XCOM 2
Playable XCOM 2 Aliens For LWOTC
528 Comments
haastylecat13 Aug 21 @ 1:48pm 
Hey all. So I just started using this mod with tedjam for my next play through. I had a question and I dunno if anyone has broached this yet. With the reverse engineered trooper armors your troops get the "deception" perk IE slightly smaller detection radius. Wouldn't it make sense that the troops from this mod would also get that perk passively? I've been digging into the ini files but have yet to string it all together to do this. Just wondered if anyone had any suggestions on how this might be done or if it has been done and I'm just using the wrong words in my searches for it.
I dunno of people would consider it OP, but if I send a group on a covert mission it might allow some interesting options for ambushes and or blending into the troops on missions I was thinking if I took a whole squad of just aliens... just a thought.
neur0n23 Aug 7 @ 2:29pm 
I would really like to try this but some requirements (like [WOTC] Sensible Mission Penalties and [WotC] No Unconscious AI mention potential issues when activated.

Since I run a highly customized LWOTC Campaign I want to avoid additional issues where possible.

Any chance this would work without those ?
Exotype V Jun 24 @ 4:08am 
Do i need to have all the required mods for Shadow ops for this to work? They either conflict or are deprecated.
Big Brother Max Jun 11 @ 5:49pm 
Wait are there all the base Advent and aliens? What about the robot? Also the Mouton Harrier and some of the other are missing is there something for fixing that?
Gerarderloper Jun 4 @ 6:21am 
I couldn't get the game to load with this mod, then I notice people saying it doesn't work with "Memory Allocation DLL", how odd. Ell well, maybe next time.
iMPERIALWOLF Apr 6 @ 10:47pm 
Hello @Kiruka I seem to have a bug with this mod, for some reason whenever I recruit an alien from the armory the alien model does not appear nor can I give them weapons, is there a thing I need to do to make the mod work on its own?
DuneSiege Mar 18 @ 8:29pm 
Is there any way we could get a compatibility patch for Allies Unknown: Viper Species Redux? Currently the only thing that breaks when the two mods are together is this mod's Viper's bind causing a ctd
GODofGREECE Mar 14 @ 11:03am 
prowler is invisible and this mod breaks my game, i cant rescue ANY of the aliens in a rescue mission. it just doesnt register and my guys stand next to the alien and it doesnt prompt the rescue
Passa281 Feb 9 @ 3:34am 
MUTON PROWLER is invisible and can't do anything.
ALEX Jan 27 @ 2:02pm 
don't play with this mod and its submods it's broken
mfitz1970 Jan 23 @ 2:59am 
Heads up I figured out where the problem is with this Mod you can free aliens as long as they are not in a building. If they are in a truck you'll have no problem freeing them but in buildings they don't want to move and it doesn't matter what type of alien it is., so that is where the bug is in the mod.
mfitz1970 Jan 20 @ 5:25pm 
I have come across a issue with rescue missions. When it comes to rescuing a snake unit the game never lets me free them I had all my units around one in my last mission and the circle remained around him and I couldn't evac this has happen 2 other times. Is this a bug and if so how do I fix it? As mentioned I have been able to free other aliens just not the snakke
Coqui Argento Jan 4 @ 10:29pm 
So I recruited a muton (muton hunter) and he is *fucked*. He's entirely invisible and just isn't allowed to perform any action in a mission. I recruited him through AU's "Recruit non-humans" tab. I'll note that re-enabling Viper Class Overhaul did nothing so it doesn't have anything to do with this. I either got really unlucky or, most probably, recruiting this mod's aliens through that tab is a bad idea.
Coqui Argento Jan 4 @ 1:36pm 
It seems it is possible to just not load Viper Class Overhaul and have AU:Vipers installed. I already had a viper (sidewinder) soldier from this mod and after doing that nothing seems to have broken. I'll test it further and post my findings for whoever also wants to have their snek girls be able to be customized plus all the other bonuses AU:Vipers provides.
Coqui Argento Jan 3 @ 10:05pm 
Yup. The tradeoff for better viper classes and being able to use the viper rifle at all is a complete lack of customization. A real shame.
Coqui Argento Jan 3 @ 9:18pm 
What about Allies Unknown? I'm gonna do a new campaign anyway after switching from AU: Vipers to see how it plays out but it'd be helpful to have it in the description. What I'm fearing most right now is that the nice (albeit limited) customization from AU will be gone.
Lord Gecko Nov 8, 2024 @ 3:52pm 
"For all aliens, you can activate skins via a unit's character info screen by clicking the "New Costume" button. Appearance does not auto refresh, so you will have to tab to the next unit and tab back to see what you got. (If it keeps randomly selecting a skin each time you see the unit, just click the button again. The costume is based on gender, so if the gender says male, it will be stable no matter what.)

it was a feature in The Dreamers LW2 playable aliens mod and was wondering if the same could be implemented here?
LeyShade Oct 30, 2024 @ 5:45am 
@Mr.Nuke - Has as been previously explained, this is an issue with the amalgamation configuration, specifically within the proficiences used. Double so if you're using LWOTC, a bunch of mods not compatible with LWOTC, and/or mods that may not be compatible with each other.

