XCOM 2
[WOTC] MOCX Customizer+
259 Comments
FearTheBunnies  [author] Jun 1 @ 5:12pm 
That should just be the regular character pool screen when editing a character from the main menu.
Wrath Jun 1 @ 1:30pm 
@FearTheBunnies I mean the menu on the second picture of your mod presentation " Can appear as ... "
I don't have this
FearTheBunnies  [author] Jun 1 @ 12:37pm 
@Wrath This mod does not expose its configs through MCM UI menus. Instead you will have to edit the .ini files manually through config edits.
Wrath Jun 1 @ 11:37am 
Oh okay guys thanks ! I have installed it but I can't find the menus with the "dark vip" options, where is it exactly?
FearTheBunnies  [author] May 31 @ 10:18am 
@Wrath This mod contains bug fixes and enhancements for the way MOCX loads character pool cosmetics for the enemies it creates. As @Soul said, base MOCX always allowed capture of MOCX soldiers. This mod has enhanced logic for other mod to mod support as well enhanced logic around what kind of reward soldier class is given to XCOM after capturing MOCX enemies.

Overall, this mod is a companion to the base MOCX mod and is required to support the MOCX Phantom enemy units due to hard coded hero unit logic from the base mod this mod expands upon.
Soul May 31 @ 6:22am 
It let you apply appearances you made to the mocx guys that show up to fight you yeah.
The base mod already let you recruit them by capturing them.
Wrath May 30 @ 9:22pm 
Did I understand what this mod do correctly ? (sorry Im french)

It is a mod to configure the apparence of the HOSTILE MOCX squads we fight in sitereps right?
Not a mod for RECRUITING MOCX (wich would be 100 times less good of a mod than the previous option)
FearTheBunnies  [author] May 13 @ 11:50am 
Glad it worked out for you.
Dio Brando May 13 @ 6:30am 
@FearTheBunnies Nah I am using EXALT AND MOCX Customizer at the same time. They were part of the collection among other mods that Ive downloaded from the workshop. Strangely enough my problem fixed itself when I added exalt outfits was was dependency for Exalt mod but for some reason wasnt the part of the collection. After that everything came back to norm after several battles enemy faction again started using my cp pool and also ability to capture them has returned
FearTheBunnies  [author] May 11 @ 9:04am 
@Dio Brando I assume before this you were using just base MOCX, and now you have the Customizer+ mod. As Dragon32 says you will need to edit the rules for this mod now instead of the rules for base MOCX as this mod tweaks everything related to how MOCX units are spawned.

The config file should document everything you need to know about how to tweak the spawn rules.

As to the capture price, this mod also tweaks the capture mechanics too, so if you had custom rules in base MOCX you will need to explore this mod's configs and make sure they align with your expectations, tweaking them as necessary.

If you get stuck, reply here and I will try to help as best I can.
Dragon32 May 10 @ 8:27am 
@Dio Brando
For the first: read and edit, if needed, this mod's XComDarkXCom.ini

https://old.reddit.com/r/xcom2mods/wiki/wotc_modding/mod_folder
Dio Brando May 10 @ 4:50am 
During my playthrough suddenly mocx agents started to appear as random even though before they were using cp pool characters. Ive seen that in FAQ there is answer for this issue, but can anyone elaborate what exactly does it mean - Verify that bForceCharacterPoolClass flag is off to pull all CP units? What do I need to do and where?
Also I've noticed that with this issue second problem had appeared - for some reason now I cant capture mocx agents doesnt matter if use fulton mod or simply carry them to the extraction point. If anyone had similiar issues please tell me is ther any way to fix this?
FearTheBunnies  [author] May 3 @ 6:14am 
@Corrosion Could you elaborate a little please? Explain your idea to me and I can help give the right config for what you are wanting to do, but at the moment it is too vague to give you a firm answer.
Corrosion May 2 @ 8:54pm 
How do I make it so they get selected as specific characters in the character pool?
FearTheBunnies  [author] Apr 15 @ 11:14am 
Not easily. There are some mods out there such as Iridar's Advent Arsenal that may give guidance in how to do it yourself. I know the MOCX As ADVENT Division tweaks what guns they have as well.
sushigirl Apr 15 @ 11:11am 
Is there a way so we can give MOCX custom guns?

Like instead of using the vanilla guns, i can give them AKs, M4s, etc..
FearTheBunnies  [author] Mar 25 @ 6:18am 
@Medicman Short answer "No."

