XCOM 2
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Metal Gear Rising - Raiden and Sam Hero Units
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Feb 23, 2022 @ 12:10pm
Oct 21, 2022 @ 10:19pm
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Metal Gear Rising - Raiden and Sam Hero Units

Description
As the world of XCOM 2 gets increasingly convoluted with your mods, increase it even further with these two swordsmen (who are also acquainted with various amounts of subwea-I mean secondary weapons).

Summary
Go see the discussion tab for their full perk lists. Otherwise it's somewhat similar to my Doom Slayer mod, 4 AP per turn, basic attacks generally don't end the turn, etc. Special attacks like grenades or rockets or whatever require specific perks though.

Acquirement
They're wandering swordsmen, you'll meet them as you raise XCOM's presence in the world.

More seriously, they'll eventually spawn on a mission once you hit the minimum force level (default: 3), and enough missions have passed. By default it's 3 missions. This counts *before* the force level so it doesn't take too long. (Depending on your luck it might be the first retaliation, even).

You should see a sitrep when you view a mission on the Geoscape if the mod determines they should be spawned on it.

Most mission families in the game (Recover, Hack, Extract, Terror, etc), along with their LWOTC counterparts are supported out of the box. If you have another kind of overhaul that replaces those mission families, you can edit what's considered valid in the mod's XComGameData.ini

Why some of these requirements?
Stormrider is because I use a few perks from there and I didn't want to try wholesale rewriting/reusing content packages. As the mod page for that mod says, if you don't want the class but need it for other reasons, just edit the XComClassData.ini so it can't be used by the game.

True Primary Secondaries can be swapped with the other Primary Secondaries mod if you prefer that one.

Chimera Squad Ability Icons is not needed if you're already using Mitzurti's Perk Pack.


FAQ
Raiden/Sam didn't spawn with a usable sword - they use the item templates for their HF sword and Murasama respectively from their source mods, so presumably you have these disabled. You can edit XComGameData.ini so their loadouts use the standard Sword_CV_Primary instead.

Raiden/Sam didn't spawn when they should've
Please list the mission type when you report this because I know how this bug can occur (the spawn additional objectives kismet object doesn't seem to work if the distance between XCOM's spawn and the objective is too short).

Where's my music pack?
There's a basic MMS pack here. Anything else will have to be done by people more experienced with that side of the game because I have approximately none.

When Mistral/Sundowner/Monsoon/etc
Probably never, I just got the urge to do this much after watching a forest fairy play the game and getting ideas stuck in my brain.

(No problem if people borrow stuff from this mod to make mods for them though.)

Cooler animations?
You're definitely asking the wrong person for that kind of mod.

Credits
Obviously Kojima Productions, Platinum Games, etc for making the original game we're taking assets from.

Jblade35 for the Raiden voice pack that I modified for this mod (e.g to make it audibly louder).

Iridar, Max, Musashi, and all those other fine people who made the mods that this mod relies on in order to actually work.

Mitzruti for the perk pack that I used code from for Stalk Mode.
Popular Discussions View All (2)
0
Feb 24, 2022 @ 7:54am
Localization?
My KDR is 0.5
70 Comments
Epic Dovahkiin Oct 18, 2024 @ 5:28pm 
@LJMiranda eventually you'll get a mission to save him (or he'll appear eventually in the prison break mission if you have that mod installed) and it'll fix the bug of looping between getting the sitrep that spawns raiden/sam then immediately after the next mission getting recaptured
Epic Dovahkiin Sep 23, 2024 @ 6:38pm 
ah ok cool i'll probably use gts only trainable classes in conjunction to make sure random soldiers don't spawn with it
Shaggoth (Ищезаяц) Sep 19, 2024 @ 4:17am 
There is 2 lines in each class numindesk and numforceddesk, something like that... Look at mod ini files, if you change it to 4 and 4 they'll be like regular xcom classes. Available everywhere.
You can also google xcom2 modding discord and ask there ) rn I'm on the phone and at work. But I strongly encourage you to try ini modding. Search for Stukov not-a-modd. Dude makes incredible stuff with just ini editing :) and welcome to not-a-modding
Epic Dovahkiin Sep 19, 2024 @ 1:44am 
is there a way to make another hero unit using Raiden's unique class spawn (it fits perfectly for Gray Fox)
kadra, oh..... May 2, 2024 @ 9:26pm 
why is sam causing stutter everytime he move
LJMiranda Jan 21, 2024 @ 9:54pm 
Raiden was captured by a Chosen in my Game. However, I don't see any covert operation to rescue him and the game give me a brand new Raiden in later missions I do.
QR-32 Dec 9, 2023 @ 3:17am 
bloodletter not effective ,bug?
Shaggoth (Ищезаяц) Aug 11, 2023 @ 1:29pm 
good news ) i'm changing back to ARC_Sam_Body then :]
Max Aug 11, 2023 @ 12:49pm 
I changed the archetype name of Sam's torso in his squadmate mod from "ARC_Sam_Body" to "ARC_Sam_Torso", but this mod never updated to reflect that and is still trying to call the old name, which of course leaves Sam with no torso. I'm fixing this as we speak by re-naming it back to the old name, so it should be good a few minutes after this comment's posted.
Lemon Aug 3, 2023 @ 2:47pm 
Do their swords ever upgrade? I've just got arc blades and Sam and Raiden's swords are quite weak by comparison.