XCOM 2

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Guibuni

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guibuni

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About this mod

Be a demi-god with the most powerful beeing ever conceived!

Permissions and credits
To people having issues of the project not showing up on the proving grounds , try launching the game from Nexus Mod Manager in a Debug new game OR make sure to launch the game from the desktop shortcut, reload your mods and enable them again. The Mod will be on a temporary hiatus, i have no free time lately and i'm sorta on a dead end in development as i have Zero knowledge on more advanced programing and texture/model editing/manipulation. If any one wants to keep developing the mod or want to help me you can just PM me, it would be great for me and specially for any fans of the mod. Best regards Commanders!


Custom Weapons are here!!
The following changes were made in version 1.05:

  • Added three custom weapons: Avatar Rifle , ADVENT MAG Rifle and Psionic Repeater
  • Avatar Rifle is available by default , ADVENT MAG Rifle requires Magnetic Weapons research and Psionic Repeater requires Plasma Rifle research. They will be available to buy alongside the default weapons.
  • The three weapons give extra mobility and reduced detection radius. They can also fire without ending the turn.
  • Avatar Rifle and ADVENT MAG Rifle both do 2 points more damage than their XCOM Variants.
  • Psionic Repeater does only 5 damage but has unlimited ammo and 50% chance to crit for 15 damage. Also ignores 3 armor.
  • Neither of the three weapons can be customized for balancing reasons (and lack of upgrade models :P)
  • The three weapons stats can be customized via XComAVAR.ini.
  • Avatar flanking crit bonus reduced for balancing the Psionic Repeater.
  • PsiAmps will come in a later update.



===============================================================================
=                             Become a tool of annihilation with your own Avatar!                              =
===============================================================================

Officers, Lancers and Sectoids too
These were the ingredients chosen
To create the perfect little clone
But Dr. Tygan "accidentally" added an extra ingredient
to the concotion -- Blacksite Solution!
Thus, The Avatar was born!
Using it's ultra-psionic powers
Central, Shen and the Commander
Have dedicated the Avatar's life to fight the aliens
And their forces of evil.

The requirements for the Avatar at the moment is:
  • 20 ADVENT Officer corpses
  • 20 ADVENT Stun Lancer corpses
  • 20 Sectoid corpses
  • 200 Elerium Crystals
  • 2000 Supplies
  • Psionics research made
The Avatar will be available at the Proving Grounds.

It comes with a custom set of weapons and all of the Avatar skills by default, they don't show up at the armory but will be there in-game.

In adition to the Avatar default abilities, you will need to have his PsiAmp equipped at all times for his skills. There is also have 2 skill trees to choose from: Vigilo Confido and Elders Legacy. They are not final however, give me feedback of what you'd like. All of its abilities can be seen on the screenshot.

Current issues:

  • The Avatar default passive skills are hard-coded to the character , so they don't show up at the armory, this is normal however and they will work properly in-game. Also, his Active skills are hard-coded to his PsiAmp, so don't unequip it, it does'nt work on other soldiers anyway so no need to bother.
  • The PsiAmp summary at the armory is all glitched out, i'm figuring a way to fix this.
  • The gender of the Avatar sometimes changes when you change its armor, i have no idea why but it should'nt affect gameplay.
  • The Avatar floats in the armory and battle-screen , don't know why either.
  • Psi Reanimation has no casting animation.

I've provided a .ini file that can enable or disable the project requirements: simply go to XComPlayableAvatar.ini and change the variable , 1 if you want a free Avatar or 0 if you want to have all of its requirements.

To install it , simply extract the .rar in your mods folder. You will need both PlayableAvatar and AvatarWeapons for the mod to work, make sure to enable both of them in the launcher.

All credits go to sgtcal10 , could'nt have done it without his wisdom.