XCOM 2
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Proficiency Plugin: The MOCX Initiative
   
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Dec 6, 2021 @ 3:29pm
Sep 1, 2022 @ 2:50pm
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Proficiency Plugin: The MOCX Initiative

In 1 collection by FearTheBunnies
OneGrumpyBoi Season 3 Modlist
582 items
Description
About the Mod

When playing Proficiency Classes with MOCX, I was always thrown for a loop when I would convert an enemy unit and it came in as the base game class (if enabled) or a random Proficiency Class (if base classes are disabled). Now, I could easily have made this mod to simply use the Proficiency Classes instead of base classes, but then the poor Psi Operative would be left out in the cold. So, instead, I decided to create Dark Base classes using the Proficiency classes.

The theory behind the Dark classes was to take the base trees as-is and swap in the proficiency equivalencies as well as giving them a third tree to reflect that unit's ADVENT training.

Lore-wise, I envision this as the members of MOCX were being trained in the "old" ways of XCOM, and once XCOM had to adapt to guerilla tactics their schools of combat evolved. This then led to the re-integrated members of the MOCX initiative to embrace some of their new teachings while mixing in the skills of the old world as well.

These are unique classes that cannot be trained in the GTS or obtained through promoting rookies. The only way to get one of these classes is by reconditioning a MOCX member.

Dark Ranger
The base Ranger has a stealth melee tree and a gunner shotgun tree. So to keep in that spirit, the Dark Ranger is based upon the Assault Infantry while utilizing skills from the Marksman's stealth tree to maximize the Run & Gun and melee nature of the Ranger.

Dark Sharpshooter
The base Sharpshooter has a sniper tree and a pistol tree. So to keep in that spirit, the Dark Sharpshooter is based upon the Marksman while utilizing skills from the Marksman's holotargeting and sniper trees to maximize their long-distance warfare nature.

Dark Grenadier
The base Grenadier has a cannon support tree and an explosives tree. So to keep in that spirit, the Dark Grenadier is based upon the Sapper while utilizing skills from the Marine's gunnery trees to maximize their explosive nature.

Dark Specialist
The base Specialist has a healer tree and a tech/hack tree. So to keep in that spirit, the Dark Specialist is based upon the Technical Specialist while utilizing skills from the Field Medic's healing trees to maximize their gremlin-based combat.

Dark Psi Agent
The base Psi Operative has skills around crowd control and heavy direct damage. So to keep in that spirit, the Dark Psi Agent is based upon the original psionic class while utilizing the Field Medic's healing and combat skills to balance them out.

NOTE: The Dark Psi Agent is a standard class and does not require the Psi Lab to level up.

Weapon Tweaks
  • Converts the Dark SMG to a Bullpup, and the Psi Agent now uses Bullpups as their primary weapon instead of rifles to keep in line with their MOCX counterpart. They will still have access to psi-only weapons.
  • Contains support natively for [WOTC] Dedicated Pistol Slot 2.0

FAQ
  • Q: Can this be installed mid-campaign?
  • A: It can be installed mid-campaign or mid-tactical. Any unit who survives capture BEFORE it is installed will roll for the original classes. Any unit who survives capture AFTER it is installed will roll for the new class. That means if it is installed mid-tactical you could end up with one survivor using an OLD class and one using a NEW class.
  • Q: Can this be removed mid-campaign?
  • A: In theory? The biggest problem I would imagine happening is the Grenadier class icon vanishing on you, but probably not worth the risk.
  • Q: How does this impact Hero classes?
  • A: This mod does not touch those conversions. The Proficiency plugins for the Hero classes directly convert those classes, so nothing is required for them.

Dependencies and Suggested Mods
Core dependencies are:

Suggested Mods:
  • [WOTC] Nonlethal Damage allows you to knock units unconscious to help with extracting MOCX units for reconditioning.
  • Extract Corpses WOTC also offers a way to extract bleeding out or stunned MOCX units using the Fulton Harness.

