XCOM 2
M.E.M.E.B.O.T.S.
69 Comments
RustyDios  [author] Jun 1 @ 9:56am 
You can simply comment out the sitrep in the configs so it never gets added to the pool
PhilipFryJunior May 31 @ 4:13pm 
I love the style of crafting a beacon, then having a friendly neighbourhood droid. But I want to deactivate the sitrep part. Is it possible to find guidance here?
PhilipFryJunior May 29 @ 3:20pm 
Hi, I'm playing a campaign with Proficiency Class Pack, CI, and Additional Mission Types Redux. I had an infiltration mission with the objective of recovering resistance operative with memebot sitrep, but there was no droid. Only a Faction soldier and some resistance soldiers. The sitrep came from overinfiltrating. I looked the memebot mod's .ini files but couldn't pinpoint the issue. Any ideas to fix it?
MrCloista  [author] Mar 15 @ 11:59am 
Infact, there are already buildable Droids in other mods.
MrCloista  [author] Mar 15 @ 2:55am 
Use Mitzruti's Droid Trooper mod, it's what I used as the base. The colouring etc I want to keep exclusively to this mod as it is meant as a tribute to the members of the management of the MEME discord.
Dęąth Viper Mar 14 @ 10:20pm 
Do you guys mind if I use the assets from this mod and turn them into buildable robotic soldier units?
MrCloista  [author] Nov 26, 2024 @ 2:25pm 
I run amalgamation + memebots and don't have the problem, so no it's something else conflicting with it.
Skarsatai 2.0 Nov 26, 2024 @ 7:51am 
Yes ability to Slot is in use. I was sure it was with amalgamation. But turned out I was wrong. After binary research it is meme. Looks like its the one in a thousand Case.
MrCloista  [author] Nov 26, 2024 @ 12:24am 
Must be a .od conflict somewhere as I don't get this issue myself and this mod doesn't touch Launch Grenade or anything like that. Are you using Ability To Slot ReAssignment? Part of the reason I moved Abizi-bot away from the Grenade Launcher is atsr issues when using Amalgamation
Skarsatai 2.0 Nov 25, 2024 @ 11:09pm 
Since last update from 07. nov I found a glitch with meme. I can reproduce it on my site but must not be the case for others. With meme activated, all grenadier classes with grenade launcher lose in tactical the use of grenades, they are not shown anymore. Maybe interesting for those to know if there are more with this error. I have to switch it off for now to play on.
WipVanRinkle Sep 3, 2024 @ 5:02am 
thank you!!
MrCloista  [author] Sep 3, 2024 @ 4:39am 
No, nor is it wanted. Plus you'd have an issue where memebots fall off hard in the late game. However if you are so inclined as to use console commands, AICALLREINFORCEMENTS memebot_all would suit your needs 😉
WipVanRinkle Sep 3, 2024 @ 4:25am 
Is a bridge between this and buildable units by Kiruka possible? id love to deploy a full "power rangers" team lol.
MrCloista  [author] Sep 2, 2024 @ 12:09pm 
@WipVanRinkle he must have picked up loot from a loot drop as they shouldn't come with loot themselves. happy you're enjoying the mod :)
WipVanRinkle Sep 2, 2024 @ 3:51am 
i love this mod, red bot came as backup, fought like a champ, died, dropped loot, gave me an elite suppressor.
Rtma Eros Paragon Aug 9, 2024 @ 7:13am 
Just reporting it how I experience and tested it, looks like I have to dive further to see what is causing this issue for me... thanks btw.
MrCloista  [author] Aug 8, 2024 @ 12:13pm 
@Rtma Eros Paragon this mod makes absolutely no changes to weaponry at all.
Rtma Eros Paragon Aug 8, 2024 @ 5:52am 
I like this mod but I got a bug to report, I have troubleshooted a list of new mods and found this mod for some reason causing my dual pistol class (Akimbo) primary pistol slot to be stuck on conventional tier, anyone else can confirm this?
