XCOM 2
[WOTC] Advent Hunter Restoration (Counter Op)
57 Comments
BlackDog Jul 22, 2024 @ 12:07am 
Oh, apologies then, no issue :)
Deadput  [author] Jul 21, 2024 @ 9:54pm 
This version of the mod doesn't have LWOTC Alien Pack as a requirement, Revamp is a standalone mod that does use it though with it as a requirement.
BlackDog Jul 21, 2024 @ 3:03am 
@Deadput - Your X2Item_NewCounterOpWeapon adds the 'BD_Executioner_LW' and 'BD_LockedOn_LW' abilities from my standalone alien pack but the pack isn't listed as a dependancy. It might be better to use the executioner and lockedon abilities from the LW2PerkPack ('LW2WotC_Executioner' & 'LW2WotC_LockedOn') instead but I'll leave it up to you :)
oceansoul Apr 16, 2022 @ 8:05pm 
Yep already had the narrative in a mission, and had it pop again when I turned this back on and encountered them a few missions later. I only disabled this for finishing that one mission haven't had the crash since and didn't have it in the two campaigns before this one either.

The disabled narratives are by the same mods, with the setting settings, as the two campaigns that didn't have the crash. Possibly something got borked either when refreshing the configs for this run or when I purged and re-downloaded my entire mod folder when fixing a different (actual) problem before I began.

Overall I'm going with *shrugs* weird ♥♥♥♥ happens sometimes as the reason. The tthing was minor and easily fixed, but the report needed making in case it helps someone in the future however unlikely that is.
Deadput  [author] Apr 16, 2022 @ 5:13pm 
Unsure, if you have already encountered them it's likely that you already had their narrative voice line thing pop up.

The only thing I can think straight up outside of a bad install of the mod is using some sort of mod that disables narrative encounters not jiving with this mod.
oceansoul Apr 13, 2022 @ 7:48pm 
Just had a rather odd crash. Finished a retaliation then the game crashes when the advent propaganda should start. Tried finishing the level four different times changing soldier positions and kill order from the last turn autosave (usually fixes such things) but no dice. Looking in the logs showed it's trying to call the first Hunter encounter narrative just before it crashes, which is odd because I'm at FL8, have seen a bunch of the things before, and there were none on the mission.

Turning this off and finishing for the fifth time leads to no crash so I'm pretty positive it was that erroneous narrative call.
Soarsuun Nov 24, 2021 @ 2:44pm 
@SBLack There's a few scenario's in the game where the Force Level can jump by 2 of whatever is the current.

Retaliation Missions usually have this, certain Dark Events cause it and various mods add parameters that make it happen for various reasons.
Deadput  [author] Sep 1, 2021 @ 11:17am 
Could be, I did model the Hunter spawn weights to be based on the Advent Stunlancer since I thought they were on similar threat levels, just one is far away focused while the other is close range.
SBlack Sep 1, 2021 @ 10:43am 
Yeah, now that you say it the early Priest was weird too. I found posts on Reddit saying that there is a general chance for reinforcements to spawn at +2 FL. If I was at 2 maybe (can't remember exactly) that could have been enough to push it to 3 or 4. So that could have been it. Maybe I just got unlucky.
The vanilla pod people complain about there is usually priest + 2 stun lancers. Maybe the lancers got replaced by hunters.
Deadput  [author] Sep 1, 2021 @ 10:31am 
+SpawnDistributionLists=(ListID="DefaultFollowers", \\
SpawnDistribution[0]=(Template="AdvCounterOpM1", MinForceLevel=3,
Deadput  [author] Sep 1, 2021 @ 10:30am 
I mean you can check the Encounter Lists themselves, they do only show up at Force Level 3 on any mission type that isn't an Ambush one.

Priests shouldn't be showing up at that time either regardless, so it sounds like something is bugged there.
SBlack Sep 1, 2021 @ 3:38am 
Should these guys really appear on the first real mission seemingly as a trooper replacement? I got two jumping out of a reinforcement aircraft together with a Priest. Could maybe have their minimum force level increased to 3. Given their relatively high HP

I found the .ini setting for it so I can do it myself
Deadput  [author] Aug 27, 2021 @ 3:50pm 
Awesome to hear, thank you for the kind words.
XpanD Aug 27, 2021 @ 3:16pm 
Just finished a campaign with about 280 mods, this one included, and had no major issues! Thanks for making this, these guys fit right in and they're quite a bit of fun to shoot.
Soarsuun Jun 24, 2021 @ 3:48am 
Cool, look forward to what comes of that.
Deadput  [author] Jun 23, 2021 @ 7:59pm 
I wanted to do something like that initially but it's outside of my know-how since I think that kind of stuff requires kismet editing (aka how people create custom missions, it's on a more complicated level of modding)

To compensate I made the Hunter's spawn rate relatively high on these missions, but you gave me an idea on how I could reintroduce the Hunter Captains if my idea is possible.
Soarsuun Jun 23, 2021 @ 5:39am 
I have a suggestion here. Since they appear to be intended to show up on Covert Missions, and seem to be designed to harass the player from just rushing the extraction zone (which everyone and their mom is doing right now, making Covert Extractions super monotonous), perhaps it is an idea to force spawn one of these pre-activated on these missions. Or having a chance to.

