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Ekscom

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ekscom

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45 comments

  1. wataruwolf
    wataruwolf
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    I cant seem to get this mod to show up on my mod list.
  2. SergeyWaytov
    SergeyWaytov
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    its 3 years+ out of date now, is there any news on mod? Bcoz thing is just so great in my eyes, and I hope to get full 3rd tree when I try LW after vanilla+mods
  3. wintertoburn
    wintertoburn
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    i want to edit the cool down for raise dead to be a little lower so i can use it more often.
    which ini and what line do i edit to do this or does it just reference the raise dead of the sectoid and i need to edit my game inis?
  4. AnimaTrons
    AnimaTrons
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    Hello, I just wanted to report bug that was happening to me.
    When I installed this mod by launcher, it unpacked it right into mods folder not into dedicated one.
    this prevented launcher from loading it whatsoever
    Installed it by manually downloading and extracting to separate folder.
    Great mod, thanks for your work.
    1. llGUNN3Rll
      llGUNN3Rll
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      Hey so how did this work ? I have created a mods folder under xcomgame and unpacked the doc but its still not working
  5. Motulischa
    Motulischa
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    I know, what might be a nice small addition to this mod. An article in XCOM Archives about necromancer and psi-zombies. Like "A Necromancer is a new class that uses psionics in a diffferent way, raises zombies, bla-bla-bla, вся хуйня, and all stuff like that". For now I have a DIY version, and it is kinda primitive. But at least it works.
  6. wedajm
    wedajm
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    Does this mod give also the enemies psi amps ? Or if it´s another mod, does anyone know which one ? Somehow all of a sudden my enemies also uses psi amp
  7. ekscom
    ekscom
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    Hi all,
    I've just uploaded a new version of the mod. There are a few pretty big changes:
    - Necromancer staff class weapon. You would need some research and resources to construct it. There are 3 levels of upgrades.
    - Zombies no longer count as killed x-com agents. Huge thanks to Celestus Of Borg for the scripting help.
    - I'm starting work on a Shaman skill tree. Right now there is just one skill, but more coming up. The first skill is "Restoration", which regenerates 1hp/turn for 3 turns.

    That's all for now. Enjoy
    1. Lobuno
      Lobuno
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      Nice, thank you very much!!!!!!!!!!
  8. torment1110
    torment1110
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    Good day.

    After looking at the problem you have with zombies counting as dead soldiers, I don't know if you've tried the following workaround but it came to me after using teleport and death touch to kill the last enemy in the game (and get the achievement for using basic equipment in the last mission... on iron man. Thanks for that):

    First, look at grimy's fury class, and the last skill where you can kill a pod and summon a new one (intended as a pod re-roll). This makes me think the following insane workaround could work:

    Spawn an enemy basic zombie, targeted on the square of an advent troop (or just anywhere, to test it), then give it the "mind controlled" status effect indefinitely (from the psi tree, might be called dominate). That way, it's still considered an alien and you can even have your troops kill it if need be. Of course, a side effect is that you'd need to be able to use corpse explosion on any zombie to get that acid effect (haven't tested if this is already true).

    I don't know enough about the problem you're facing to know if this helps, but I hope it isn't a problem you're bogged down by; the mod as a whole is simply amazing.

    Thank you for the hard work you've put into this class, and please have a wonderful night!
    1. ekscom
      ekscom
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      Hey, thanks for the suggestion. I've actually tried that, and a few hundred other workarounds. It keeps doing its thing and doesn't care what I tell it. I'm having a programmer's block with this one. I'll go work on other things and hope a solution comes to mind. Or maybe i'll just level up as a coder
      Teleport + Death touch sounds OP.
      will nerf!
      lol jk. :p
  9. ekscom
    ekscom
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    Added an update with all 13 custom skills in, and armors for the DLC fixed. Enjoy!
    I'm still working on the class. If you want more regular updates instead of the big milestones only, get the mod on steam


    @ addictinsane9: Hi. If you mean the teleport, No, i'm not bringing that back in. You know it's OP haha . Updating is a good idea, because of new skills. But, who am I to tell you how to play.. So if you want, you can mod it yourself. Get the new version, then find the "XComClassData.ini" file in this class's folder, and replace the "xxx" in "AbilityName="xxx",... " with "Teleport". Look at the lines that begin with:
    +SoldierRanks=( aAbilityTree=((AbilityName="NecroSoulSpear", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon), ........ etc....
    You can remove "NecroSoulSpear", for example, and put "Teleport" there. Congrats, you have teleport now. Heck, you can make the teleport to be the rookie skill too if you want.
    Not sure that makes sense. I hope it does.
    1. addictinsane9
      addictinsane9
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      You know, I'm actually on vacation, on which I planned to play xcom 2 non-stop, but I actually did stop cold just because your class didn't work anymore.

      And thank you for letting me bring back my teleport . I assume, since you changed poison because it was OP (what's so wrong with being an OP bastard when dealing with uninvited alien pricks?) I may actually make teleport the rookie perk, just to try out the new changes.

      And dude, if you think this class is OP, don't even think about using it with grimy's loot mod. The things you can do are INSANE!!!

      Also, can I also have the insane AOE lightning back, or is it basically replaced by the changes you made to eldritch storm?

      EDIT: I get an error when downloading mods on steam, it says it seems the author removed the content and it is no longer available.

      Also, could you tell us why the allowedarmors="soldier" fix didn't work on your mod? I'm terribly curious about that.
    2. ekscom
      ekscom
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      Hi. That's weird. Armors worked in the steam version. No idea what's different here. But there's a new version now. That should fix it. I had to balance the mod too btw. The new version is not as OP as before. Let's face it, the necro was a force of nature
  10. verrda
    verrda
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    I'm trying to use the console to change one of my squaddies to this (i did it for ghost so I assumed I could) but necromancer doesn't work, jsut wanted to make sure I didn't have to input something other than "Necromancer"
    1. ekscom
      ekscom
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      Hi, I am not familiar with the console at all, so I don't know if i can help there. The official name of the class in the modding tool is "Necromancer Class". Try typing that and let's see.