XCOM 2
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[WotC] Gene Mods
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9.550 MB
1 Oct, 2019 @ 10:39am
24 Jan, 2024 @ 7:54pm
13 Change Notes ( view )
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[WotC] Gene Mods

In 1 collection by ∑3245
E3245's Master Mod Collection for War of the Chosen
98 items
Description
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DESCRIPTION
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We're now Open Source![github.com]

PCSes are the lame versions of Gene mods, so I decided to make a mod that allows a soldier to undergo Genetic Modification. In addition to that, modders can quickly make their own Gene mods that this mod recognizes.

This mod adds a new upgrade to the Infirmary (Advanced Warfare Center): the Gene Modification Chamber. This should not conflict with other mods that require the Hypervital Chamber upgrade to do their own thing, however, we edited the map and made the previous Hypervitalization Chamber assets to appear when you have the Gene Modification Upgrade facility upgrade installed.

To get a soldier to undergo Genetic Modification, you install the Infirmary Facility upgrade, available after you research Alien Biotech. Then follow these steps:
  1. You assign whomever you want to the facility slot. They must be healthy/active.
  2. You then get a screen with all of the available Gene Mods. Select one and hit the green button or, if on controller, the A button.
  3. You'll get a prompt. Select Accept or back.
  4. The magic will then happen. Soldiers are unavailable during the duration, and canceling the project will waste resources and give the soldier a negative trait that can be removed either by completing a Gene Mod project or using the Infirmary to remove the trait.

This mod is fully compatible with the Augmentation mod by Musashi. You can control the interactions with two new Second Wave Options.

If you have issues with this mod or spotted a bug, please report it in the Bug Report Thread. If you want to provide feedback, whether its good or bad, then post in the General Feedback Thread.

If you are thinking of downvoting this mod, please provide feedback first, so I know what I should improve on/did wrong.

So I have quite a bit of people saying they want to donate, so here's my Patreon: https://www.patreon.com/E3245
I will link my Patreon for ORIGINAL mods, like this one, and not ports. I won't put my mods behind a paywall and I won't montenize my mods.

Iridar helped me a lot with this mod, so here's his Patreon if you feel like donating to him: https://www.patreon.com/Iridar

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FEATURES
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  • New Infirmary facility upgrade that allows soldiers to undergo Genetic Modification!
  • Several new Gene Mods made from scratch!
  • Custom UI screen built from scratch.
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KNOWN ISSUES
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  • None so far.
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TODO
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  • Fix some bugs, if any.
  • More Gene Mods, if possible.
  • MEC Troopers support.
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COMPATIBILITY (meaning that it works with these mods)
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  • [WotC] Infirmaria Ex Mortis
  • Augmentations for WotC.
  • There are no overrides in this mod that would cause a conflict with other mods.
  • If unsure, read the description of the other mods or pray, whichever is easier.
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F.A.Q
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Q: Does this work with a current save?

A: Yes, it should work out of the box.

Q: How do I add my own Gene Mods?

A: https://ad.gamersky.info/@steamcommunity.com/workshop/filedetails/discussion/1877861493/1609400247636005211/

Q: Where is the rest of the classic Gene Mods? I want the classic Gene Mods!

A: Mitzruti Perk Pack for WotC.

Q: I want MOAR!

A: [WotC] Gene Mods - Iridar's Pack.

Q: Vanilla version?

A: Not really, no.

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CREDITS
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UI/Coding:
  • E3245 for assembling the entire mod, and coding most of everything.
  • Iridar for helping me with the new Gene Mod abilities and Augmentation/MEC Troopers support.
  • PZ for her Psionic Training mod. Without this mod, I would not been able to do this correctly.
  • Oni for her Laboratory Already Better mod. I would not have found those particular UI elements that are now used in the custom UI screen, and for code that makes Gene Modding statuses appear in the Events.
  • robojumper, Xymanek / Astral Descend, and others for helping me with troubleshooting and additional code snippets.
  • RustyDios for fixing the Status Display not showing up.

