XCOM 2
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[WotC] The MOCX Initiative
 
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380.149 MB
Sep 6, 2017 @ 8:10pm
Jun 21 @ 2:55pm
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[WotC] The MOCX Initiative

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In 1 collection by RealityMachina
RealityMachina's War of the Chosen Mods
77 items
Description
Because two sets of enemies that could muck up your battles wasn't enough. (This means they fight with the aliens)

The MOCX Initiative introduces humanity's worst enemy to the game: itself. Starting by default with May, you run the risk of facing enemies that effectively resemble XCOM on the battlefield: they have their own classes, they gain ranks, they even have PCSes.

Normal MOCX squads will be introduced to most missions as a SITREP modifier (added through special means in the mod itself: there is a rookies variant that is treated as a normal SITREP.): you should see it when deciding whether to set up a squad for the mission, if it's been rolled for it.

The good news is that in contrast to the endless alien hordes and ADVENT clones, MOCX soldiers are relatively unique and not easy to train, they can run out of soldiers to throw at XCOM for the month, whether through death or because all of them are injured. They won't be constantly coming back like the Chosen. In addition, if you work with the factions, you can ultimately topple them and stop them from taking any further action in your campaign. It will take time however, time and Covert Actions that could be used for other purposes.

They are also disallowed from spawning on a mission if an alien ruler will already be active in that mission.

Check the discussion tab for pinned topics for specifics on stuff like MOCX ability availability, when MOCX can appear, how to customize MOCX, the rules for using units from the character pool, etc. It also contains information on just how MOCX upgrades throughout the campaign.

Known Issues
If you happen to not have a mission spawn, type in MOCXSpawnFirstMission, MOCXSpawnSecondMission, or MOCXSpawnFinalMission depending on how far you were in to the mission chain.

Other Mod Support
Use Extract Corpses and try your hand at Metal Gearing from new recruits from MOCX themselves.

The alternate mod launcher will say there will be conflicts if Genji Redux, A Better Advent WotC, or World War L is installed. This is a false positive.

Credits
Thanks to CMDBob for Total Advent Weaponry, which this mod uses for custom weapons.

Thanks to Pavonis Interactive, for the Coil tier of weapons this mod uses.

Thanks to robojumper for overhauling the backend and adding in the MOCX Photobooth functionality
Popular Discussions View All (21)
3
May 22 @ 5:27pm
MCOX Initiative Crashing Issues
odst57
10
Mar 27 @ 10:12pm
WOTC MOCX Mod Memory Leak/Crash Issue?
Apple Juice for the Merry
3
Jun 18 @ 4:53pm
XCOM on kill abilities not working on MOCX intentional?
JM001
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552 Comments
Kazraan Jun 22 @ 10:17pm 
Ah, thanks RM. Guess I will be doing a lot of copy paste for a while lol
saqib126 Jun 22 @ 6:53pm 
draged*
saqib126 Jun 22 @ 6:52pm 
Is there a way to disable the justice ability on mocx intivite soldiers? A rookie just drage my lt. from full cover into a flanked position and then the chosen (pretty much) executed a full health ranger.
saqib126 Jun 22 @ 5:35pm 
I just had a MOCX initative rookie(skirmisher version) decide to kill the VIP while I had 2 turns left to go get them. It was Lost horde mission to recue a skirmisher vip. Not sure if it matters, but the Warlock chosen was present aswell.
RealityMachina  [author] Jun 22 @ 5:23pm 
If you have only a few, it'll start using randoms from then on.
Kazraan Jun 22 @ 7:00am 
So, darkvipsonl = true
Useentireapperance = true

Will make MOCX only my dark vip's and look like my character pool choices?

And if I only have 3/4 models, will they repeat or start new?
Chaon Jun 22 @ 6:38am 
Oh, I see. No worries, easily fixed then. Thanks for the help, mate.

So if I reload to before I met them the first time with that option off they should be using what's defined in the config right? I don't have to restart campaign or w'teva for them to use the proper config?
RealityMachina  [author] Jun 22 @ 6:20am 
I should update that, since what it now means is that it'll use the look that you made for them in the character pool or the game auto-generates instead of what's definied in the .ini
Chaon Jun 22 @ 5:05am 
SoldiersOnly = false;
DarkVIPsOnly = false;
UseEntireAppearance = true;
I thought it was supposed to be? I used the config file to attempt to create my custom look rather than using the character creator. So, it should be set to false if I want to use my config file to customise them? It said if I wanted a specific custom look, I should use it. So, simply turn it off to fix the problem? Cuz atm I've set a specific look for each class/gender/armour tier. Any help would be appreciated.
RealityMachina  [author] Jun 22 @ 5:00am 
UseEntireAppearance in XComDarkXCom.ini sounds like it's set to true instead of false.