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More ABA Guest Enemies For LW2
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13.084 MB
Mar 11 @ 9:02pm
Mar 11 @ 9:13pm
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More ABA Guest Enemies For LW2

In 1 collection by RealityMachina
RealityMachina's Long War 2-only Mods
20 items
Adds in the Codex and Andromedon variants from ABA2 to LW2, since those two enemy types seem to be infrequent with LW2 installed.

Specifically what's added are:


ADVENT Codex - lacks the ability to psi bomb, but can holotarget enemies she fires upon.

Codex ICE - with better aim and (if Alien Hunters is installed) a boltcaster equipped, this Codex's ready to ruin your day with a well placed shot.

Codex Bomber - this Codex absolutely loves psi-bomb, psi-bombing you even on reveal. (This may cascade badly with LW2's yellow alert system, I'll need reports on how that works.)

Codex Splitter - this Codex likes splitting upon first contact. She does this because she can regen HP, so I highly suggest taking care of the clones before they can start healing and make your life hell to go through.

Codex Nullifier - like a normal Codex, but she has Stasis. She'll try to knock out your highest ranking soldier as soon as possible.


Prometheus Suit: it's like a regular andromedon, except it specializes in burning you all alive.

(And in LW2, burning prevents you from using guns instead of being unable to melee!)

Since this variant is a bit weaker than normal andromedons, it has been bumped up a bit in how likely it can appear as a pod leader or follower, so hopefully you should get an Andromedon type appearing on a salvage mission.

Full credit to DerBk for A Better Advent 2, I just took some assets and scripts and compiled a working version for LW2.

Installing this mod will most likely require an .ini refresh, look here for more information.
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EviLEddiE May 20 @ 4:39am 
Great work @RealityMachina! Although I managed to proceed with my campaign after temporarly disabling the mods adding custom Codices, this will definitively help those in the same situation I was in.

I did also notice the following in the LW2 1.3 Release Notes:
- Increased Andromedon, Cyberus, Chryssalid appearance weights. Chryssalids can happen a little earlier.

And as most of us know, the Cyberus is the internal name for the Codex. So I guess that there will be no more shortages of Codices appearing when needed...
Garr Incorporated May 20 @ 1:10am 
Now Codices will be skulljackable?
Wow. That's a word...
RealityMachina  [author] May 19 @ 7:56pm 
Figured out how to replace conditions on stuff without doing the stuff I mentioned, thankfully: http://steamcommunity.com/sharedfiles/filedetails/?id=929030780
EviLEddiE May 1 @ 10:33am 
Thank you for the quick reply @RealityMachina :-)

I'll be temporarly disabling the mod to get a regular Codex to appear, since the Codices in general only have appeared in 3 or 4 of my total of 80-90+ missions so far in my LW2 campaign (and not a single one of the regular Codex)...

And speaking of LW2, I am dreading the 1.3 update to come along and spoil my campaign - having learned that my savegames made with the Steam Workshop version of LW2 1.2 aren't compatible with the manual install/NexusMods version. Loading any Geoscape savegame crashes with a Virtual Function error at the loading screen(s) - and while a Tactical savegame can be loaded, it crashes just after the mission is complete. So my plan of bypassing the update by having 1.2 manually installed will not work out :-(

Guess that I'll just have to get that Codex skulljacked ASAP in order to reach the endgame phase and complete my campaign, before 1.3 is released...
RealityMachina  [author] May 1 @ 9:42am 
It's an issue with how the Skulljack condition verifies a target is skulljackable (it checks the charactergroupname for officers so it works with modded enemies, but it checks the template dataname for Codices, so only the vanilla Codex is allowed to be jacked), it'll require either an override of X2Condition_StasisLanceTarget, or Pavonis introducing a fix for it in their highlander.

(I'm hoping they'll be able to do the latter in 1.3 since it means things aren't as liable to blow up, since how the game handles the removal of mods with modclassoverrides is less than ideal depending on what's been overridden.)
EviLEddiE May 1 @ 6:50am 
I'm having the same issue as [TuP]tammi, being unable to skulljack any of the non-regular Codices which appear (in my case the Bomber, which only have appeared twice in my campaign). Having reviewed the INI files of both this mod and Ashlynne's LW2 Alien Pack did not lead to any clues which may explain this issue.

Should I temporarly unsubscribe from both said mods, and then re-enable them when I've skulljacked the regular Codex and killed the resulting Avatar? Or are there any INI editing overrides I could try out?
Touka Apr 17 @ 9:50am 
Ah okay I didn't mean anything of that sorts lol
RealityMachina  [author] Apr 17 @ 9:09am 
I do have a life and like playing other games that aren't XCOM. :v

That said I am still working on a mod, plus I do keep an eye on my current mods to see if anything catastrophic is going on with them.
Touka Apr 15 @ 8:26pm 
Haven't seen reality update other mods or make anything new? Did he get bored?
[TuP]tammi Mar 18 @ 12:23am 
well . . i install this mod and also "Ashlynne's LW2 Alien Pack", and now i'm stuck at trying to skulljack a codex quest. it keep spawn non-regular codex and my soldier can't skulljack it and can't complete the quest.