Compatibility
This creates five new classes built off of the required classes. Touches the DarkClassData to swap the classes from the OG base classes to the new Dark classes. The weapon tweaks are 100% compatible with [WOTC] Weapon and Item Overhaul.

Thanks
  • shiremct for the amazing Proficiency Classes and Weapon & Item Overhaul which I referenced to convert the Dark SMGs to bullpups.
  • Reality Machina and robojumber for the superb work that went into MOCX
  • Ketaros for the quick grab catalog of class icons when I realized Sappers and Grenadiers used the same icon (and again for the Sharpshooter icon)
  • RustyDios for the assist in extracting the old class icons
  • Additional Class Icons by Zorbakaq who rescaled MtM's LW2 Squad Icon Pack by mickthemage and LW2: Requested Squad Icons by robojumper for use as class icons
    Popular Discussions View All (1)
    0
    Dec 6, 2021 @ 3:47pm
    Class Skills
    FearTheBunnies
    39 Comments
    Theobald Nov 22, 2023 @ 10:19pm 
    Very understandable, i had no awareness of the difficulty implied, sorry !
    FearTheBunnies  [author] Nov 22, 2023 @ 8:18pm 
    @Theobald, I agree it would be fun to see, but my skills when it comes to animations are very limited, so unless someone else does it for me it most likely will never happen
    RustyDios Nov 21, 2023 @ 10:39am 
    That would be awesome.. but even making the copy of the base-class intro takes ALOT of work .. obviously from my example it is possible, but it's not something done "simply and easily" :)
    Theobald Nov 21, 2023 @ 9:54am 
    A totally-not-meaningful request, but it scratches my OCD:
    It seems seeing Rusty's Psionics that you can give a base class intro to a modded one, would you consider giving the 5 base class intros to the light classes ? Pretty please with a cherry on top ?
    FearTheBunnies  [author] Oct 7, 2022 @ 6:08pm 
    @Risitas_Fanboi The new classes introduced by this mod are already configured for Dedicated Pistol Slot. If you were wanting to add pistols to the ENEMY units, that is another thing entirely, as it would also require AI trees to allow them to fire the pistols.

    As to the new classes I created, you can find their template definitions in XComClassData.ini. The template names of the five new classes are LigthGrenadier, LightRanger, LightSpecialist, LightSharpshooter, and LightPsiOperative.

    As to the conversion after capturing enemy MOCX units, @EvilBob22 was absolutely right: There is a CounterpartClass array in XComDarkClassData.ini which defines all available options you could get when you capture a MOCX unit.
    EvilBob22 Oct 7, 2022 @ 2:13pm 
    I have no idea if the dedicated pistols would work for them or not, I have no experience with that mod. You'd probably have to edit the MOCX loadouts in XComGameData.ini also.
    EvilBob22 Oct 7, 2022 @ 2:00pm 
    They convert into the "normal" version of their MOCX class when captured. You can change it in XComDarkClassData.ini (change the "+CounterpartClass=" lines) or use a bridge mod if one exists. With vanilla:
    DarkGrenadier --> Grenadier
    DarkRanger --> Ranger
    DarkSpecialist --> Specialist
    DarkSniper --> Sharpshooter
    DarkPsiAgent --> PsOperative
    DarkReclaimed --> Skirmisher
    Risitas_Fanboi Oct 7, 2022 @ 12:41pm 
    and also what are these dark classes named as in the config files? I was hoping that I could add the needed codes to enable dedicated pistol slots for these guys but I dont even know what they are being referred to as, so I cant add the code for it
    Risitas_Fanboi Oct 7, 2022 @ 12:39pm 
    so how does this mod decides which MOCX units converts into which class after being captured by XCOM?
    djpaulycee Jul 12, 2022 @ 7:50pm 
    @RustyDios IT WORKED. tyty. ALSO a short PSA after playing around:

    ANYONE WHO IS READING THIS. The mission will not end even if the MOCX agent is unconscious and being carried by one of your soldiers. That specific soldier carrying the sleeping body HAS TO BE EVAC'D before the mission can end