XCOM 2
[WotC] Infirmaria Ex Mortis
139 Comments
Neuro JItsu 2 Mar @ 1:18pm 
Thanks for this mod. I just lost a run deep into Ironman mode where I literally missed a 100% shot and the Muton on the receiving end had a return fire ability, which one-shot my character with full health and in full cover. I know "That's X-Com, baby!" and so on, but 100% should mean 100%, LOL.

And if anyone was wondering about this specific angle - she was killed in the first stage of a Chosen lair, I picked up her body, then hit the platform to transport to part 2 of the lair, and when we got there the character that had been carrying her body didn't have it any more :-O I killed the Chosen, and after the mission the option to bring her back was indeed still there.
CommanderNature37 15 Dec, 2024 @ 1:56pm 
ill test out this mod
Dare  [author] 18 Mar, 2024 @ 11:54am 
thx for the suggestion, but at this point in life I will hardly go back to make changes to my mods.
Noname 13 Mar, 2024 @ 4:08pm 
mb an additional config option: there's only a CHANCE for successful reviving a soldier, (20-30% for ex.) that would be far more realistic.
MrShadow 27 Dec, 2023 @ 1:45pm 
Stupid question. Can I put these soldiers into the infirmary to remove the negative traits?
p6kocka 14 Oct, 2023 @ 3:44am 
It' s compatible with lwotc. No issues.
hottt3 17 Aug, 2023 @ 6:42pm 
Thanks for the mod! I didn't find it in comments nor in the description - is it LWotC compatible?
Dare  [author] 14 Jul, 2023 @ 5:30am 
that would require highlander dependency and I like to keep my mods independed so any1 can use them
PIKACHU 13 Jul, 2023 @ 3:45pm 
Can you make it compatible with controller
RustyDios 23 Jun, 2023 @ 5:53am 
right click from AML > Show In Explorer
of if using AML = "config" tab at the bottom, adjust, save

or as you said goto the path..
XCOMs game number is 268500
the mod folder is named with the steamID which is the last set of numbers when you click "share"
slabsjason 23 Jun, 2023 @ 4:11am 
File> steam-apps > workshop > content > {search form XCOMS file number }> Find correct mod =Config
slabsjason 23 Jun, 2023 @ 3:53am 
I'm unable to find the Configure setting. Little help if possible.
Dare  [author] 18 Sep, 2022 @ 6:22am 
xD
Stray 17 Sep, 2022 @ 6:18pm 
Nevermind! OP said this:

Before making a comment about a "bug" or a "feature" not working ask yourself:
Did I read the description of this mod?

And now I feel like a complete dumbass lol. All I had to do was install the infirmary upgrade.

I'm leaving this comment in case a fellow idiot wanders in.
Stray 17 Sep, 2022 @ 5:59pm 
I have a soldier who died in a mission, I quit the game and installed this mod, relaunched and finished the mission after recovering their body. The "I'll be back" button is greyed out. Am I missing something obvious?
TeslaRage 9 Aug, 2022 @ 6:09am 
Thank you!
Dare  [author] 9 Aug, 2022 @ 12:16am 
As long as u give some credit in the description feel free to do so.
TeslaRage 8 Aug, 2022 @ 3:10am 
@Dare I was wondering if you are still interested to update this mod? If no, do you mind if I re-upload with some improvements?
Edward Snowcone 27 Apr, 2022 @ 5:20pm 
any way to set it so there is a time limit on how long you have to bring them back? say, within 24 hours of the missions end?
Halita Silverblood 13 Feb, 2022 @ 11:28pm 
Ahh. Well, wish your future endeavors serve you well. :)
Dare  [author] 13 Feb, 2022 @ 11:08pm 
Hi Bullseye55,

thanks for the praise but my time has been limited and therefore I don't mod anymore. Also kinda lost the interest. On top of that changing the revives to a limited count is not possible without a rewrite. I used an existing and rarely used boolean existing within the game to track if someone has been revived. Changing that would need a new variable for each soldier which is then written into your savegame. And that might cause problems if one ever decides to unsubscribe to this mod midcampaign.
Halita Silverblood 13 Feb, 2022 @ 8:03pm 
Hey, Dare, thanks for an awesome mod!

