XCOM 2
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Flame Viper - WotC
   
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105.013 MB
Oct 6, 2017 @ 10:15pm
Sep 23, 2022 @ 1:27am
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Flame Viper - WotC

Description
FLAME VIPER: WAR OF THE CHOSEN VERSION
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She's back with a few new tricks and a shiny new Inferno Rifle in an updated version of the original!


MOD HIGHLIGHTS:
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1 New Enemy: The Flame Viper (comes in 3 types)
1 New Research Project: Flame Viper Autopsy
2 New Ammo Types: Inferno Rounds, Viper Rounds
1 New Armor Vest: Flame Scale Vest

This mod adds a new enemy to the game; the Flame Viper. A fiery variant of the Viper, the Flame Viper breathes fire, tongue grabs, and sets herself ablaze to increase her own combat effectiveness. In addition to that, she carries an Inferno Rifle into battle.


COMPATIBILITY
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This mod adds its own unique templates and config file entries to the game. It DOES NOT alter/override any base classes or config file entries. As such, it "should not" have compatibility issues with other mods, but Mod collisions can occur even when completely unexpected.


CUSTOMIZABLE
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Make the Flame Viper as easy or as brutal as you want. Just about everything is configurable including alternate LoadOuts to remove tongue grab and a flag to enable/disable Seething (default enabled). Changes to suit your own preferences can be found in the following files:

XComAshFlameViper.ini
XComGameData_CharacterStats.ini
XComGameData.ini

Be sure to make a backup of any changed file in case this Mod gets updated. You'll need to reapply your changes once you've taken the update.


LOCALIZATION
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English
French: Provided by sebkulu


NEW CAMPAIGN
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Enable the Flame Viper when you intend to start a new campaign. Enabling it for existing campaigns can result in unintended behavior. If you decide to do so, back up your save files first.


Other WotC Mods by Ashlynne_Lee!
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Loot Piñatas: http://steamcommunity.com/sharedfiles/filedetails/?id=1128231549
ADVENT Warlock: http://steamcommunity.com/sharedfiles/filedetails/?id=1144417938
Black ICE Codex: http://steamcommunity.com/sharedfiles/filedetails/?id=2280597326
Muton Destroyer: http://steamcommunity.com/sharedfiles/filedetails/?id=2482812108
More Skill Events: https://steamcommunity.com/sharedfiles/filedetails/?id=3043880113


Original Mod for Vanilla
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Flame Viper: http://steamcommunity.com/sharedfiles/filedetails/?id=715318608
Popular Discussions View All (4)
3
Sep 13, 2022 @ 2:51am
PINNED: Update Complete
Ashlynne_Lee
4
Sep 21, 2021 @ 2:00pm
Bug Report: Flame Viper shooting Device on Protect the Device mission without casting Seething first causes game to softlock
Cpt.Haxray
1
Aug 27, 2024 @ 12:23pm
Russian Localisation
Aks
72 Comments
sum1akaJ Apr 25 @ 11:06pm 
PSA: Fixing the typo Snyax identified causes came to no longer boot (at least from AML). Incredible! Anyways, if Ashlynne's still around or if anyone knows how to fix the viper rounds doing damage to all units, please let us know.
sum1akaJ Apr 25 @ 4:06am 
Wow! I came here to check because I found the Viper rounds added damage to ALL enemies including Mecs and ones that should be immune to poison.

The Inferno rounds work right so far (no added damage to Flame vipers, purifiers, Mecs), but poison doesn't. So I can confirm what Snyax wrote below that poison damage isn't marked correctly. I'll test if fixing the typo works.
Snyax Apr 12 @ 12:42pm 
Hey, I know this mod is like 8 years old or whatever but I came across something that looks suspiciously like a breaking typo on line 154 of X2Item_AshFlameViperUtilityItems.uc: DamageType = 'Posion' instead of 'Poison'

didnt test or anything but cant imagine that works right lol, anyway just felt like I needed to say something :)
Inaire Dec 16, 2024 @ 4:42am 
is this compatible with the various recruitbable mods?
Ashlynne_Lee  [author] Sep 25, 2023 @ 2:34pm 
@Sturmhammer: You can edit the XComEncounterLists.ini file in the ~\Steam\steamapps\workshop\content\268500\1160638944\Config directory.

Increase the SpawnWeight values for more frequent appearances, reduce them for less.
Sturmhammer Sep 18, 2023 @ 10:51pm 
somebody know how i can change the rate this enemy appears?
Old Man Jenkins Aug 26, 2023 @ 7:31pm 
Sorry it took so long to respond, I didn't see the reply notification! I looked at a little Java way back when but mostly I've been trying to learn Python since then, which is not helpful. Maybe this is an excuse to learn some class-based coding. It seems like a huge undertaking, and it's an "old" game now I'd say but I just love the love that all the modders and fans have for the game.

Thank you for the suggestions and taking the time to reply. Obviously it was a HUGE question, I really appreciate you pointing me in the right direction. And, again, thank you for the mods, they're all great. You're great! End of story. :tobdog:
Ashlynne_Lee  [author] Aug 14, 2023 @ 2:12pm 
@Old Man Jenkins: I don't think you need a degree in coding to create XCOM 2 Mods, but an understanding of class based languages like C++ is helpful. I actually have a degree in Computer Science with a background in C++, so it all made sense to me once I dug in an understood XCOM's classes. :steamsad:

I think 'where to start' might best begin with setting up the development environment. You need to know the workflow for creating, testing, and publishing mods before trying to mod the game. Here's a video that has the basics.

https://www.youtube.com/watch?v=Si0v_Fgsgdk

I'd probably just try a simple configuration mod. Something like my Loot Pinatas Mod that's just a config file.

I think the best advice is to read the actual game files. It will look like an alien language, but it will help you understand XCOM's class definitions. I can only write so much here, but developers on Discord can elaborate on why reading existing code is so helpful.

Hope that helps! :steamhappy:
Old Man Jenkins Aug 4, 2023 @ 9:41pm 
Oh no, thank YOU! Honestly, your mods are awesome. I turned on Muton Destroyers and I love them, and ADVENT Warlocks is my favorite enemy mods in the game. So many unique abilities and characteristics to try to adapt my tactics around. I did find the infernos and the viper rounds. I was spamming elerium cores to get them to roll out of the proving grounds, and, as you say, they are not there.

Quick question, if I may: if I wanted to get into modding XCOM 2, where would you recommend I start? Like, is it something only people with degrees in coding can do or do I just need to read a bunch of stuff online? I asked another modder and he told me to use the Discord and Reddits and ask for help (great advice) but I'm still not sure where to start. Learn Java? Get a book on editing Unreal inis? Pact with satan?

No pressure to answer, just looking for advice from established modders. Thank you for the reply, and again thank you for putting so much time and energy into these mods.
Ashlynne_Lee  [author] Jul 28, 2023 @ 2:43pm 
@Old Man Jenkins: Thanks for using my mods! The Flame Viper can be added mid-campaign safely. I added the handling code at some point in the mod's history. The line in the description is just a standard recommendation/disclaimer. :steamhappy:

You should be able to build Inferno Rounds from the engineering screen (same place you build utility items like flash grenades) after completing a Flame Viper Autopsy. Inferno Rounds aren't a random reward from the Proving Grounds project like base game rounds because you need Dragon Rounds to build them.

The internal name is UtilityItem_AshInfernoRounds. If you don't see them in the engineering section or didn't get the pop-up indicating their availability after an autopsy, you can try to add them through the console.