XCOM 2
Elite Viper
179 Comments
lechkingofdead Jan 2, 2019 @ 10:45am 
is thi plable aliens mod stable a i do love the vipers
[CTC] Mordecai Nov 10, 2018 @ 10:06pm 
https://steamcommunity.com/sharedfiles/filedetails/?id=1561432399
Should be pretty much the same just for WOTC.
MessiahofMelons Apr 22, 2018 @ 10:00am 
Unfortunatly still not updates and clashes with community highlander
Aegelweard Jan 15, 2018 @ 1:12pm 
Patiently waiting for WOTC update.
Search Dec 28, 2017 @ 2:25pm 
Does this mod clash with the Flame Viper mod as they both add Venom rounds? I am assuming both types of Venom rounds have different effects?
RagingBlizzard Dec 9, 2017 @ 4:26am 
do u have 2 start a new campaign?
shadowsoyaca Aug 30, 2017 @ 2:32pm 
Understandable. Sorry for being abnoxious lol XD
Kobazco  [author] Aug 30, 2017 @ 2:28pm 
I plan on eventually making all of my enemies WotC compatible. It will take some time though and I want to play the campaign first.
shadowsoyaca Aug 30, 2017 @ 2:12pm 
Out of curiosity, will this be updated for WotC? The only reason I ask is because not all of the mods for XCOM 2 are going to be updated and will remain for the nonWotC expansion. Not trying to pry, just wanted to ask a question. :/
Kobazco  [author] Aug 28, 2017 @ 4:53pm 
Oh. The lw2 version doesn't have that issue. I'll test and fix this up on getting home
Wolf-Rayet Aug 28, 2017 @ 3:55pm 
Yeah, It's just a black shape.. Pity
3D Master Aug 25, 2017 @ 10:08am 
For some reason the elite viper no longer has a texture, and is just a black shape moving. I've tried unsubscribing and resubscribing; completely deleting the mod directory for full redownload, but it doesn't matter; the elite viper remains a black shape.
necro55 Jul 15, 2017 @ 6:32pm 
Excellent! Looking forward to it!
Kobazco  [author] Jul 15, 2017 @ 4:00pm 
Updates and planned as well as potential new mods with the expansion
necro55 Jul 15, 2017 @ 3:59pm 
With the expansion coming, are you planning to update the non-LW2 creature mods you made? Im sure the LW2 ones will get love, but I have a heavily modded non-LW2 game, are you plannign on updating if needed?
CommanderShepard153 Jun 28, 2017 @ 9:10am 
Thanks for letting me know
Dragon32 Jun 24, 2017 @ 2:26pm 
@hygorct, darktoto, CommanderShepard153:
No. There's a LW2-compatible version though.
CommanderShepard153 Jun 24, 2017 @ 1:44pm 
Lw2 compatible?
darktoto Apr 20, 2017 @ 7:01pm 
LW2 compatible ?????
hygorct Mar 29, 2017 @ 10:41pm 
compatible with LW2?
Die By My Sword666 Feb 16, 2017 @ 3:13pm 
Still too many Elite Vipers then?
Boisegangpc Feb 11, 2017 @ 9:26pm 
I've noticed that the Elite Viper's weapon lacks a "Friendly Name", so when you inspect them with Grimy's Hotkeys, it gives an annoying error message in place of an actual name for a weapon. Also, I can't configure Viper Rounds...
ChaosMadeFlesh Jan 30, 2017 @ 4:17pm 
Are these gals compatible with LW2? :)
Dragon32 Jan 17, 2017 @ 10:31am 
@udcplays:
Read the A Better ADVENT mod page, DerBK has extensive information on that issue.
Arizona Ranger Jan 16, 2017 @ 3:06pm 
im trying to use it with aba but it dissables the reinforcements do i just delete the reinforcments part of your code bc aba has your charecters included in the list of spawns
Just Kirin Oct 31, 2016 @ 6:34pm 
So is there a way to reduce the amount of elite vipers that appear? They appear in pretty much every mission and push out other alien from appearing.
Kobazco  [author] Oct 17, 2016 @ 3:02pm 
Should work with an existing save.
Neph Oct 16, 2016 @ 11:54pm 
is this compatible with a existing save or do you need to start a new campaign?
