XCOM 2
[WOTC] Robotic Spectre
63 Comments
Qurila 3 Mar @ 7:05am 
Would it also be possible to create a mod that makes the codex take more damage from electricity attacks?
Like the Combat Protocol and other electricity attacks (like from the Patchwork class)
Phoenix 22 May, 2024 @ 5:00pm 
I'm having the same issue Arr is having but I also have Zombies Don't Count. I won't get a Flawless mission if the Shadowbound unit dies.
[Dragunov37] 9 Jan, 2023 @ 12:41am 
It's a pity that I can't also hack the Codex, in fact it is also a robot, but it can control psi energy. At least turning it off would be nice.
RustyDios 20 Sep, 2021 @ 6:14pm 
Could possibly pick up some tips from Zombies Don't Count
Udaya  [author] 15 Sep, 2021 @ 4:35pm 
@Arr I'm not sure actually. The same thing happens when the ADVENT ally soldier you're given through the Double Agent resistance order dies during a mission. If there's a fix for that, I may be able to integrate something similar into this mod. But otherwise, probably not.
Arr 14 Sep, 2021 @ 5:35am 
Whenever I hack into Spectre and get control over him, his shadowbind ability for some reason counts as a living soldier. In the end if that shadow gets killed it bothers possible flawless outcome. Is there a walkaround for this problem?
RustyDios 27 Feb, 2021 @ 11:20am 
Okay, Team CX also replied to me, they have worked a 'fix' into the revamp mod :)
All is good :)
RustyDios 27 Feb, 2021 @ 10:42am 
Understandable, possibly something to note in the mod-description then and depending on Team CX's response. They are ultimately the ones giving the spectre it's 'mental immunity' back in 'ability form' after your mod correctly removes it from the Character Template.

All other aspects work re: extra damage from electrical attacks.
Udaya  [author] 27 Feb, 2021 @ 9:58am 
@RustyDios I'm not sure if I can remove mental immunity "pre-hack" without changing the Haywire Protocol ability itself. But I doubt I could even do that without creating a whole bunch of other problems with it. Sorry.
RustyDios 26 Feb, 2021 @ 7:57pm 
This mod has an issue with the CX Spectre Revamp. Everything works 'okay', but after a successful hack attempt the Spectre cannot be hacked due to mental immunity from the CX Spectre Immunity Ability. ... a possible solution/fix is to remove the mental immunity from the cx ability (I sent a message CX's way).. but another route would be to have this mod remove any mental immunity from spectres on the pre-hack
GargakOfTheEast 7 Oct, 2020 @ 4:20pm 
@Udaya wowwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwww you learn something new everyday!! o_O
Udaya  [author] 7 Oct, 2020 @ 3:57pm 
@GargakOfTheEast Afraid not. Spectres have always been immune to acid, apparently. Here's an excerpt of their character info from X2Character_DefaultCharacters.uc:
https://pastebin.com/XytcxEBw

You can see their immunities from CharTemplate.ImmuneTypes.AddItem('Status Effect');
GargakOfTheEast 7 Oct, 2020 @ 3:14pm 
Is this mod making the Spectres immune to acid? I have no idea why that would be and don't remember that being the case in the base game.
Valvatorez(Cox Cable = awful ISP 13 Sep, 2020 @ 8:03am 
@Masterman
That's because there isn't a proper animation or code for it. So just like the Setopod the Spectre skips its turns until it not hacked anymore.
Medicman 26 Aug, 2020 @ 9:54pm 
Hacked a Spectre and after a 100% chance to take and a success nothing happened, I didn't gain control of the Spectre
tastiger841 20 Jan, 2020 @ 10:28pm 
No worries, thank you again for your help.
Udaya  [author] 20 Jan, 2020 @ 10:25pm 
@tastiger841 Sorry, I don't fully understand what you mean with the Commander. Either way, most of my mods are directed towards player abilities and slight gameplay changes, so I probably won't be able to help you in this area.
tastiger841 20 Jan, 2020 @ 10:20pm 
Thank you so much for your file and detailed instruction!

I hope it is not too much to ask, is it possible to make the commander available sooner? It is kinda wasted because he/she only appears in one mission only.

Just say the commander needs to have some practice runs before the final big mission.