Long answer, there is one way you can cheat by creating random units in your character pool which are the source units for MOCX, name them the way you want them named, assign them base game classes, and then turn on the option for "bForceCharacterPoolClass" which would then require MOCX classes to find characters with the "right" class from the CP and use them (but if they run out then they will start generating randoms which will go back to the standard naming convention.
Medicman Mar 24 @ 11:15pm 
is there a way that they show up as their class name rather then a random gen name?
FearTheBunnies  [author] Dec 4, 2024 @ 10:34am 
@Chaos I just pushed up adding that line of code to Customizer+'s overrides of that logic, so let me know if it fixes it for you.
Chaos Dec 3, 2024 @ 11:51am 
@FearTheBunnies
I've recompiled it in ModBuddy.

So in original core mod in XComDownloadableContentInfo_DarkXCOM.uc I've uncommented those lines:
//NewSoldierState.AddComponentObject(InfoState);

and then
In this mod file XComGameState_HeadquartersDarkXCOM_Override.uc in line ~177 near this line StartState.AddStateObject(InfoState);
added this
NewSoldierState.AddComponentObject(InfoState);
after that it started to work and soldiers didn't desapear after mission
but there is warning and error in logs after adding this line

Warning: Failed to find owning object with ID 1415 for game state component XComGameState_Unit_DarkXComInfo_Override_260

Error: Redscreen: Failed to find owning object with ID 1415 for game state component XComGameState_Unit_DarkXComInfo_Override_640
FearTheBunnies  [author] Dec 2, 2024 @ 2:26pm 
@Chaos I am trying to understand your proposed fix: The code change you made, what file did you edit, and how did you edit it? Was it a change in a .u file under the Scripts folder of this mod? A .uc file under the Src folder? Did you recompile the entire mod using ModBuddy/Visual Studio Code after making the change?

The reason I ask, is that if your change was to a .uc file in the Src folder without doing a recompile of the entire project, then your change literally did nothing, and the mod running during before change and after change were literally identical to each other.

Also, which file and line number did you touch, so that I can look deeper at it? And, could you drop the warning from the log file as well?
Chaos Dec 2, 2024 @ 11:11am 
@RustyDios
Tried with latest LWotC
RustyDios Dec 2, 2024 @ 10:47am 
That sounds like LWotC's built-in Tactical state Cleaner is still removing/resetting the MOCX Barracks/units .. I thought Tedster had fixed that issue long ago ... are you sure your LWotC is up to date?
Chaos Dec 2, 2024 @ 10:40am 
@FearTheBunnies
In LWOTC I can see mocx soldiers in UFOpedia Bestiary screen. But after any first mission (even without mocx) all mocx soldiers disappear and not working correctly, there were some logs that soldiers can't be resolved by ObjectId. I've found in mocx initiative sources such lines which was creating soldiers:
//NewSoldierState.AddComponentObject(InfoState);
StartState.AddStateObject(InfoState);
I've uncommented this line 'NewSoldierState.AddComponentObject(InfoState);' and after it it started to work with LWOTC (only some warning appeared in logs, but for some reason it worked fine). If this warning doesn't have any side effects then it would be nice to add to this mod to fix for LWOTC.

Also as an option it would be very nice to have such option in config 'minBaracksMocxSoldiersCount', and before/after each mission to forcibly add soldiers to keep this minimum amount and never run out of mocx soldiers in baracks if they were killed
FearTheBunnies  [author] Nov 25, 2024 @ 5:02pm 
@Legion For the setup you want, I would recommend:

