XCOM 2
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[WOTC] Cerberus Nemesis
   
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63.782 MB
Jan 12, 2020 @ 9:47am
Mar 15, 2021 @ 3:15pm
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[WOTC] Cerberus Nemesis

In 1 collection by NightNinja54
Enemies
21 items
Description
The Elders are dying, and Advent is a pawn in our game. Humanity is stronger than ever; Cerberus is stronger than ever.
-The Illusive Man

Introduces the Cerberus Nemesis

The Cerberus Nemesis is a new enemy that joins the fight against XCOM. The unit uses a M13 Raptor, Psionic Amplifier, and Cerberus Nemesis Armor.

New Content
  • New Enemy: The Cerberus Nemesis will appear in the game as a traditional enemy functioning similarly to the ADVENT Priest.

  • New Research and Proving Ground Projects: The unit can be autopsied, leading to the proving ground development of Cerberus-engineered armor.

  • New Armor: XCOM will be able to drop into battle wielding Cerberus-engineered Armor. This set of armor functions similarly by default to Predator Armor with bonus mobility. However, its stats are fully customizable.

To use the Cerberus Raider Faction, subscribe to this supplemental mod.

If you would like the Cerberus Phantom to replace the Advent Priest, subscribe to this supplemental mod.

Additional Details
This will seamlessly integrate into a current or new campaign. Additionally, the necessary Cerberus mods are built in.


The Enemy, Research, Proving Grounds, and Armor are all fully custimizable primarily within the configuration file "XCOM_Customize_This_Mod". To normalize this unit's loot according to the base counterpart, subscribe to this supplemental mod.

Full Credits
  • Lord_Poncho57: Editing weapon models, textures, and sounds for XCOM integration
  • Cavily: Editing armor models and textures for XCOM integration
  • NightNinja54: Programming and development
  • Bioware: Original designs

Please let us know if you encounter any bugs or discrepancies. We hope you enjoy!

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Popular Discussions View All (1)
1
May 4 @ 3:31am
Russian Translation
Sadler
18 Comments
Choese Jan 31 @ 6:26am 
It could be that I added the mod to replace the priest with this unit later and also added both mid-campaign. Maybe that was the issue.
Choese Jan 31 @ 6:14am 
I'm having trouble with the this and the Cerberus Centurion mod. In both cases I can research the proving grounds project and get one armor for each. After that, I can't seem to find the option to produce more. I'm using Normalize Loot so maybe it's an issue of the wrong corpses dropping. However the option to produce these armors won't even show up in the list of buildable things. I'm also using your mods that replace Advent units with those two Cerberus units.
Anyway, even without the newly usable armor, I really like the new enemies. Never played Mass Effect, so it's an especially fresh breath of air for me!
NightNinja54  [author] Mar 15, 2021 @ 3:16pm 
@Der Lenz
Thanks for headsup! I just made and published an update to correct this. Thanks again,
Der Lenz Mar 15, 2021 @ 2:54pm 
Killing a nemesis didn't leave the corpse behind for me, after a bit of digging in the files I found bad values in the XComGameCore.ini within the mod files. Loot Table pointed to CerberusTrooper instead of Nemesis, while nnEnemy.uc pointed to the CerberusNemesis. Corpse template name in XComGameCore.ini had the same thing going on. Changging both values to their nemesis counterparts fixed this for me, in a new mission with the changed values I received a corpse from a dropped nemesis.
Swords Feb 27, 2021 @ 10:36am 
Ha, really? Had no idea, I'll take a look, thanks!
NightNinja54  [author] Feb 27, 2021 @ 9:21am 
@Pistol N' Fist
Hm. There's a dedicated cerberus cosmetic armor mod you can use instead, rather than adjust this one?

@nekus
This has been resolved
Swords Feb 27, 2021 @ 7:12am 
Currently doing an ME playthrough with this (and the rest, with the sitrep) and having a blast. But contemplating doing a LWOTC run and was wondering how to edit the config to just have the cosmetic armor (which shows up with the Unrestricted Customization mod). Guessing I need to both turn off the research options *and* make it so the nemesis won't spawn as an enemy?
nekus May 7, 2020 @ 4:22am 
Warning: Redscreen: BehaviorTable index#6172 (EvaluateForHolyWarrior), child#0 references non-existing BehaviorTable (TargetIsNotCerberusNemesis) - INVALID
NightNinja54  [author] Feb 22, 2020 @ 7:35am 
@Bardmaster
Hm. I would expect the nemesis to have their helmet on which wouldn't show a head. Was something adjusted to remove their helmet?

@ScrmblesTheDethDealr
Hopefully always more items to make
Bardmaster Feb 21, 2020 @ 12:52pm 
@NightNinja54 my first encounter was with a headless cerebus nemesis. I do have the faceless mod for other mods, but never saw it create a headless except civilians occasionally.