I asked Deadput (who also has a new outfit for the commander) few days ago, but he is not familiar with script.
Udaya  [author] 20 Jan, 2020 @ 10:12pm 
@tastiger841 Horror always seems to panic XCOM units due to their will being connected to mental state. Not so much for other types of units affected by Horror. Anyways, here's the script for Spectre's Horror: https://drive.google.com/open?id=1822Cto7t9AwxhPphIUaLKF6hiNpTAEdA

All you have to do is download it and replace the one in your Steam\steamapps\workshop\content\268500\1431740015\Script folder (this mod's directory) with the new .u file. It'll automatically apply changes when you use the mod, so long as the new .u file isn't changed in any way (for example, if the mod updates or you un-subscribe and re-subscribe).
tastiger841 20 Jan, 2020 @ 8:57pm 
Also please don't change its other effect, which decreases the target's will, usually putting them into Panic. Or perhaps if you could, increase that effect, so the victim always panics?
tastiger841 20 Jan, 2020 @ 8:33pm 
Hi Udaya, an update only on that change please, so the spectre doesn't gain health when using horror. Cheers
Udaya  [author] 19 Jan, 2020 @ 10:18pm 
@tastiger841 Yes, that's possible. Do you just need an updated script you can replace this mod's with that includes that change, or anything specific?
tastiger841 18 Jan, 2020 @ 10:56pm 
Hi Udaya, is it possible to make the spectre only cause injury when using horror? It always bothers me when a robot can suck the life out someone like a vampire.
Campion 🐰 14 Nov, 2019 @ 4:15pm 
Most favorite enemy in the game to control hands down, thanks for this
Udaya  [author] 3 Aug, 2019 @ 6:40am 
@Lebowski It might be worth a try to test them together. This mod doesn't override any classes (except for the slight change in X2Condition), so I don't think it'll conflict with any of the character/ability changes he made for the Spectre.
Lebowskichild 3 Aug, 2019 @ 6:34am 
@Udaya, are you sure about Spectre Revamped as when I asked MrShadowCX he said his mod and this one would NOT work together.
Udaya  [author] 3 Aug, 2019 @ 5:54am 
@Cake_Knight They should work fine together.
Cake_Knight 2 Aug, 2019 @ 9:21pm 
Heya! I really like hacking Spectres, and I'm wondering if this conflicts with the Spectre Revamped mod?
Lebowskichild 28 Jul, 2019 @ 2:39am 
Cool, thanks for the heads up.
Udaya  [author] 27 Jul, 2019 @ 6:25pm 
@Lebowskichild Yes, they would. Unless you have a mod where your soldiers have the ability "Bluescreen Bombs" or anything that similarly makes Flashbangs affect robotic units, Spectres will be immune to disorientation as a whole.
Lebowskichild 27 Jul, 2019 @ 11:36am 
@Udaya, could you tell me if Spectres would be immune from flashbangs with this mod?
MrShadow 23 May, 2019 @ 1:59pm 
And the reason I posted here was because Im making a Spectre mod and decided to look around to make sure the mod im doing isnt the same as others already posted.
MrShadow 23 May, 2019 @ 1:57pm 
yes they do but its needed in each mod for that specific enemy type. If its in one mod, it wont just work for other mods that want enemies to wall climb. You need to have the same code in each mod and your specific enemy set to it.
Udaya  [author] 23 May, 2019 @ 11:36am 
@MrShadowCX Yeah, now that I come back to these comments, saying that was a foolish mistake. I'll delete any misinformed comments I made about the WallClimb scripts, but from my experience, they all tend to have the exact same code. That's why I thought deleting all but one would leave the game intact.
MrShadow 23 May, 2019 @ 11:29am 
was reading over the comments here and sorry to say, anyone that removed the WallClimb code from any mods that said they were conflicting, has probably broken your mods. That conflict is a false positive. Multiple mods having the WallClimb code WILL NOT conflict with each other. By you removing it from any mod, youre removing that mod's ability for its enemies or characters to do just that... WallClimb as the author intended. Now what youll end up with is an enemy that just warps up the wall with no animation and or even a CTD when the animation tries to play but you have removed its function to do so. PLEASE DO NOT remove any mod's WallClimb code.
Udaya  [author] 2 Nov, 2018 @ 3:58pm 
** UPDATE **
Spectres are now vulnerable to Justice, just like the Codex is. No need to avoid this mod if you were worried about that issue anymore.
Udaya  [author] 5 Sep, 2018 @ 12:13pm 
@Alastair Actually, I can fix one of those issues. By giving Shadowbound units EVAC and removing some of their ability restrictions, they should be able to complete evacuation missions.

As for problem one, the issue also occurs with Templars who use Ghost when they're mind controlled, so I'd leave that in the category of gameplay anomalies instead of actual bugs.