bUseCharacterPoolClass = true
bForceCharacterPoolClass = false
bRookiesAreWildcardClass = true
bUseCharacterPoolAppearance = true
bUseCharacterPoolOnly = true
bUseRandomRolls = false
bUseSoldiers = true
bUseDarkVIPs = false
RustyDios Nov 25, 2024 @ 12:45pm 
MOCX pulls DarkVIPs from the pool, not normal soldiers.
Legion Nov 25, 2024 @ 9:00am 
Probably not the place to ask but might as well try anyways - I want to have MOCX pull exclusively from the character pool I have since it's a couple hundred units strong at this point and I think it'd be cool to have my current squads go up against the best of the best. Trouble is, MOCX is still using randomly generated units despite going into the settings and ticking all the boxes for it not to. Tagged as Soliders only, Randomly generated set to 0%, the works. I have the in-game character pool set to Pool Only and using Recruits Conserve Character Pool so they aren't all ending up as recruits that get ignored. Is there something I'm missing here?
FearTheBunnies  [author] Nov 10, 2024 @ 5:25am 
The simplest way is to remove the counterpart class from the Dark Class definition. That will force MOCX to roll a random class for the reward soldier. If you want something more comprehensive, you would have to add the Amal class triplets manually for all of the Amal classes you want as rewards.
Oniwabanshu Nov 9, 2024 @ 12:17pm 
How can you make it work with amalgamation?
Soul Oct 26, 2024 @ 8:45am 
Man I can tell you that sometime,even when no evac is called,they can evac at bleed turn 3 or 2,which is kinda weird so I do assume its just wonky. When they called evac before hand I get it,but those moment when they didn't and still do it anyway a turn or 2 later is just oof.
But well if not possible I'll just keep dealing with it,its not gamebreaking or anythin but tad annoying lmao
FearTheBunnies  [author] Oct 25, 2024 @ 8:36pm 
The evac on bleedout in my experience usually happens when their timer hits 1 turn remaining unless they called for evac the turn before you put them into bleedout.
Soul Oct 25, 2024 @ 4:57pm 
Hey,just to say nice on the bleeding,that one is actually working pretty well.
One thing I was wondering,is there a way to make it so that when they bleed out they get one turn cooldown on the evac? Like,most of the time when they bleed out you have 1 turn after it to get to them and evac them if you have a fulton,Cause when their turn come they just insta dip,kind annoying,would be nice of them to at least bleed 2 of the 4 turns before just escaping.
Haydern Sep 30, 2024 @ 6:58pm 
Works with project dollhouse?
Soul Sep 20, 2024 @ 3:50pm 
Aight,thx for the infos
FearTheBunnies  [author] Sep 20, 2024 @ 1:49pm 
@Soul The restriction is off by default. Certain non-standard character types I added potential future-forward support for, but until someone else makes an enemy pack for MOCX that creates those units, they are not available.
Soul Sep 20, 2024 @ 1:41pm 
Also just saw there was a proxian option in there,is it something I can enable so they show up with this mod,or its smth I should do in the initiative one?
Soul Sep 20, 2024 @ 1:37pm 
So checking the update,it say it add support to restrict,can I remove that or is it off by default? I like being able to get more heroes this way.
Soul Jun 22, 2024 @ 9:27pm 
yeah twas the first time since I had the mod,and I've had it for like 4 months,so it took me by surprise lol.
But I got another group after and it was only my pool again so yeah I'll just chunk it as "the mocx get quirky at night" and assume its just a mini hiccup
Will say if it happen again on campaign start or smth.
FearTheBunnies  [author] Jun 22, 2024 @ 8:11pm 
Maybe? MOCX can be... finicky... at times. If it consistently happens we can dig deeper into it. If it is only once in a while then my best advice would just grin and bear it and kill the rando.
Soul Jun 22, 2024 @ 4:18pm 
Can that happen even if its the very first time I encounter moxc this campaign? I have like 250 chars in my pool,and like 45 used if I count the soldiers/engi/scientist in my avenger.Also using rebellious.
FearTheBunnies  [author] Jun 22, 2024 @ 3:32pm 
No, that mod does not touch MOCX at all. It could be that the barracks for MOCX ran out of soldiers during the current in-game month and had not received reinforcements yet, so they will use randoms to fill the deployed squad.
Soul Jun 22, 2024 @ 2:59pm 
Hmm just a random guess,but I used "disable old war hero" mod and right after that,my mocx had 1 random dude in the team,which never happened before.
Just wanna know if its smth related between those 2 mods that you'd know of
FearTheBunnies  [author] May 18, 2024 @ 10:12am 
I just confirmed. The fix is in the Beta/Experimental build of LWotC but not in the stable release.
FearTheBunnies  [author] May 18, 2024 @ 5:14am 
Tedster did a lot of work to get compatibility working. I believe MOCX behaves with LWOTC or ModJam (not sure which).
chompythedinosaur May 17, 2024 @ 9:24pm 
Has anyone been able to get this working with LWOTC? I adore MOCX Customization and LWOTC and would love to have them both in one game. None of the config options I've tried has gotten them to spawn as anything but generics or ADVENT soldiers.
HKR31 May 2, 2024 @ 6:30am 
Ok
Thank you
FearTheBunnies  [author] May 2, 2024 @ 5:56am 
Ish. If you set that flag it will use EXALT nationality but if you want the targeting icons you need to use the MOCX as EXALT mod.
HKR31 May 2, 2024 @ 5:46am 
I'm not using the exalt mod but i would like to use the icons in exalt
If i set
bForceMocxSpawnAsExalt = true
will it change the nationality, name and icons also to exalt?
FearTheBunnies  [author] May 1, 2024 @ 4:50pm 
Cusomizer+ is configured so that when using RPGO the reward soldier will always be of the UniversalSoldier type and you will build them in the Barracks like normal.
HKR31 May 1, 2024 @ 1:00pm 
For example i made a specific character and gave him biotic class
will it show up?
I don't see the Psionic class option