This was originally answered here . You can also check the Community Pack 's version of SavItems or Amalgam to ensure their configuration is carrying the latest formatting updates, ensuring no lingering bugs that contribute to load times.

The current Community Pack's average load time is 4 minutes without amalgam, and 13 minutes with it (with the optimised AML O+E variant of Amalgam). Take that as you will.
Mr.Nuke Oct 29, 2024 @ 1:46pm 
It's not a boot failure per se but a glacial boot. I'm investigating it now but I know it's related to amalgamation specs. Thanks Rusty!
RustyDios Oct 20, 2024 @ 3:33pm 
no.. Savage Items I think ... but that won't be the cause of your crash, it's just the last 'good' thing noted in the log.

A game not booting is normally due to one of these factors;
- missing DLC/required mods for a mod
- trying to use a vanilla-only mod in wotc

Check your mod list :)
Mr.Nuke Oct 20, 2024 @ 3:00pm 
My game won't boot. It's hanging at ScriptLog: GatecrasherAlien: InstallNewCampaign
[1185.60] ScriptLog: HasAmodMedicalSlot called
[1185.60] ScriptLog: HasAmodSlot called is that from this mod??
bazikZrazik Oct 19, 2024 @ 1:20am 
for anyone trying to add just this mod - disable the 3 mods in question, deprecated promotion, lw2 classes and perks, lw2 secondary weapons.
bazikZrazik Oct 18, 2024 @ 10:25pm 
@Gebet not what the description says. i dont know much, but i do know i DONT want modjam
Komissar Gebet Oct 18, 2024 @ 4:52pm 
@bazik

You need ModJam by Kiruka or its analogues
bazikZrazik Oct 18, 2024 @ 12:18pm 
dependencies are out of date. deprecated promotion screen, some abilities that lwotc doesnt want to start with
Ulterior The Panzie Oct 13, 2024 @ 10:14pm 
Can we use the LWOTC mod from steam which is more current in terms of updates or do we HAVE to use the one from Nexus?
HellSpoon Oct 10, 2024 @ 9:12pm 
This is my main reason for playing lwotc
Oniwabanshu Oct 10, 2024 @ 12:08am 
The best part of playing long war of the chosen is being able to use this mod.
Komissar Gebet Sep 15, 2024 @ 11:01pm 
"any fix for this to work with "Memory Allocation DLL"?
game wont start with this mod and Memory Allocation DLL"

So this is why I can't get it working...
Jonyx2 Sep 3, 2024 @ 4:13pm 
Looks like all vipers has small animation issue, right before the fire, or poison spit or some other action, they have animation of readying up grenade for half a second
Also, not related to this bug probably, but vipers dont angle their weapon when firing on targets that are below or above
Dunno if its because of some mod conflicts that are not listed here or something else
Henchman Dave Aug 27, 2024 @ 3:02am 
anyone know a way to get the fixed grenade throwing animations for the Muton and Andromedon?
Mrkillerhomer_xD Jun 25, 2024 @ 1:33pm 
any fix for this to work with "Memory Allocation DLL"?
game wont start with this mod and Memory Allocation DLL
sectraldestroyer999 Jun 24, 2024 @ 9:42am 
Why don't my soldier rank up anymore?
Or use secondary slots?
Or even utilities?
Moose Jun 17, 2024 @ 8:03am 
This mod is amazing, fighting against The Elders with other aliens feels right. my favourite so far is the Berserker; the abilities and animations make you feel like you're controlling The Hulk.
Climbing buildings, scaring units, charging through walls and smashing Advent Troops looks and feels great.
RustyDios Jun 14, 2024 @ 5:42am 
You might need the Custom Soldiers Evac Zone fix mod
flodoomable Jun 13, 2024 @ 12:12am 
I noticed a peculiar thing that had me redo two chosen stronghold.

Apparently aliens on your team (Not mind controlled, actually selected squadmembers) cannot cross the gateway.
I took my spark, shinobi, Viper, Sidewinder and Sectoid and barged through the Assassins stronghold, but when I placed them all in the box for the gate to the inner sanctum it listed them as soldiers not in the évac' zone.
Moving them in and out did nothing to change that. Upon activating the gate I got the message 'soldiers sent back to the avenger' and only the shinobi and the spark where left to fight the assassin.

