Metal Gear Rising – Raiden and Sam Hero Units

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Author: RealityMachina

Last revision: 25 Jun, 2022 at 18:05 UTC

File size: 11.7 MB

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Description:

As the world of XCOM 2 gets increasingly convoluted with your mods, increase it even further with these two swordsmen (who are also acquainted with various amounts of subwea-I mean secondary weapons).

Summary

Go see the discussion tab for their full perk lists. Otherwise it’s somewhat similar to my Doom Slayer mod, 4 AP per turn, basic attacks generally don’t end the turn, etc. Special attacks like grenades or rockets or whatever require specific perks though.

Acquirement

They’re wandering swordsmen, you’ll meet them as you raise XCOM’s presence in the world.

More seriously, they’ll eventually spawn on a mission once you hit the minimum force level (default: 3), and enough missions have passed. By default it’s 3 missions. This counts *before* the force level so it doesn’t take too long. (Depending on your luck it might be the first retaliation, even).

You should see a sitrep when you view a mission on the Geoscape if the mod determines they should be spawned on it.

Most mission families in the game (Recover, Hack, Extract, Terror, etc), along with their LWOTC counterparts are supported out of the box. If you have another kind of overhaul that replaces those mission families, you can edit what’s considered valid in the mod’s XComGameData.ini

Why some of these requirements?

Stormrider is because I use a few perks from there and I didn’t want to try wholesale rewriting/reusing content packages. As the mod page for that mod says, if you don’t want the class but need it for other reasons, just edit the XComClassData.ini so it can’t be used by the game.

True Primary Secondaries can be swapped with the other Primary Secondaries mod if you prefer that one.

Chimera Squad Ability Icons is not needed if you’re already using Mitzurti’s Perk Pack.

FAQ

Raiden/Sam didn’t spawn with a usable sword – they use the item templates for their HF sword and Murasama respectively from their source mods, so presumably you have these disabled. You can edit XComGameData.ini so their loadouts use the standard Sword_CV_Primary instead.

Raiden/Sam didn’t spawn when they should’ve
Please list the mission type when you report this because I know how this bug can occur (the spawn additional objectives kismet object doesn’t seem to work if the distance between XCOM’s spawn and the objective is too short).

Where’s my music pack?
There’s a basic MMS pack here. Anything else will have to be done by people more experienced with that side of the game because I have approximately none.

When Mistral/Sundowner/Monsoon/etc
Probably never, I just got the urge to do this much after watching a forest fairy play the game and getting ideas stuck in my brain.

(No problem if people borrow stuff from this mod to make mods for them though.)

Cooler animations?
You’re definitely asking the wrong person for that kind of mod.

Credits

Obviously Kojima Productions, Platinum Games, etc for making the original game we’re taking assets from.

Jblade35 for the Raiden voice pack that I modified for this mod (e.g to make it audibly louder).

Iridar, Max, Musashi, and all those other fine people who made the mods that this mod relies on in order to actually work.

Mitzruti for the perk pack that I used code from for Stalk Mode.