Was wondering, though, if you're still able to mod and want to. Would it be possible to add a config for the number of times(or unlimited) a soldier can be revived by using the mod? I use a modded game config that encourages ultra, ultra long campaigns(kinda like a sandbox open world)....also have thought about modding a sacrificer class if such means existed.
Skitter 28 Jan, 2022 @ 2:26pm 
Confirmed, it works. Thanks, and sorry to be a pain in your rear.
Dare  [author] 28 Jan, 2022 @ 10:56am 
check now
Skitter 27 Jan, 2022 @ 1:37am 
Thanks
Dare  [author] 26 Jan, 2022 @ 2:26pm 
I make an update maybe tomorrow where u can toggle the setting in the config.
Skitter 23 Jan, 2022 @ 3:50pm 
I see change notes, but no option to revert back. I just see the things that were changed with each update.
Dare  [author] 23 Jan, 2022 @ 1:23pm 
Do not see "Changes Notes" Next to "Description","Diskussions", "comments" on the top of this page?
Skitter 22 Jan, 2022 @ 9:07pm 
I cannot find a way to do so, neither in Steam or AML.
Skitter 21 Jan, 2022 @ 1:28pm 
How does one revert to an earlier mod version?
Dare  [author] 21 Jan, 2022 @ 6:05am 
under change notes you can revert to an earilier version of this mod. In the last update I excluded robotic units due to being able to ressurrect sparks which was abit stuipd.
Skitter 21 Jan, 2022 @ 12:44am 
Could you add a config for reviving mechanical units? Just lost a modded robot unit from Buildable Units that I was really attached to in a retaliation that went pear-shaped, I was able to bring back the others, and now I'm scared to deploy mechanical units in fear of losing them.
RossieSvendo 9 Jan, 2022 @ 7:22am 
Tahiti. It's a magical place. :P
Dare  [author] 13 Dec, 2021 @ 1:08pm 
That same thing happend to me actually and is the reason why this mod exists ^^ Lost my super templar in a mission very late into the campaign and then it kinda snowballed and I ended the playthrough. After that I wrote this mod!
Caigoomballou 13 Dec, 2021 @ 9:21am 
No problem, Thanks for the mod had an enjoyable experience in my play-through with this mod in particular, saved myself my best character that I had to sacrifice for an evac, was nice to get him back and give him augmentations, makes for good content.
Dare  [author] 13 Dec, 2021 @ 1:14am 
@Nor don't know test it yourself?

@Church and Caigoomballou
Thanks for the ideas, but I'm no longer modding for X-Com 2. Kinda lost the interest and time issues.
N O r 10 Dec, 2021 @ 12:46am 
Is this compatible with Allies Unknown mod recruits? (the one that lets you get turians - asari - elite - geth -krogan ,etc...)
Church.exe 27 Nov, 2021 @ 7:04am 
This might not be possible but could you make it so that the soldier needs substantial augmentations or gene modifications (from those respective mods) to get back into the field? I just feel like, even bringing them back near-terminal doesn't really thematically fit and having a 6 million dollar man "we can rebuild him, we have the technology" thing to bring back a soldier would be really neat. Obviously, this should be optional as it isn't for everyone, but requiring several gene modification/augmentations to bring a soldier back to the fight would be really good for less forgiving campaigns, perhaps even requiring supplies to keep them alive until that modification is complete.
if this is added, a nice addition would also be adding a config for the one time limit and making bodies decay over time. To me at least this seems like a more balanced and in depth way of handling unit "death" while mitigating the "oh come the fuck on how was that a crit?!" rage.
Caigoomballou 19 Oct, 2021 @ 5:42pm 
Its a good mod, really nice on iron man mode where you can't roll back on bad movements. However even with the downside of having 3 negative traits once a soldier is revitalized, you can easily remove them by killing specific creatures or having to face the fear to harden the x com soldier, its just to easy to revitalize soldiers. Has no cost requirements, and not enough suffrage to eliminate a player from just bringing back their whole team from the dead. It does even it out by allowing this process (revitalize) to happen once, but there's got to be a bigger impact on player resources to use this option, because I use mods like genetic mutation and augmentation that can get the soldier back into the ready pool within a few seconds.
[BBG]OmegaX123 16 Sep, 2021 @ 12:39pm 
Can one rename the program (if it's mentioned in game at all by name) or the button you use to do it? And if this isn't a feature, can it be? I feel like I'd be happier with "Project T.A.H.I.T.I." personally. The mod itself seems awesome though.
Dęąth Viper 2 Sep, 2021 @ 12:14pm 
I know I was just making fun lol. Sorry
Dare  [author] 2 Sep, 2021 @ 6:54am 
Works just fine for me.
Dęąth Viper 30 Aug, 2021 @ 11:03pm 
not working
silverleaf1 24 Jul, 2021 @ 1:06pm 
@Dare I noticed that other than the cost of upgrading the facility to perform the procedure there were no additional costs required. Maybe the most likely candidate for cost would be some elerium. Another option that comes to mind might be a significant increase in the energy requirement of the infirmary. Your thoughts?
Dare  [author] 22 Mar, 2021 @ 12:59am 
It requires the upgrade in the facility to build.
123nick 21 Mar, 2021 @ 11:25pm 
Would it be possible too have an upgrade be required in the infirmary before recovering soldiers from the dead is possible? something that requires a mid-late game research, perhaps? i like the idea, but having it be something you get early on seems kinda un-immersive and maybe a bit, well, it just feels like something that should be earned rather than having.
Dare  [author] 26 Dec, 2020 @ 3:28pm 
I hardcoded it and tied it to the module in the infirmary, which rarley any1 uses to restore a soldier for 1 mission (apart final mission). Could easily make it infinite, but that would be overkill. There are alot of people out there, including me, which would abandon campaign because a key soldier died. This mod has made me play a campaign way longer, even finish it, where I otherwise would have restarted. Sorry took me so long to replay.
Devil_Cloud38 4 Dec, 2020 @ 2:53am 
I'm legit curious. If the limit to rez only once per playthrough like a hardcoded thing? or is it possible to modify files to make it with no limits. mostly asking out of curiosity.
Dare  [author] 4 Aug, 2020 @ 1:24am 
Heyho, sadly there isn't.
TT-84 [FIN] 3 Aug, 2020 @ 7:54pm 
Any way to configurate amount of negative traits and adding/configurate costs of/to revives?
Thank you.