Eowyn Aug 16, 2016 @ 6:51pm 
I've used this mod during my latest play through and it seems to put to many Elite Vipers on the map. Like, so many that all the Andromedons and other mid-game aliens have disappeared. Is there something in the ini that I can change to fix this? I'm really a fan of the Viper Rounds, but I feel like it gets stupid easy to kill them after a while.
Xeraphale Aug 6, 2016 @ 9:25am 
Presumably its just a case of sticking a ; in front of the correct line in the src file, but I'm not qualified to say which. Although, I would like to know too since the flame viper adds viper rounds and I prefer that version. Having said that, I really love this mod. The elite viper looks great and is a very welcome addition to my trophy cabinet!
Hupfstrudel Jul 30, 2016 @ 1:46am 
is it possible to disable the additional ammo type?
Kobazco  [author] Jul 27, 2016 @ 5:31pm 
Yes if you navigate to my mod go to Src/EliteViper/Classes/X2Item_ViperRounds.uc to edit the cost. Just be careful what you touch
SlowFatKid Jul 26, 2016 @ 7:48am 
There a way to edit cost?
Phrozehn Jul 23, 2016 @ 8:44am 
Yea, at first when I saw my soldier getting +10 tracer round bonus on my venom round I thought ther emust be some mod messing with the ammo. Then I looked and it was actually a Viper round.
Kobazco  [author] Jul 22, 2016 @ 10:16pm 
Really? I was failry certain they should not be able to be given through proving grounds. Guess I'll go double check that in a bit.
Phrozehn Jul 22, 2016 @ 4:53pm 
So I just got a Viper Round as my first Proving grounds ammo... it's way too powerful. I haven't even MET elite vipers yet. Not sur eif intended but I wanted to let you know. These make TTracer rounds completely useless. I could understand if they were super expensive to buy, but this sort of breaks the game for me. Gonna sell em and use the ocnsole to just giv emyself venom rounds instead.

Is it possible for me to comment out the viper rounds? I'v elooked aroundi nthe mod and can't find it and odn't want to mess it up, and want to keep Elite Vipers (awesome enemeies!).
Kobazco  [author] Jul 7, 2016 @ 11:25pm 
Alright I'll go ahead and add to the amount of corpses required in a few mins here. Currently updating the PSI op.
Zarkis Jul 7, 2016 @ 11:02pm 
I agree with DewFuel. Venom rounds should be more expensive and less op. Maybe remove the aim bonus and just add +1 damage in addition to the poison effect? Also, can you make them a project in the proving grounds with a build time attached? Would make more sense.

Another thing: I wouldn't mind if the value of elite viper corpses is higher then 3.
DewFuel Jul 7, 2016 @ 9:17pm 
100 supplies and 1 viper corpse is way underpriced for what is essentailly the best ammo other than bluescreens and maybe talons. plus it's on-demand, so it's relatively trivial to outfit everyone with venom rounds. would probably make it something like 100 sups, 20 elerium, 1 elerium core, 5 corpses to put it more in-line with it's power.
Kobazco  [author] Jul 7, 2016 @ 12:11pm 
Yeah I saw I accidently name it that lol. Will fix soon tm
Emong Jul 7, 2016 @ 7:24am 
Would it be possible to rename the corpse from "Elite Viper" to "Elite Viper Corpse", just for the sake of matching the base game's naming conventions?
MT6 Jul 5, 2016 @ 1:36am 
oh, thanks for the clarification :) (that being said, maybe you should keep them dropping regular corpses, for those people like me that need the extra corpses for the medkit upgrades.)
Kobazco  [author] Jul 5, 2016 @ 1:26am 
Oh I thought you meant like their OWN Corpse for elite viper. YES they do at the moment drop default Viper Corpses.
MT6 Jul 5, 2016 @ 1:24am 
in my previous play-through i ran out of viper corpses and vipers stopped appearing, so i couldn't finish the medkit upgrade, hoped this mod could help me avoid this issue in the future :(
Kobazco  [author] Jul 5, 2016 @ 1:04am 
I've been trying to update this for some time, but I'm having issues getting the Viper Corpse to appear in game and the autopsy reward to work
MT6 Jul 5, 2016 @ 12:46am 
do they drop viper corpses?
Kiberik Jun 16, 2016 @ 3:22am 
Nice good job.
Kobazco  [author] Jun 8, 2016 @ 8:47pm 
No not yet
Eduardo Jun 8, 2016 @ 3:33pm 
Does this enemy pack include an autopsy?
Cornelian May 31, 2016 @ 6:55am 
Sweet new viper, tanks!