Can confirm the same happened for the Chosen Warlock.
Leokosta Jun 10, 2024 @ 6:24am 
Just received a reply from from Mrvecz on Discord:

Known issue, you can fix it yourself in like 10 seconds
if you are playing with my expanded playable aliens then that has the fix included, but you can just add it yourself given its simple, few config lines
+CHANGE_TEMPLATE = (TEMPLATE = "PA_SidewinderGun", INVENTORY_IMAGE = "img:///LWSidewinderSMG.LWBeamSMG_Common")
+CHANGE_TEMPLATE = (TEMPLATE = "PA_SidewinderGunLaser", INVENTORY_IMAGE = "img:///LWSidewinderSMG.LWBeamSMG_Common")
+CHANGE_TEMPLATE = (TEMPLATE = "PA_SidewinderGunMagnetic", INVENTORY_IMAGE = "img:///LWSidewinderSMG.LWBeamSMG_Common")
+CHANGE_TEMPLATE = (TEMPLATE = "PA_SidewinderGunCoil", INVENTORY_IMAGE = "img:///LWSidewinderSMG.LWBeamSMG_Common")
+CHANGE_TEMPLATE = (TEMPLATE = "PA_SidewinderGunBeam", INVENTORY_IMAGE = "img:///LWSidewinderSMG.LWBeamSMG_Common")
Add these lines to the Playable Aliens, to the config file XComWeaponSkinReplacer
Leokosta Jun 10, 2024 @ 6:00am 
Hi. Just testing, and get missing icons for Sidewinder guns. The other mods I have that could affect would be maybe Playable XCOM 2 Aliens - Viper Class Overhaul or Allies Unknown: War of the Chosen Edition ? Disabling them dont get the icons. On Discord, there was a post , on releases, that says it fixes this issue, but the mod is not to be found. (https://steamcommunity.com/sharedfiles/filedetails/?id=3259267450 - Playable XCOM2 Aliens for LWOTC Redux ).
RustyDios May 30, 2024 @ 8:43am 
new one only ... LWotC
... its not for LW2 (vanilla, non dlc version)
MASTER-CHEEKS-117 May 30, 2024 @ 8:28am 
does anyone know if this works with the new long war mod or do i have to use the old one
Zeph Apr 20, 2024 @ 8:04am 
idiot
WipVanRinkle Apr 19, 2024 @ 5:48pm 
drome dome andromedons and flame viper would fit great here.
attiladuran123 Mar 23, 2024 @ 11:41am 
@gravyjones

I fixed it with replacing all the skills from others pack ( Long War - Wotc )
And the Extra perk pack ( From Favid )
attiladuran123 Mar 23, 2024 @ 11:38am 
Hi ther , I don't know if it supposed to be here , but can anyone help me set up the WSR for the Weapons - Armor to make them squad upgrade ?

I tried in multiple ways but can't get it working
gravyjones Feb 10, 2024 @ 1:28am 
@Intercalation if you are talking about broken/truncated skill trees, I fixed mine by removing any other 'playable alien' stuff and -only- use this one and its reqs.
Chasethegreatgraywizard Feb 9, 2024 @ 11:13pm 
Hybrids from Machinas non skirmisher hybrids would be a glorious addition...
Firecode Feb 5, 2024 @ 2:14pm 
When I run this mod, I occasionally get an error when I launch the game telling me that it crashed. Specifically that its accessing bad memory or something. Am I loading the mods in the wrong order or something? Its not consistent with the mod, sometimes I can get in and play for a few missions, but whenever I deactivate the mod it runs perfectly fine.
Intercalation Jan 30, 2024 @ 12:06pm 
@KillerKing2900 all muton variants except the normal muton will not work if you don't subscribe to the mods they are from, since playable aliens does not have their models and animations in it, so yeah they will be broken.
Void_DM Jan 28, 2024 @ 12:06am 
So idk if it's that I don't have the normal Muton Hunter mod in my load order but the ones that are playable don't work and there models won't even load so they're physically not useable but they also break my game if I don't notice they're in a squad and my mission gets stuck cause they can't move or do anything so even if I complete the mission I can't finish extract cause of the remaining stuck Muton Hunter that's broken. Should I just subscribe to the Muton Hunter mod and see if that fixes it?
gravyjones Jan 21, 2024 @ 9:53pm 
anyone have a fix for broken/partial skill trees? I see names for three rows on the Andromedon tree, but I only have the top two, except the final ability for max rank on said third row.