Thumbnail:
  • Surefire for the sweet thumbnail.

DISCLAIMER: ALL CONTENT BELONGS TO THEIR ORIGINAL AUTHOR(S). ALL RIGHTS RESERVED.

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LOG
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Release ver: 1.024:
  • Fixed this mod changing the AbilitySourceName, which would cause problems with certain Psionic abilities not working as intended. Psionic Gene mods will keep the purple color.
Popular Discussions View All (7)
47
24 Nov, 2024 @ 7:15pm
PINNED: Bug Report Thread
∑3245
30
17 Sep, 2023 @ 8:02am
List of Gene Mods Implemented in this Mod
∑3245
26
13 Nov, 2024 @ 6:44am
PINNED: [GUIDE] How to add new Gene Mods
Iridar
326 Comments
Scroller 29 Dec, 2024 @ 5:43am 
@ArtanisKAI - the following line is missing a '+' at the start:

GeneCategory = GMCat_brain
Legatus 28 Dec, 2024 @ 8:15am 
@MadMonkee10 @Life Hack God Same problem. UI for genemod soldier just dont exist.
ArtanisKAI 3 Dec, 2024 @ 8:48am 
this has been bothering me for weeks now and i havent found a good solution so im just gonna ask it here guys. the following snippet of code is from the custom gene mod i made for my campaign and the issue is, codes looks fine, but all of my custom gene mod are categorized as misc, not the one i placed on my gene mod. here is the snippet

[GM_VFP_H_Aimboost X2GeneModTemplate]
; Image path
strImage="img:///UILibrary_StrategyImages.X2StrategyMap.DarkEvent_Avatar"

;Gene Modding Cost some will
+StatChanges=(StatName= eStat_Will, StatModValue = -10)

;Effects
+StatChanges=(StatName= eStat_Offense, StatModValue = 20)
AbilityName =

BaseTimeToCompletion = 0

GeneCategory = GMCat_brain

;Uses Meld from Psionic Ex Machina
+Cost=(ResourceCosts[0]=(ItemTemplateName="InertMeld", Quantity=50))

+Requirements=( RequiredTechs[0]=AlienBiotech, bVisibleIfTechsNotMet=false, \\
RequiredUpgrades[0]="Infirmary_GeneModdingChamber", bVisibleIfUpgradesNotMet=false)
ArtanisKAI 29 Nov, 2024 @ 4:42pm 
Darkizh you dont
Darkizh 18 Nov, 2024 @ 4:28am 
How do i remove gene modification from soldier?
Terry Duke 10 Nov, 2024 @ 7:52am 
Hey, I've loved this mod for a long time, but I'm hoping for a fix here.

I had the misfortune of adding "tranquil mind" to my favourite templar, hoping for a natural mindshield, but it also effectively removed all psionic abilities, from the ability to charge focus, to using any psionic powers like parry, rend, storm, whatever.

I was hoping I could go into the .ini to remove the surgery from my templar, but I don't know where. I tried deleting all lines related to tranquil mind, but it just made the mod disappear from the game completely, so I restored the file.

Anyone has a fix for this? Thanks.
CyberNeo 17 Oct, 2024 @ 7:31am 
I don't know if this is wrong but "eStat_DetectionModifier" doesn't exist(or is completely new Stat) because only "eStat_DetectionRadius" exists.
MadMonkee10 13 Sep, 2024 @ 9:35pm 
the slot to staff soldiers for Gene mods didn't appear when I got the upgrade
Life Hack God 27 May, 2024 @ 10:59pm 
Im abit confused on how this mod works, i upgraded the infirmary and i can still cant acssess it
Preowned 25 May, 2024 @ 12:55pm 
replying to myself: Editing xcomgenemods.ini (\1877861493\Config\Abilities) under ; Berserker Genes, I seem to be able to adjust the gene so I dont lose actions... Makes it a little over powered but I didn't like my unit getting stuck out in the open some times.

I probably should have added the gene to a less critical unit to start.. but I added it to my Torque!