XCOM 2
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Extract Corpses
   
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660.305 KB
Sep 19, 2016 @ 7:39am
Jun 21, 2017 @ 3:03am
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Extract Corpses

Description
Very compatible version of corpse carrying that patches animations into the archetype rather than overwriting. Part of Guerrilla War

Because we use archetype 'patching' when the game loads, you can add lines to the configuration for any enemies you want to be able to 'carry' off the map. This mod works best with 'Reinforcement Mission', so you actually have a reason to extract corpses by hand.

The mod also features a Fulton Harness, an item which lets you extract corpses directly from the battlefield without carrying. No animations are attached but it makes a huge strategic difference.

Configuration is done via XComExtractCorpses.ini:

; configure the cost and ammo charges within the Fulton Harness
[ExtractCorpses.ExtractCorpses_Item_FultonHarness]
FultonItemEnabled=true
FultonCharges=2
FultonSupplyCost=35
FultonBlackMarketCost=15

[ExtractCorpses.ExtractCorpses_Ability_DeployFultonHarness]
FultonExtractRange=288
FultonActionCost=1

; enemy character templates and groups from other mods can be added here,
; so you can carry them too
[ExtractCorpses.ExtractCorpses_EnableCarrying]
+CarryableCharacterGroups="AdventCaptain"
+CarryableCharacterGroups="AdventMEC"
+CarryableCharacterGroups="AdventTrooper"
+CarryableCharacterGroups="Sectoid"
+CarryableCharacterGroups="AdventPsiWitch"
+CarryableCharacterGroups="AdventShieldBearer"
+CarryableCharacterGroups="AdventStunLancer"
+CarryableCharacterGroups="Andromedon"
+CarryableCharacterGroups="Archon"
+CarryableCharacterGroups="Berserker"
+CarryableCharacterGroups="Faceless"
+CarryableCharacterGroups="Muton"
+CarryableCharacterGroups="Viper"
+CarryableCharacterTemplates="Sectoid"

; configure the visualisation of Fulton's effective radius on civvies and friendlies, enemies always show
[ExtractCorpses.ExtractCorpses_X2AbilityPassiveAOE_ShowFultonRadii]
bShowFriendlyUnits=false
bShowCivilians=false
Popular Discussions View All (4)
20
Feb 14, 2020 @ 12:00pm
fixing Viper Carrying animation
krumiro
11
Mar 21, 2021 @ 11:05am
How to add new enemies to work with this mod?
DeBlue
2
Jun 1, 2020 @ 3:29pm
Fulton "Reloading/Refund" Exploit
DestroyerJamie
328 Comments
Democracy Lover165 Nov 19, 2022 @ 10:43am 
Says error when starting the game for this mod
Sexual Velociraptor™ Dec 18, 2021 @ 11:37pm 
@Leion As someone who also disabled fulton harness: On the "mark the crates" mission you already lift them out with balloons to have skyranger grab them. I don't think it's unrealistic. It's more just balancing.
Leion Dec 18, 2021 @ 6:08pm 
This one is amazing. A must have for Long War. Better way to use it for roleplay is just enable Advent Humanoid and Sectoids. Also no fulton.
N O r Dec 4, 2021 @ 1:39pm 
If I didn't add abba enemies correctly could this mod make my character unresponsive locking the match after dropping a body ? (I only had this and free carry drop subue..!.
Detros Dec 1, 2021 @ 3:43pm 
OK, it seems this mod is now worked as intended. After the next extract mission, I gained some extra corpses both via fultoning and via carrying them to the evac zone.
Detros Nov 27, 2021 @ 12:10pm 
Is this supposed to fully work only when one starts a mission with this mod active? I have activated it in the middle of Blacksite mission, I was able to pickup enemies but after evacing their corpses were neither listed in after action report nor added to inventory even though all five soldiers were carrying a corpse.

I am otherwise on vanilla except one mod for permanent hacking of turrets.
Raizen725 Aug 15, 2021 @ 10:02pm 
found a bug that after reloading a save trying to fix another bug (all enemy dies but the mission would not say so) used fulton will be refunded
Baraz Jan 23, 2021 @ 11:53am 
Nice addition. If ever the devs tweak the core game (beyond the added content from WotC), this is the kind of thing they could add.
Mook Jun 4, 2020 @ 10:21am 
@hiboydd It does I believe.
hiboydd Jun 4, 2020 @ 8:08am 
does this work for LW2?