The fact they start hunting you down as soon as the mission starts could be interesting.
Deadput  [author] Apr 2, 2021 @ 1:23pm 
This Hunter Captain mission stuff was originally an optional objective of the Covert Escape mission type, both them and the Hunters seem to have only been meant to show up on that mission type.

The optional objective was to kill the Hunter Captain (likely part of the initial dropship that now only drops normal Captains instead) which if I recall was to slow down Advent or something.

The individual enemy units along the map would of been Advent Hunters, likely meant to slow Xcom down if their overwatch heavy base game AI means anything.

So not quite the same as killing an Advent General, just an optional objective to kill the pursuer or "Hunter" as one might call them.
BroncoXeno2035 Apr 1, 2021 @ 3:58pm 
@Deadput Talk to Reality Machina, he made a mission of a similar sort to the mission type you want in the mod Additional Mission Types Redux.
DerBK has also done the asame thing with ABA Missions
Deadput  [author] Mar 30, 2021 @ 9:15am 
I would if I knew anything about the kismet (map/mission) modding side of things, it's one of the more difficult sides of modding.
Red110 Mar 30, 2021 @ 4:56am 
@Deadput i see. I also heard you want make mod what add mission where you need kill Hunter Captain, i right?
Deadput  [author] Mar 29, 2021 @ 5:03pm 
Hey @red so I did add the model for the Captain in my recently released Advent Hunter sniper rifle replacement mod.

I didn't add the unit in encounter lists tough, so it's mostly just a Skirmisher Mode + and console command unit right now.
Deadput  [author] Mar 28, 2021 @ 3:44pm 
I have updated this mod with a new model, I will also upload a new mod soon that changes the sniper rifle to the one Iridar just released and gives the Advent Hunter Captain it's model for spawning in.
Deadput  [author] Feb 1, 2021 @ 11:08am 
I don't mod anymore so not from me.

If anybody else wanted to make a new version of this guy and the Hunter Captain then their free to do so as long as credit is given.
Red110 Jan 28, 2021 @ 4:22am 
Do you planing add Hunter Captain in mod update or add him in standalone mod?
CyberGamer15 Jul 5, 2020 @ 8:56am 
@Lordhaw

I've been playing with over 400 mods myself, and the game seems to be running poorly on my end. I was just wondering what kind of mods you have, and if having simply lots of mods, or mods that are high in file size is the issue.
DaddyHammer Sep 17, 2019 @ 12:21am 
steam collection
Deadput  [author] Sep 16, 2019 @ 2:07am 
@MajorHyrican

Do you mean like a steam collection to sub to all mods at once or an actual folder to get around downloading the mods from steam?
DaddyHammer Sep 15, 2019 @ 9:15am 
@lordhaw can you make xcom folder for steam where you put all yours 427 mods inside where i can subscribe them pls :D
Deadput  [author] Aug 25, 2019 @ 1:55pm 
In the base game weapon stats ini in the game's config folder, you will be looking for Counterop.
MaCC165 Aug 25, 2019 @ 1:16am 
where do i find the weapon dmg stats to buff them?
lordhaw Aug 20, 2019 @ 8:31am 
I've really been enjoying this, though this and other recent mods you've put out are seriously causing mod creep (427 mods now...and the game still runs fine!) Really fits into the game and the Bradford dialogue when they first show up is a nice touch!
Deadput  [author] Aug 14, 2019 @ 6:17pm 
This shouldn't be the case, the model is in the mod and everything.

The Hunter Captain's are because this mod doesn't have their model implemented but I have not added them into encounter lists or anything.

Any screenshots or game logs you can post?

This mod has no requirements beyond WOTC so everything should be there and others have encountered the unit.

Maybe try unsubbing and then ressubing since it could be a corrupted download.
ctzodiac Aug 14, 2019 @ 6:07pm 
My hunters are invisible :/
Osaka Aug 13, 2019 @ 10:59pm 
I don't have mods that alter the base weapons, but I do have added a few soldier classes and alternative weapons that basically reskin the base weapons with slightly other stats such as the Mass effect weapons, and the Advent sniper's "harbinger rifle".

