XCOM 2
Ashlynne's LW2 Alien Pack
78 Comments
Selevan Oct 17, 2018 @ 7:07am 
How can i edit the config files, so the new aliens (esp the flame viper) doesn't stop appearing? Idk if its cause the force hit some certain level where some of the aliens become obsolete, or it is cause they generally just have way too low chance to appear..
Ashlynne_Lee  [author] Sep 5, 2018 @ 6:37am 
@themidnightfoundation: This particular mod does not, but there are WoTC versions of the Warlock and the Flame Viper currently. Look up in the description under the ORIGINAL MODS FOR VANILLA XCOM 2 section. If you click on the Viper or Warlock links, it will take you to the original mods. Scroll down under those descriptions and look for the WoTC Version section. You'll find links there. Alternatively, you can search the Workshop for 'Flame Viper - WoTC' or 'ADVENT Warlock - WotC'.
President Jyrgunkarrd Aug 24, 2018 @ 10:00pm 
Anyone know if this works with WotC?
Gomer Jun 27, 2018 @ 5:07pm 
Someone please update for WOTC! This is a great mod.
Ashlynne_Lee  [author] May 23, 2018 @ 1:58pm 
@PossumFlavored: Thanks for the positive feedback. Glad you are enjoying the Mod! :steamhappy:
SuspiciousSeal May 20, 2018 @ 7:04pm 
I love the Black Ice Codex, terryfing things. First time in a while ive seen an enemy that makes me go "oh no, not that guy". Like, the chosen dont even do that to me. Nice job.
D Jan 22, 2018 @ 10:07pm 
Is there a way to disable the flame vipers in the ini files?
Ashlynne_Lee  [author] Sep 5, 2017 @ 6:51am 
@themidnightfoundation: Yes, I'm going to try and migrate all of these guys to WotC. The base game changed how some of the visualization code worked, so I need to slug through all of that again. :steamsad:
President Jyrgunkarrd Sep 2, 2017 @ 5:35pm 
Are there plans to bring these guys over to WoTC? These are some of my favorite enemies.
GrimAtrament Sep 1, 2017 @ 4:13pm 
it seems like they added your units to the game with the prest the purifier and the spector XD
Shadowmio Aug 22, 2017 @ 1:48pm 
German please ^^
MrShadow Jul 9, 2017 @ 11:58am 
@ Derp King 1991 -_- ... what info are you talking about on the "Bio one"?
DERPKING1991 Jul 6, 2017 @ 4:28am 
BE nice if the info was like this on the bio one, just saying
Slappy Jun 25, 2017 @ 12:06pm 
can we get a version without the black ice codex and their items?
teh1archon Jun 12, 2017 @ 11:24pm 
Thank you very much :D
Ashlynne_Lee  [author] Jun 12, 2017 @ 4:09pm 
@teh1archon: I use Extract Corpses too! You do have to edit one of its config files. Here are the lines I've added to XComExtractCorpses.ini

+CarryableCharacterGroups="AdventWarlock"
+CarryableCharacterGroups="BlackIceCodex"
+CarryableCharacterGroups="AshFlameViper"

You must put these under the [ExtractCorpses.ExtractCorpses_EnableCarrying] header. It'll be pretty obvious where they go when you open the file. There will be a lot of +CarryableCharacterGroups="SomeALien" lines.

To add corpses to the HQInventory use these lines in the command console:

additem Corpse_AshAdvWarlock 1
additem Corpse_AshBlackIceCodex 1
additem Corpse_AshFlameViper 1