MrCloista  [author] Feb 4, 2024 @ 6:10pm 
Thanks for the compliment. It's an interesting suggestion, must admit it's not one I'd actually considered, but could make an interesting future project.
jonboy Feb 3, 2024 @ 9:28pm 
Any thoughts to expand M.E.M.E.B.O.T.S. as the tactical part of a MEME Team Faction? I can imagine it's a lot of hard work but all the 'bots' (you guys) are pretty amazing mod contributors and it would help to contextualise how they fit into the XCOM world.
MrCloista  [author] Jul 1, 2023 @ 12:27pm 
I'll update the configs when I am next home which should sort the issue out.
RustyDios  [author] Jul 1, 2023 @ 7:25am 
This may be due to the new UFOpedia update ....
Please check the MEMEBOTS config header is correct;

[WOTC_UFOPedia.XComGameState_HeadquartersBestiary]
>>> should be >>>
[WOTC_UFOPedia.X2DownloadableContentInfo_WOTC_UFOPedia]
SgtoPereira>>> Jul 1, 2023 @ 7:13am 
Hello. I'm having the same issue with the bot not showing up in UFO Pedia. I'm looking at the enemies part in UFO Pedia and I also started a new campaign, after having uninstalled both Mods (yours and UFO Pedia) but the problem persists. I don't know if it would have something related, but I recently installed 3 new Mods: [WOTC] Raider Relations, Raider Faction Bases, [WOTC] Full Shadow Report. I also have close to 600 Mods installed, but even with so many Mods, until about two weeks ago everything was fine with your Mod and UFO Pedia. Enjoying: fantastic job, thank you very much!
silverleaf1 Jun 27, 2023 @ 6:08am 
@MrCloista And I for one appreciate that. I appreciate the work done in the modding community.
MrCloista  [author] Jun 27, 2023 @ 3:57am 
Yea like Rusty I try to expose as much to config as possible.
silverleaf1 Jun 26, 2023 @ 11:26pm 
@MrCloista The cooldown works great on any missions that are timed. I really never thought of getting a full set but in covert infiltration these, especially in number, make all the difference in ambush missions, especially when dealing with significant numbers of andromedans. I looked at the config and noticed that the cooldown can be edited which is one way to deal with the issue of more than one unit.
MrCloista  [author] Jun 26, 2023 @ 3:09pm 
@silverleaf1 there's a cooldown for a reason, plus the randomness means it is pretty impossible to get the full set on 1 mission, that's enough of a limit for me
silverleaf1 Jun 26, 2023 @ 2:38pm 
@MrCloista Perhaps a limit on the number of these units that can summoned in a mission would be a welcome option. On untimed missions it is easy to get enough of these to overwhelm Advent. Of course players can just limit themselves.
Kinsect Jun 19, 2023 @ 4:10pm 
Enemy Screening
MrCloista  [author] Jun 19, 2023 @ 2:27pm 
@kinsect which part of the Bestiary are you looking in? They show up in the Enemy Screening, not in the X-Com Screening
Kinsect Jun 19, 2023 @ 2:10pm 
I did that and started a new campaign and they still haven't showed up in UFOPedia
MrCloista  [author] Jun 18, 2023 @ 7:58pm 
@kinsect make sure you are running the most up to date version of both mods by unsub/resubbing
Kinsect Jun 18, 2023 @ 9:18am 
ok I'm running into a weird bug with the bot's not showing up in UFOpedia
silverleaf1 Apr 26, 2023 @ 6:20pm 
@MrCloista PsiGate. That makes sense. These units fit into Covert Infiltration campaigns very well. Thanks for the answer.
