XCOM 2
185 ratings
[WOTC] MOCX Customizer+
2
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
741.510 KB
Dec 24, 2021 @ 5:58am
Dec 4, 2024 @ 10:33am
33 Change Notes ( view )
You need DLC to use this item.

Subscribe to download
[WOTC] MOCX Customizer+

In 7 collections by FearTheBunnies
OneGrumpyBoi Season 3 Modlist
582 items
OneGrumpyBoi Season 4 Modlist
463 items
OneGrumpyBoi Season 5 Modlist
602 items
Odd S9: Season 9 Cosmetics Only
140 items
Odd S9: Season 9 Gameplay Collection
428 items
OneGrumpyBoi Season 6 Gameplay Collection [LWotC]
266 items
OneGrumpyBoi Cosmetics Collection
196 items
Description
About This Mod
This is a complete overhaul of MOCX character generation (cosmetics ONLY).

Major Features
  • Iridar's Appearance Manager Support
  • The Appearance Store from the Character Pool will be inherited correctly, which is where the IAM magic happens. Only works for the unit given back to XCOM, NOT the MOCX units themselves.
  • Expanded Uniform Options
  • MOCX Uniform configurations expanded to include tattoos, scars, patterns, and tinting.
  • Customization of Reapers, Skirmisher, Templars, SPARKs, and Proxians
  • Hero units are now generated so they no longer steal regular soldier's names. Also allows for Hero units to be assigned a custom hero class when captured by XCOM.
  • Character Pool Class -> MOCX Dark Class Support
  • Allows mapping character pool preferred class to the Dark Class used by MOCX. Meaning, that if you have a Dark VIP flagged as a Ranger it will spawn a MOCX Dark Ranger. When that Dark Ranger is captured and converted, it uses the regular MOCX rules for the counterpart class it gives to XCOM.
  • Character Pool Backstory Support
  • Allows inheriting the character pool backstory when converting from MOCX -> XCOM.
  • ADVENT & EXALT Nationalities
  • Add ADVENT & EXALT nationalities with unique flags. This makes sure MOCX units have the correct nationality applied to them without requiring third party mods. When using MOCX as EXALT 1.4 it will switch from ADVENT to EXALT (can be turned off by configs.)
  • Advanced Recruitment
  • Base MOCX limits new recruits to Sergeant rank at most (they can level like normal after recruitment). This is now exposed to configs and supports MOCX recruiting all the way up to Brigadier General level units (requires manual class modifications of the Dark Classes to support Brigadier General rank abilities.)
  • Allies Unknown: War of the Chosen Edition Support
  • MOCX now recruits Allies Unknown species*. This will apply cosmetics, character pool looks/backstories, give racial abilities/stat modifiers to MOCX units, and grant the AU unit when captured. Any activated abilities granted this way will NOT have AI support and not be used by MOCX enemies.
  • Requires additional dependencies NOT listed as a hard requirement for this mod. Please add the dependencies listed below to enable AU integration.
  • Musashis RPG Overhaul Support
  • Now has built in support to auto-swap the soldier given to XCOM to a Universal Soldier so it plays nice with RPGO. Can be turned off in configs.
  • Mod-Added MOCX Dark Events
  • Now has the ability to patch any mod-added Dark Event so that they will only show up while MOCX HQ is active and not destroyed.

NOTE: This does NOT change class structure or AI behavior.

Configuration
This mod replaces and upgrades the rules for how MOCX interacts with the Character Pool. All configs can be found in XComDarkXCom.ini. For full information, read the documentation in the config file.

The default configuration shipped turns ON using the character pool, turns ON mapping based upon preferred character pool class, turns ON Rookies being used for any Dark Class, and allows BOTH Soldiers and Dark VIPs to be pulled for use. Also, if using Allies Unknown, default is turned ON to allow AU units to be generated.

Rules Changes
  • Allow MOCX to map character pool characters based upon preferred class
  • Allow random generation of characters as well as using the character pool
  • Allow Rookies to be used for any MOCX class
  • Choose whether to allow Soldiers, Dark VIPs, or both are to be used from the character pool
  • Configure which character pool preferred classes map to which MOCX Dark Classes
  • Configure Hero classes for mapping to MOCX Dark Hero Classes
  • Configure gender recruitment guidelines to support all male, mixed, or all female barracks recruitment (both Character Pool and random soldier generation)
  • Allow Allies Unknown species to be used by MOCX and, in turn, given to XCOM when captured (non-Hero units only)

Installing
This works best with a new campaign. If installed mid-campaign any unit added to MOCX HQ after installing will behave correctly.

FAQ
  • Q: I am trying to use character pool units, but all I get are randoms!
  • A: Check your configuration. Verify that bForceCharacterPoolClass flag is off to pull all CP units.
  • Q: How many Character Pool units will MOCX use over a full campaign?
  • A: The default MOCX barracks is 10, with squads of 4 - 6 per outing. Over the course of a campaign MOCX can use 30+ units.