With problem three, I'm not too worried about AI inconsistencies like targeting. Given time, it's probable that the Spectre will shoot the Shadowbind units after other XCOM operatives are killed. It's not like an enemy unit to ignore opposition forever.
Alastair 5 Sep, 2018 @ 5:15am 
I doubt its something that the mod author can fix and thus I am posting this as a warning. DO NOT USE SHADOWBIND, it is very glitchy.

First when the specter is unhacked the unit created by shadowbind isn't killed or reverted to enemy control.

Second if you have a shadowbound copy on the field when you try to extract it counts as needing to be extracted, but it can't be extracted thus you can't end the mission.

Third the specter itself won't shoot the unit when unhacked. It might also affect other unit, but not sure since the only time I have done this only the specter was left, and it stayed in vanish mode.
Fleshseeker 21 Aug, 2018 @ 6:23am 
Yes, the alternative launcher no longer popping up confliction issue by this. And so far the game procceed smoothly. But wouldn't it causing system error due to losing their own WallClimbOverride for MOCX and WWL mods?

Just asking in case there are something happen in the futrue that at least I can guess where would be the error might be.
Fleshseeker 21 Aug, 2018 @ 1:38am 
This just a saying, not a request, I understand you have your own brilliant mod and ideas to shine. If this would taken too much for you, the just forget what I said.
Fleshseeker 21 Aug, 2018 @ 1:35am 
Man, thanks for such a qiuck responds, it is working.
Oh, I fairly understand this wont be your thing to take on with. But if this can be deat with, I would be overjoied:
As the time I installed The ABA then The MOCX initiative and World War L to match up the power curve of moded XCOM. They popped up confliction which is so call : X2Action_MoveClimbWall.

The modder of World War L that with ABA is ignorable which is ture to be nothing.However, The MOCX initiative seems NOT, along with ABA both installed, EVERYTIME MOCX squad in the AO, the game start to paused like two second with every action and likely getting worse as this fight prolonged. I already sent the message to The MOCX initiative modder for help, then there is no respond so far. I am forced to turned off MOCX initiative mod for now. If there is any chance to let this LW EXALT style mod back,I would love to give it a shot.
Udaya  [author] 21 Aug, 2018 @ 1:15am 
@Fleshseeker Don't worry, something like this is easily fixed. All you need to do is change the load order of the mods so that [WOTC] Robotic Spectre is loaded before [WOTC] LW2 Classes and Perks.

With the help of the Alternative Mod Launcher, that should be easy enough to place. Just double click on the number in the order column.
Fleshseeker 21 Aug, 2018 @ 12:37am 
Hi,it is me again,lol.
This time it isnt a bug from your mod or something, just for LW2 perk: full override to hack robotic spectre whose this mod turned them into. There is no hacking screen which leaving it unable to hacking them via this skill.

I believe this is caused by lacking of reward/hacking chance/failing consequenses setting.Your mod works fine with regular haywire protocal.

If I want to add those lines to support the perk full override with this mod, what should I do?
Alex Nares 28 Jul, 2018 @ 2:03am 
Cool thanks
Udaya  [author] 28 Jul, 2018 @ 12:25am 
@Alex Nares The name of that mod is "WOTC - Extended Information!" - https://cs2bus.com/sharedfiles/filedetails/?id=1183444470
It is one of the most useful UI mods that currently exist for WOTC in the Steam workshop.
Alex Nares 27 Jul, 2018 @ 11:53pm 
Oh yeah that makes sense. Well thanks. And I just noticed this, what is the name of the mod you are using in the preview picture? It looks like you can preview hack rewards/penalties before actually clicking it.
Udaya  [author] 27 Jul, 2018 @ 3:40pm 
@Alex Nares I can't, the Codex already has Skulljack hack rewards. Replacing them with Haywire Protocol would disrupt the game's "SummonAvatar" hack reward. It would break the way the game works. Not only would they suddenly be immune to mind control, but you would have the unnatural option to hack them to create an early game Avatar.
Alex Nares 27 Jul, 2018 @ 2:29am 
Well done!

Now, any chance you could re-make the exact same mod, except for Codex (Cyberus) and Venator? (mod enemy from LEB's Lategame Enemies)
Oblivious Naga 14 Jul, 2018 @ 7:31am 
oh right. forgot about the skulljack. I can see how that can cause some serious problems
Udaya  [author] 14 Jul, 2018 @ 7:29am 
@BorgadnRager It could, but if I made the Codex or Gatekeeper robotic units, then they wouldn't be vulnerable to mental effects anymore. Also, the Codex already has hack rewards in its character stats, so replacing them with Haywire Protocol hack rewards may lead to some unusal interactions.