XCOM 2
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[WOTC] Cerberus Phantom: Replace Advent Stunlancer
   
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Jan 4, 2020 @ 10:25am
Jan 12, 2020 @ 9:52am
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[WOTC] Cerberus Phantom: Replace Advent Stunlancer

In 1 collection by NightNinja54
Advent & Alien Overhaul
13 items
Description
The Elders are dying, and Advent is a pawn in our game. Humanity is stronger than ever; Cerberus is stronger than ever.
-The Illusive Man

The Cerberus Phantom replaces the traditional Advent Stunlancer

The Cerberus Phantom is a new enemy that joins the fight against XCOM. The unit uses a Cerberus Phantom Sword, M25 Hornet, and Cerberus Phantom Armor.

New Content
  • The Cerberus Phantom functions identically to its Advent Stunlancer counterpart
  • The model of the advent stunlancer is replaced, and all related items and research are renamed.
  • In this way, the mod should keep all expected game play consistent.

Additional Details
This will seamlessly integrate into a current or new campaign.

Full Credits
  • Lord_Poncho57: Editing weapon models, textures, and sounds for XCOM integration
  • Cavily: Editing armor models and textures for XCOM integration
  • NightNinja54: Programming and development
  • Bioware: Original designs

Please let us know if you encounter any bugs or discrepancies. We hope you enjoy!

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15 Comments
NightNinja54  [author] Jun 22, 2022 @ 9:10am 
@Grei Shoutmon
hm. I just checked, the loadout is correct in this mod package. It may be a conflict with another mod that adjusts the OG lancer's loadout.

@beers
Sorry to hear
Grei Shoutmon Dec 24, 2020 @ 11:37pm 
I dunno if I did something wrong, but the Phantom repalcer in this mod, sometimes still uses the ADVENT rifle and the Stun Lancer "sword". Do I need to verify cache files, so the model(s) show up?
biofail Jul 22, 2020 @ 7:32pm 
idk wat is it but since I play on legend and use larger pod size I can't deal with these fks having 14 mobility. It is either this mod or the replacer mod but I have gone into the INI file and lowered stun lancer mobility across all tiers. Tier 1 should have 7 but I am getting full pods of 14 mobility. Currently stuck on avenger defense mission because Bradford wont let me use more than 6 soldiers even tho I am using larger squad size as well. This game is too damn ez without excessive mods but one of these is interfering with my nerfing of the stun lancer mobility. I literally killed 75 enemies in UFO defense and ended up wiping out with game over because of the stun lancers.
silverleaf1 Feb 22, 2020 @ 9:32am 
@Roxi I did use these enemies with the Hive no problem.
NightNinja54  [author] Feb 22, 2020 @ 7:34am 
@Roxi
They may be, but I have not personally tested.
Roxi Feb 21, 2020 @ 5:14am 
Are your mods compatible with mods like better advent that change the core advent enemies?
silverleaf1 Jan 25, 2020 @ 12:51pm 
@NIghtNinja54 I organize my mods in two groups, those with dependencies and those without, so you have helped me out. Thanks. I also add dependency information for mods to the info tab so I can set up campaigns easily.
NightNinja54  [author] Jan 25, 2020 @ 12:37pm 
You’re right, not built into this one. Typo on my part. Fixing
silverleaf1 Jan 25, 2020 @ 6:14am 
I see in the notes that the Cerberus mods are built in but I also see in the dependencies list that Cerberus Phantom is required. Which is it?
NightNinja54  [author] Jan 6, 2020 @ 9:15pm 
@scoobasteve
Thanks man, yes I'd like to continue creating these alongside the folks making the assets