MrCloista  [author] Apr 26, 2023 @ 5:55pm 
Consider that they arrive via a PsiGate, so physical location access limitations (eg there being a roof they can't drop through jumping from an ATT) do not apply. There are no plans at all to limit access by location, and to be honest I'm not even sure how that would be possible anyway.
silverleaf1 Apr 25, 2023 @ 10:15pm 
@MrCloista First let me state how much I love this mod. I play with Covert Infiltration and these robots are very welcome on ambush and supply crate missions. There are some options that some might like for this mod. 1. Inability to summon them on underground missions 2. Inability to summon them on story line missions. 3. Inability to summon them on consecutive missions. I realize that it is possible for players to just impose these rules themselves but in the case of some missions it seems odd for reinforcements to arrive, like when underground on the final mission, underwater.
MrCloista  [author] Apr 9, 2023 @ 12:32pm 
It's a quirk of how reinforcement units are handled I think, you have to bare in mind as standard the only teams reinforcements spawn in on are ADVENT and Lost, so it being a different team may be what's throwing it off.
Phillip Apr 9, 2023 @ 7:12am 
Yeah I've also encountered that, though the rate of which it fixes itself is a bit inconsistent. Sometimes it'll fix right away, other times it remains that way for the rest of the mission.
MrCloista  [author] Apr 8, 2023 @ 6:32pm 
@silverleaf1 it 'should' only happen on their first turn, but yes it's something i noted in testing and not something i worked out how to fix. I do find most of the time it fixes itself on subsequent turns.
silverleaf1 Apr 8, 2023 @ 6:21pm 
@MrCloista I often have to complete all actions with regular soldiers before I can take actions with these units. Am I correct in assuming this is not intended?
Phillip Apr 6, 2023 @ 8:00pm 
Ah alright, must have missed that, my bad. Well, it ain't really a game breaking issue, just something I noticed.
MrCloista  [author] Apr 6, 2023 @ 7:54pm 
@Phillip I'm aware, it's listed in the Known Issues. Unfortunately I've so far been unable to fix this issue.
Phillip Apr 6, 2023 @ 7:38pm 
@MrCloista I noticed something while using the bots. Had some in a mission and reinforcements were on route. When they showed up, it showed one of the support bots as part of the reinforcement pod. The bot wasn't actually apart of the pod upon their turn, but it showed as if they were apart of the enemy team.
silverleaf1 Apr 5, 2023 @ 7:15am 
@MrCloista I kind of assumed that they would not function as regular soldiers but I always like to see what is possible. Thanks for making these guys. This mod is among my must have mods. The codex autopsy is now a lot more important.
MrCloista  [author] Apr 5, 2023 @ 6:42am 
@silverleaf1 I assume that is also because of the answer to question 2 - they are set to be unable to interact as well If I recall correctly. Which makes sense for their role - they are Tactical Support Bots, not fully fledged soldiers.
silverleaf1 Apr 5, 2023 @ 1:50am 
@MrCloista I love these units. As far as question one below goes, I found the answer is no.
silverleaf1 Apr 4, 2023 @ 8:52pm 
@MrCloista Comment and two questions: This mod is as Forrest Gump would say like a box of chocolates; you never know what you are going to get. Q1: Will these units if summoned in the first part of a stronghold mission be able to go to the second part of the mission? Q2: Can these units interact with items like what you get from story missions?
philmakerguy Mar 30, 2023 @ 9:25pm 
@MrCloista I am aware of the LWOTC mod, I was referring to one day there being a version for vanilla WOTC that is just the androids, not the mec variants. Also, I would have loved to collaborate on that idea but I know absolutely nothing about modding and coding. It was mostly just me thinking allowed. Having said that playing with the advent droid mod and this installed does make the game feel more like guerilla warfare when you get the bots as a hack reward like you just hacked on-site units. So a very cool mod.
Skarsatai 2.0 Mar 23, 2023 @ 11:34pm 
thank you so much .great tip !
MrCloista  [author] Mar 23, 2023 @ 8:04pm 
@skarsatai 2.0 if you change these settings in an XComGameData.ini you can up this unit cap and hopefully unblock rnf spawning [XComGame.XComAISpawnManager] -UnitCap=50 +UnitCap=XXX (whatever number you think is best).