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http://steamcommunity.com/sharedfiles/filedetails/?id=1144417938
Not sure if this has been mentioned yet, but doesnt this essentially negate the entire story? This is pretty much an Avatar, or very close to one.
~\Steam\steamapps\workshop\content\268500\692243100\Config\XComGameData_CharacterStats.ini
If you want to cause SURE spawns, you have to override mission schedules in XComMissions.ini, but I haven't done that here.
I wanted to do that in some other alien mods, is there in the ini files that causes this SURE spawn of warlocks? cause so I want to do that in most Alien Mods.
WarlockM1: Insanity/Psi Reanimation/Soulfire/Soulsteal
WarlockM2: +Solace
WarlockM3: +PsiMindControl
The AI is already there for PsiMindControl, it's the avatar ability. It would make the WarlockM3 fearsome, but not in a direct damaging way.
This is the reason the Avatar uses "Dimensional Rift" that is just like "PSI Bomb" for the codex, and it allows 1 round to get out of the area of effect. I suggest the Warlock VoidRift ability be replaced with PsiDimensionalRiftStage1.
The weird thing is if you give a unit Void Rift on the XCOM side, the cursor selector will show you the entire affected area, but if the area is not within LOS the UI will BEEP and prevent you from selecting that tile, but that doesnt seem to apply to the Aliens unfortunately.
Loot.LootTableName = 'AdvWarlockM1_BaseLoot'; instead of M3
Loot.LootTableName = 'AdvWarlockM2_BaseLoot'; instead of M1 in the template source
And the config is AdvWarlock2_BaseLoot instead of AdvWarlockM2_BaseLoot (typo)
~\Steam\steamapps\workshop\content\268500\692243100\Config\XComAdvWarlock.ini
Look for this line:
ADVWARLOCKM1_PSIAMP_ABILITYDAMAGE=(Damage=3, Spread = 0, PlusOne = 0, Crit = 0, Pierce = 0, Tag = "SoulFire", DamageType="Psi")
Change Damage=3 to Damage=2 or even Damage=1.
In the Warlock Mod, open the XcomClassData.ini file (\Program Files\Steam\SteamApps\workshop\content\268500\692243100\Config)
Add 2 lines:
[NewPsiSoldierTemplateName X2SoldierClassTemplate]
+AllowedWeapons=(SlotType=eInvSlot_PrimaryWeapon, WeaponType="psionicReaper")
NOTE: YOU MUST KNOW THE TEMPLATE NAME. You can find it, most likely, in the Mod's SRC folder in a file hopefully called something like X2Character_NewPsiSoldier.
You're looking for a line like this:
`CREATE_X2CHARACTER_TEMPLATE(CharTemplate, 'NewPsiSoldierTemplateName');