XCOM 2
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Deadput's ABA/Elite Alien Unit Visual Changes.
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2.215 GB
Oct 9, 2021 @ 11:43am
Oct 9, 2021 @ 2:49pm
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Deadput's ABA/Elite Alien Unit Visual Changes.

Description
Most skins can be enabled/disabled via the following ini files: XcomEnemyReskinnerRedux.ini and XcomTemplateEditor.ini those that can't are due to them being added via script. (Mec Smoke Launcher, Advent Skirmisher armor, Spectre Prime)

Located within SteamLibrary\steamapps\workshop\content\268500\2623812877
Mod Information:
Visually Reskins or adds new skins to enemies in the game, mostly only ABA and the Elite Alien pack but there are some smaller changes for the Advent Medic mod and Bio Division 2,0, there are a couple of vanilla enemy models covered (Tier 3 Priests, tier 2/3 Generals, tier 3 Advent weapons)

https://steamcommunity.com/sharedfiles/filedetails/?id=1563023889
https://steamcommunity.com/sharedfiles/filedetails/?id=1177720393
https://steamcommunity.com/sharedfiles/filedetails/?id=1731235406

I do love the original mods and how they are, this mod exists only to give some visual flavor after using them for awhile as well as a way to use good assets from other mods whenever I'm not running the original mod's themselves, or simply to keep the enemy list a smaller/condensed one.

Several of the skins are only additions to their original skins such as the Vipers, some are full on replacers like the ABA Sectoids and a couple Mutons. A few of the weapons have been visually replaced as well, a couple enemies got name changes which are mostly indictive on who they are but are there for either flair or to make some names make more sense.

All changes are cosmetic only and do not change the existing mods in ways that change their gameplay.

Mod Install instructions and compatibility:
Make sure to install this mod after any of the required mods.

The mod was created with ChristopherOdd's newest Xcom season and it's modlist in mind, the public version here is not the same build he is currently using and was made with code optimizations and more compatibility with other mods in mind.


All the listed DLC as well as ABA are hard requirements, the Advent Medic, Bio Divison 2,0 and Elite Alien pack are not. (As in the mod absolutely requires ABA due to asset use for several units and weapons) The latter three mods are only simply supported by this mod and are optional to add.

Enemy Reskinner, Template Editor and Iridar's Advent weapons are required.

This mod incorporates a few of my existing mods:
Cryo Priest replacer
Proper Commander Avatar
Archon Visual Diversity (although the female Archon is gold here to avoid confusion with the Valkyrie)
Forged Sectopod Prime's skin.
Advent Hunter's via using their skin since they and the Advent Snipers from ABA kinda overlap so I sought to fuse the two together in this mod.

Aliens:
Going left to right, wish I could give a more in-depth description but limited space for good description presentation.

Sectoid Soldier, Sectoid Mindbender and the Sectoid Puppeteer, the screenshot after is their Prime counterparts in the same order.

Base game Archon, Archon Sentinel and The Archon Prime (renamed Archon Prime Prince),

Base game Viper, Wyvern, Mamba, Viper Prime, Viper Elite (Without this mod, using both ABA and Alien Elite pack makes it so that the Mamba and Viper Elite share the exact same skin)

Base game Muton, Muton Pyro, Muton Infector, Muton Prime, Muton Elite, Andromeda Prime with a new weapon

Base game Chryssalids (renamed Chryssalid Hunter in ABA), Chryssalid Queen (the ABA one, skin order backwards on that image whoops)

Spectre Prime

Advent:
Advent Riot Mec (new smokelauncher), Advent Spark, not pictured but the Advent Drones get new intro encounter voice lines from Shen using unused lines from the game's files.

Sectopod Prime

ABA: Advent Skirmishers, Heavy, Wrecker, Demolitionist, Gatling Trooper, Sniper (renamed to Hunter Sniper), Striker, Gunslinger, Assault, Guardian.

ABDLC: Advent Cryo Priest (renamed to Cryo Trooper), Advent Titan

Wilko's Advent Medic

Base game Advent: General (name changes with tier), Advent Priest, Commander Avatar and the Avatar enemy, other base Advent to show off the new tier 3 Advent plasma rifle I made to go along with Iridar's Advent plasma weapons.

Bio Division 2.0: Advent Bio Captain (new tier 3 plasma SMG), Bio General Shotgun version (new shotgun), Bio Assault Trooper (new shotgun)

Any unit from another mod that uses the tier 3 Trooper, Stunlancer or Officer rifle gets their weapon visually replaced with the new Advent plasma rifle, the Advent Officer in ABA uses a different weapon from their base game counterpart which is unique to them and why they get the tier 3 plasma rifle I made and not Iridar's double barrel plasma rifle.

Bugs:
Sectoids have one cinematic reveal animation where it overrides the material to simulate a glow in their chest, this material/texture override sadly means that sometimes during that one reveal animation (out of 3) the Sectoid skins will briefly have a messed up fleshly look, after the animation reveal is finished they go back to normal aka it doesn't effect the tactical map.

I was able to reduce the amount of times that Sectoid visual issue happens, but there's still a chance it happens.

Reveal animations in general will have it so that Aliens with multiple skins might sometimes display another skin in favor of the one that they actually have, this issue is the same one from World War L and my Archon visual diversity mod.

