmount=2), (StatType=eStat_Hacking,StatAmount=0), (StatType=eStat_CombatSims,StatAmount=1)),\\
)
Change these numbers as you will, but make sure you do so for each rank if you want him to consistently level at the rate you want.
Is there a way to install that mod Manually or to get it on the Steam Workshop?
Getting a Mod Manager just for 1 mod seems a bit extreme in my eyes :D
Sadly when i create the Mods folder for the XComGame (WOTC) it just doesn't show up in the launcher. :p
Never used AML since the 2k does it's things well with the Steam Workshop stuff.
(can the AML use the Steam Workshop mods too or only their own?)
It would help with the viper king, and its good to see someone trying to make the rulers playable.
Though do you think you will add new abilities/update abilities for the rulers? I use this in WOTC and it works but its a little dissappointing they have so little skills or just clones of skills for each promotion.
Also do you think you could add some way for their weapons to upgrade along with Xcom? They quickly become the weakest hitters when you get to magnetic and plasma. Maybe add a custom version of their weapons for each tier?
Also, in my case anyway, The Viper King's aim never goes beyond 50/60% even when he promotes, so without aids his aim is not at its best.