Console Commands
Adds a new console command, RegenerateMOCXCrew, that allows for rebuilding existing MOCX crewmen. To view the current crew, use PrintMOCXCrew.
  • RegenerateMOCXCrew can be invoked without parameters to rebuild ALL crewmembers.
  • RegenerateMOCXCrew [string NameOfUnitToRebuild] allows you to rebuild a SINGLE crewmember by passing in the name of that unit (which is First Name and Last Name)

Core Dependencies

Allies Unknown Dependencies
Customizer+ is designed to auto-detect Allies Unknown and will ONLY attempt to introduce AU concepts if it is present. Without AU installed, these features will be turned OFF by default, regardless of configs.

Compatibility
  • MCOs for MOCX around generating characters and giving them back to MOCX.
  • Fully compatible with Rebellious MOCX.
  • Supports all MOCX cosmetic overhauls.
  • MOCX units do NOT respect Gender Bias, so instead use the built in configs.

Thanks
  • RealityMachina and robojumper for the amazing work on MOCX! As well as the Allies Unknown framework!
  • PowerGirl for spawning this idea
  • Iridar for Appearance Manager
  • Saximaphone for the idea of Allies Unknown species being part of MOCX
  • RustyDios and Mitzruti for help with the UI flag as well as the EXALT flags!
  • KnoxAHHHHHHHHHH for the need to expand MOCX uniforms
Popular Discussions View All (3)
2
Feb 9, 2024 @ 3:58am
Bug - invalid mocx spawns with lwotc mod jam caused by this mod.
AlFaraS'ulTane
1
May 25, 2023 @ 8:25pm
Compatibility with RPGO
FearTheBunnies
0
Jan 30, 2022 @ 5:57pm
PINNED: Customization Rules
FearTheBunnies
252 Comments
FearTheBunnies  [author] May 13 @ 11:50am 
Glad it worked out for you.
Dio Brando May 13 @ 6:30am 
@FearTheBunnies Nah I am using EXALT AND MOCX Customizer at the same time. They were part of the collection among other mods that Ive downloaded from the workshop. Strangely enough my problem fixed itself when I added exalt outfits was was dependency for Exalt mod but for some reason wasnt the part of the collection. After that everything came back to norm after several battles enemy faction again started using my cp pool and also ability to capture them has returned
FearTheBunnies  [author] May 11 @ 9:04am 
@Dio Brando I assume before this you were using just base MOCX, and now you have the Customizer+ mod. As Dragon32 says you will need to edit the rules for this mod now instead of the rules for base MOCX as this mod tweaks everything related to how MOCX units are spawned.

The config file should document everything you need to know about how to tweak the spawn rules.

As to the capture price, this mod also tweaks the capture mechanics too, so if you had custom rules in base MOCX you will need to explore this mod's configs and make sure they align with your expectations, tweaking them as necessary.

If you get stuck, reply here and I will try to help as best I can.
Dragon32 May 10 @ 8:27am 
@Dio Brando
For the first: read and edit, if needed, this mod's XComDarkXCom.ini

https://old.reddit.com/r/xcom2mods/wiki/wotc_modding/mod_folder
Dio Brando May 10 @ 4:50am 
During my playthrough suddenly mocx agents started to appear as random even though before they were using cp pool characters. Ive seen that in FAQ there is answer for this issue, but can anyone elaborate what exactly does it mean - Verify that bForceCharacterPoolClass flag is off to pull all CP units? What do I need to do and where?
Also I've noticed that with this issue second problem had appeared - for some reason now I cant capture mocx agents doesnt matter if use fulton mod or simply carry them to the extraction point. If anyone had similiar issues please tell me is ther any way to fix this?
FearTheBunnies  [author] May 3 @ 6:14am 
@Corrosion Could you elaborate a little please? Explain your idea to me and I can help give the right config for what you are wanting to do, but at the moment it is too vague to give you a firm answer.
Corrosion May 2 @ 8:54pm 
How do I make it so they get selected as specific characters in the character pool?
FearTheBunnies  [author] Apr 15 @ 11:14am 
Not easily. There are some mods out there such as Iridar's Advent Arsenal that may give guidance in how to do it yourself. I know the MOCX As ADVENT Division tweaks what guns they have as well.
❤sushigirl❤ Apr 15 @ 11:11am 
Is there a way so we can give MOCX custom guns?

Like instead of using the vanilla guns, i can give them AKs, M4s, etc..
FearTheBunnies  [author] Mar 25 @ 6:18am 
@Medicman Short answer "No."

Long answer, there is one way you can cheat by creating random units in your character pool which are the source units for MOCX, name them the way you want them named, assign them base game classes, and then turn on the option for "bForceCharacterPoolClass" which would then require MOCX classes to find characters with the "right" class from the CP and use them (but if they run out then they will start generating randoms which will go back to the standard naming convention.