The Spectre Prime red skin still has green particles on a couple of abilities, Shadowbound (intentional) and Horror (unintentional), otherwise the skin works wonders thanks to Boundir.

Credits:

Thanks to many:

Iridar: For the Advent Weapon Ghost Templates used on several enemies.

DerBK: For the wonderful ABA/ABDLC mods which bring the actual enemies and their thought out role in the gameplay in the first place

Claus: For the several enemy units plus weapons that were used in this mod in order to make good use out of all these assets that he has graciously allowed others to use, special mention going to his helmeted Axiom model which was sadly not able to be used for Chimera Squad as intended.

Max: For the Xcom Legends Charon mod which is used as a base for the Advent Skirmisher armor.

Wilko: For their Advent model used to replace the Advent Medic.

Lago: For the enemy reskinning mod which makes any of the enemy model stuff possible.

Boundir: For their red Spectre Prime skin also featured in his mod a Stronger Advent which I recommend checking out in general: https://steamcommunity.com/sharedfiles/filedetails/?id=1728797464 the two mods should be compatible.

Kexx for their Valkyrie model and it's green FX.

Mr Kablamm0fish and Vortex for Avatars with hoods and the Commander Avatar restoration mod assets.

Ace: For his Alien Color Diversity mod which was the inspiration for this mod with it being an example of Lago's mod in use.
https://steamcommunity.com/sharedfiles/filedetails/?id=2069170151

RustyDios: For his advice on parts of the mod I was having trouble with, and for the base textures of the Advent Guardian from their recent enemy mod: Paladin Shield Bursters

Lord_Poncho for their Advent Crew Replacer mod.

Mitzruti for the Bitterfrost Cryolator FX and base textures.

Firaxis: For Xcom 2 and Chimera Squad, the latter of which was the source of many models in this mod.

The Pavonis/LW2 team including James "JCLewis" Karlson and Chris "Capnbubs" Mansell for a few of the enemy models used in this mod.

Permissions:
Anyone is free to use any of the enemy models that are marked as "Chimera" in the content files, since they are from Chimera Squad it should be alright to use.
Popular Discussions View All (1)
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Oct 12, 2021 @ 6:51pm
Full Credits section
Deadput
89 Comments
NagChampa Jul 29, 2023 @ 1:32pm 
do those muton variants actually have those different primary weapons? Or are those just visual from the skins they were inspired from?
Deadput  [author] Jul 8, 2023 @ 2:14pm 
If I was still modding I would consider it, but until that's the case again that is unfortunately a no sorry.
kamykrak Jun 29, 2023 @ 7:11am 
about cooking can parts of this mod be cooked ?
i realy love it but 2 GB is a lot
Epigamesh Jun 25, 2023 @ 2:39pm 
@Deadput That's good to know. For the correction, I think that's what I've done with my ini editing (at least if I understand correctly, as I edit with iridar's advent arsenal weapons in replacement of the plasma lines). So far (after playing a little more since then), I've seen no more black fx anymore ; everything seems to work perfectly.
Thanks again for the mod (and the many others I'm still enjoying).
Deadput  [author] Jun 19, 2023 @ 3:14pm 
I believe it's due to the Advent Plasma weapons mod getting cooked thus having conflicts with this mod because of it not being cooked.

Consider the Advent Plasma Rifle from this mod outdated as opposed to the newer one, for now just use one of the alternative weapons from the original mod since I'm not currently planning on returning to Xcom modding unfortunately.
Epigamesh Jun 17, 2023 @ 11:33am 
I've browsed the mod XComTemlateEditor ini, and might have found a correction, by replacing the three lines mentionning AdventARPlasma.Archetypes.WP_Advent_AR_BM with paragraphs similar to the advent rifle reskin (taking example with advent shieldbarers).
The good new is after testing it (directly in my heavily modded environnement), the elite trooper attacks seem now normal.
Now I just have to see how it goes in the long run.
Epigamesh Jun 15, 2023 @ 1:42pm 
I've also tried to use the missing package fix mod and to regenerate inis but without much more results so far.
Epigamesh Jun 15, 2023 @ 1:31pm 
Hello,
After having hit the end game, I'm encountering graphical bugs concerning advent elite weapons upon firing. For example, the elite trooper fires black polygons, which I'm interpreting as missing fx texture. At first, I was expecting some mod in my list to have broken something, but even when keeping only this mod and its dependencies (and testing it in tactical debug), the behaviour stays the same.
Is this a known bug ? (Or is there some required configuration I wasn't aware of ?)
I've red the log file and found some warning/error messages which could (maybe) related :
[0062.24] Warning: Redscreen: Compiling M_Plasma_BlurBlend_Sprite at run-time, please ensure this is part of the cooking process
[0062.72] Log: Missing cached shader map for material M_PlasmaSplash, compiling.
Deadput  [author] Jun 15, 2023 @ 6:48am 
Well my parents didn't exactly conform to naming standards when they named me "Deadly Hippo Putimus" but I manage.

Always happy to hear people enjoy what I've made, it's appreciated!
Clockwork Jun 15, 2023 @ 3:35am 
Also, love your work, big thank you.