At one point my basegame sniper had a M-97 Viper which suddenly out of nowhere no longer had a reload option but did carry the Shadowkeeper.

Another time I had a Bruiser (custom class) with a default shardgun and the Shadowkeeper.

So while I can suspect the Shadowkeeper as a possible cause, it shouldn't, I have no clue what triggered it.

I'm almost certain that your mod didn't trigger it since the problem persisted after a complete wipe and reset to a previous stable state that didn't even involved this mod.
So it could possibly just be a coincidence with a mod update that sneaked in somehow, but since I have so many mods it's going to be difficult finding out.
Deadput  [author] Aug 13, 2019 @ 10:40pm 
I'm really sorry about the bug, I don't know what would cause it.

Been using the Advent Hunter's myself and I have not been able to replicate the bug at at.

Do you have any mods that would "heavily" alter base game weapon properties like say mods that edit sniper rifles?
Osaka Aug 13, 2019 @ 10:38pm 
Still been looking into the whole "reload bug" and I still am not sure what's causing it.
I have an insane amount of mods that could all conflict with each other somehow.

re-installing the game, resetting configs, starting a new campaign, all did nothing.

But I seem to have a stable game now. And it's also the first time in the 1000+ hours of gameplay I encountered this. The problems started after I got this mod, but didn't go away after disabling this mod, but keeping the old mods that never caused any problems, even after reinstalling the entire game and wiping any config or savegame.

Tl;Dr : It's not caused by this mod, but what did I don't know.
Deadput  [author] Aug 12, 2019 @ 8:32pm 
@Californiadreaming

Very cool to hear thank you! As a newbie modder comments like that are much appreciated.

Hope you find/make a mod list that works for you!
Californiadreaming Aug 12, 2019 @ 8:07pm 
Hey @Deadput, I just wanted to make you aware that with the cool mods you've been putting out recently, I have been moved to re-evaluate and cull my entire mod collection. I was running about 220 mods until a couple of days ago. I am now in the process of deciding what to lose and what to keep in order to work a couple of your mods in without going overboard (this mod, for example, makes me review ALL the mods which add enemies to see what I really want to keep and lose). This is taking me hours. For this, I salute you.
Deadput  [author] Aug 12, 2019 @ 3:02pm 
@Wilko

That would be interesting to use thanks, I can take a look if it's alright with you.
Wilko Aug 12, 2019 @ 12:08pm 
@Deadput - don't know if you'd be interested, but I edited the stun lancer texture to remove the shadow on the shoulder pads for a version of my medic that never saw the light of day. Let me know if you'd like it! (https://steamcommunity.com/sharedfiles/filedetails/?id=1381283744)
Deadput  [author] Aug 11, 2019 @ 5:12pm 
Hey guys take a look at this

https://steamcommunity.com/app/268500/discussions/0/2747650363453120950/

I don't know what combination of mods are affecting you but in this case there is probably nothing I can do about it.
brandonlee503 Aug 11, 2019 @ 4:04pm 
Having same issue with reload not appearing. Didn't think it had anything to do with this mod but I will check
Deadput  [author] Aug 11, 2019 @ 7:43am 
Strange, I don't see why they would effect Xcom at all, makes no sense to me.

I can investigate it later but try clearing your configs.
Osaka Aug 11, 2019 @ 6:48am 
For some reason it bugs my game. If the advent hunter appears on the map, my sniper cannot reload their rifle for some reason.
Deadput  [author] Aug 11, 2019 @ 5:30am 
Small update to the description, forgot to mention that the Advent Hunter's only require one action to fire their Sniper rifles, this was behavior that already existed for the unit it's not a change I made.

The only real additions I made were Squadsight and Longwatch as well as Dark Events to effect them.
Deadput  [author] Aug 10, 2019 @ 6:11pm 
@brandonlee503 Probably just vanilla AI wonking out, part of why I recommended ABA or ABAI, this is a vanilla scaled enemy by default so this isn't some super difficult enemy.

@Stalin's Crusade I agree that standard Sniper enemies would of been lovely

@beelzial yes you can use it with ABA or ABAI

@dmc32 your standard ai changes that ABA does, the Counter Op's had their own AI instead of simply using Stunlancer or Trooper ai
Local_DMV_Rep Aug 10, 2019 @ 3:42pm 
I was curious what these so called "CounterOps" were when I was looking through the DefaultGameData_CharacterStats. This is interesting. I wonder why didn't they make it into the final product? The game could use more sniper enemies.
brandonlee503 Aug 10, 2019 @ 2:00pm 
They seem to not take cover
The Xennial Aug 10, 2019 @ 1:12pm 
Very cool, nice work! Will use it in my next playthrough. And I could use it together with ABA right?