Replace the 1 with the amount you want to add if you need more.
teh1archon Jun 12, 2017 @ 3:08pm 
@Ashlynne_Lee , I don't know why but I can't pick up the warlock corpses with extract bodies mod. What do I need to add the ini files and where? Also how do I add bodies with the command line?
NRFBToyStore Jun 7, 2017 @ 4:18pm 
Yea, flaming vipers a little OP for early game. MAYBE the fire spit does no initial damage, just DOT? Or perhaps give initial hit AND DOT a dodge chance?
pokie6 Jun 5, 2017 @ 8:24pm 
Oh, actually it does work with pistols for me. I guess I was just unlucky and the 50% burning chance or whatever it is in LW2 didn't trigger in a dozen shots or so last I tried?
pokie6 Jun 5, 2017 @ 7:18pm 
Fair enough! it could be Grimy's loot or Mod Everything Reloaded messing with it. That said, pistols + fire is pretty overpowered, so I am happy to not abuse it too :].
Ashlynne_Lee  [author] Jun 5, 2017 @ 6:38pm 
@pokie6: Inferno Rounds (Flame Viper Derived Ammo) work correctly with utility slot equipped pistols in LW2. I'm using a pistol with Inferno Rounds on my Ranger right now. I just set a Warlock on fire with it (along with many of his friends in this campaign). If you have a conflict somewhere that's blocking ammo effects on Pistols, I wouldn't know what it is. :steamsad: Best I can offer is that I'm not using any weapon Mods, so the LW2 pistols are straight out of the box.
pokie6 Jun 5, 2017 @ 6:11pm 
Just noticed that flame viper-based ammo doesn't seem to work on LW2's pistols. Does ammo just not work on pistols in LW2 or is this problem specific to this mod? (I swear I read ammo should work on utility slot pistols)
Phantom Jun 5, 2017 @ 9:05am 
in my opinion the flame vipers are to strong early in the game for a lw2 set. the fire split is just to much damage and its also garanteed hit i think. I think with 1-3 damage and a chance to set the target on fire, it would be more balanced or at least make it a two actionpoint ability so she can not move and split and seething in the same turn. Otherwise great mod what i really like is the advent warlock.
Nitsah Jun 2, 2017 @ 12:22pm 
I'm not sure what makes me rage more the flame viper or mutons early game. Great for mix up though and keeps me on my toes.
pokie6 Jun 1, 2017 @ 11:20am 
This is a great addition to the game. Love me some flaming vipers. Thanks!
Ashlynne_Lee  [author] Apr 7, 2017 @ 8:53pm 
@Korbis: You are welcome and thanks for the compliment! I can totally appreciate players tweaking this Mod to suit their environment. I play in a pretty lean environment so I don't have much that increases difficulty beyond LW2 itself. If you ever want to tinker with the Flame Viper and the Black ICE Codex for future campaigns, have a peak at this file:

E:\Program Files\Steam\steamapps\workshop\content\268500\876294079\Config\XComAslynneAlienPackConfig_LW

There are a lot of variables in there that let you make adjustments to suit your preferences especially if your environment is already rich with Mods that increase difficulty. If you have any questions about anything in that file, feel free to ask!

Sorry about your Sniper! :steamsad:
Wet Dog Squad Apr 7, 2017 @ 8:36pm 
Thank you! The mod is great, and I love the level of detail put into it!
Unfortunately, with the difficulty tweaks I'm using, the Viper and Codex have been just a little too harsh for me (I drew the line when my sniper vet was ohk'd but the Codex's Delete Virus the turn before he extracted x.x).

Thanks for the support, and keep up the good work~
Ashlynne_Lee  [author] Apr 7, 2017 @ 8:22pm 
@Korbis: I've been looking into an easy way to implement an enemy selection, but I don't have anything solid yet. For now, open the file:

~\Program Files\Steam\steamapps\workshop\content\268500\876294079\Config\XComGameData_CharacterStats

The alien sections are clearly marked. You're looking for lines that look like this:

+LeaderLevelSpawnWeights=(MinForceLevel=0, MaxForceLevel=1, SpawnWeight=<some number>)

AND

+FollowerLevelSpawnWeights=(MinForceLevel=0, MaxForceLevel=1, SpawnWeight=<some number>)

Set ALL of the SpawnWeight values to 0 in the Black ICE Codex and Flame Viper Section for all of the lines. There are quite a few lines since there is an M1, M2, and M3 version of each, but most are already 0. Be sure to make a backup of the file when you're done and move it to a safe folder. When this Mod gets updated (sometime this weekend), you'll need to restore your changes from your backup (just copy and paste it back into the Mod folder). You can do this mid-campaign.
Wet Dog Squad Apr 7, 2017 @ 8:00pm 
Forgive me if this has already been asked, but is there an option in the .ini to disable the spawning of certain enemies? I love the Warlock and its implementation, but the Black ICE Codex and Flame Vipers are just a tad too punishing for me.

I've tried combing through the file, but I can't figure out what line, if any, would disable the spawning of certain units.
Ashlynne_Lee  [author] Apr 5, 2017 @ 6:56am 
@Вecё/\b|й Kpo\/иk: Oh, wow! That is awesome, thank you! I really appreciate the work. I'll get these added and the Mod updated!
Вecё/\b|й Kpo\/иk Apr 5, 2017 @ 3:38am 
Ashlynne_Lee  [author] Mar 18, 2017 @ 11:25pm 
@Stray Inu: Thanks! Much appreciated! Glad you're enjoying the Mod. :steamhappy:
Stray Inu Mar 18, 2017 @ 6:24pm 
I love how it currently is ^_^
Ashlynne_Lee  [author] Mar 18, 2017 @ 11:42am 
@[TuP]tammi (follow-up from below): Looking a little further, the standard Codex starts to appear as a Leader at Force Level 8 with a Spawn Weight of 1. So, yeah, she's really rare. She doesn't start to appear as a follower with a higher Spawn Weight until Force Level 13; much, much later. The Black ICE Codex starts appearing as leader at Force Level 10 with a Spawn Weight of 2. So, odds are you're going to see a Black Ice Codex first and more frequently than a Standard Codex. That's probably what's causing the confusion that this Mod replaces the Standard Codex when it doesn't. I think I'll adjust the Black ICE spawn schedule some to reverse that situation since the spirit of the original Mod was that XCom would, more likely, encounter a Standard Codex first.

I'm always looking for Feedback! :steamhappy:
Ashlynne_Lee  [author] Mar 18, 2017 @ 11:00am 
@[TuP]tammi: This mod does nothing to the standard Codex spawn. She still spawns, but she seems to be super rare in LW2. I usually find one hanging around an Avatar facility or ADVENT HQ. On rare occasions, one will pop in through a reinforcement portal on normal missions as well. From all my play throughs (with and without Mods), that seems to be the intent. It's like LW2 wants you to Skulljack her as soon as you see one whether it's a good idea or not because you might not get another chance for a long time!
[TuP]tammi Mar 18, 2017 @ 12:26am 
i install your mod, ABA lw2 mod, and More ABA unofficial mod. now i'm stuck at trying to skulljack a codex quest. it keep spawn non-regular codex and my soldier can't skulljack it and can't complete the quest. i'm i only one having this trouble? i'm i suppose to uninstall any mod?
Stray Inu Mar 17, 2017 @ 8:44pm 
I'd rather fight 10 warlocks then 1 Flame Viper xP
Ashlynne_Lee  [author] Mar 17, 2017 @ 8:27pm 
@Simmin: It's not a bug. The sired zombie link is severed for the Warlock's Raise Dead ability intentionally. So, it's a bit more of a threat than the base game Psi Reanimation since you have to clean up any trash the Warlock raises.
Simmin Mar 17, 2017 @ 7:33pm 
It seems that psi zombies don't die when the warlock is killed, is that a bug or is there no way to bind them?
Stray Inu Mar 13, 2017 @ 9:30am 
Woo, keep up the good work
Ashlynne_Lee  [author] Mar 12, 2017 @ 4:04pm 
@MonkeyDCooper: Yes, this can be used with Vanilla. You have to modify 1 file, however, after subscribing. Read the 'Customizable' section in the description for details.
Earth Dragon Mar 12, 2017 @ 3:50pm 
The links to the original mods for vanilla are listed above
MonkeyDCooper Mar 12, 2017 @ 1:47pm 
can use this in a non long war 2 game?
Ashlynne_Lee  [author] Mar 10, 2017 @ 9:00pm 
UPDATE [3/10/17]: See UPDATE LOG discussion for details. :steamhappy:
Earth Dragon Mar 9, 2017 @ 3:31pm 
Flame Viper needs a name change. Just look up the definition of "Salamander" and you'll see why!! Goes a little bit more in line with the naming scheme the "Viper" troops.
Yusukitty Mar 9, 2017 @ 1:32am 
The catastrophic failure is a pain. One that adds to the tactical sude, and I wouldn't change, but still a pain. By the way a very fun mod, excellent work.
Ashlynne_Lee  [author] Mar 8, 2017 @ 7:38pm 
@Jowel Grant: Yes, currently that's intentional. Seething has no restrictions on it other than 'Dead'! I think I'll change it in the future since that will give XCom another option for dealing with a Flame Viper other than killing her before she uses Seething. I like having options. It makes the game more interesting!

Sorry about your rookie! :steamsad: Thanks for the feedback! :steamhappy:
Jowel Grant Mar 8, 2017 @ 5:54pm 
I had a disorientated Flame Viper still use Seethe and then I had a rookie that was kill. Is this intended behaviour?
Mod is pretty cool btw
Ashlynne_Lee  [author] Mar 7, 2017 @ 9:04pm 
@xor: Starting a new game is a general disclaimer to prevent corruption of existing campaigns. That's always my "Official Stance". From what I've found in actual testing and from feedback received from players that have added the original Mods mid-campaign in the past, the aliens will work fine, but you may notice odd behavior in the Strategy Elements. They may be available without fulfilling the prerequisites or they may not become available at all. In the end, it's up to you really. If you back up your save files first, there's not much risk, if any.
xor Mar 7, 2017 @ 3:14pm 
"You should start a new game before enabling Ashlynne's LW2 Alien Pack."
How important is that?