XCOM 2
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Superheavy Battlesuits (LW2)
   
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Feb 4, 2017 @ 10:16pm
Jun 27, 2017 @ 10:36pm
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Superheavy Battlesuits (LW2)

Description
Adds two new armours to the game, the Orion and the Mjolnir, focused on defensive abilities and tanking. I am not at all ashamed to report that this mod's creation was solely based on the fact that I wanted my soldiers to feel like Spartans, not ODSTs, when using Halo cosmetic mods. Also, there are dozens of requests for regenerating shield mods on reddit.com/r/xcom2mods, so I thought I'd step in.

This version is balanced for use with the Long War 2 mod, not vanilla. For the vanilla version, click here: http://steamcommunity.com/sharedfiles/filedetails/?id=857403389

For the WOTC version, click here:
http://steamcommunity.com/sharedfiles/filedetails/?id=1137954330

===ITEM AND TECH INFO===

To unlock the Orion Battlesuit in the proving grounds, you need to research ADVENT Shieldbearer Autopsy and Plated Armor. It comes with built-in alloy plating, granting 4 Ablative HP. It can also launch a cloud of defensive smoke around its position twice per mission.

To unlock the Mjolnir Battlesuit in the proving grounds, you need to research ADVENT Shieldbearer Autopsy, Powered Armor, and Muton Elite Autopsy. It has the result of our new understanding of alien shield generators, granting a 6HP shield that can regenerate 2HP at the start of every turn.

Both armours can have their Ablative/Shield stats increased by equipping Ablative HP utility items from Long War 2.

===COSMETIC INTEGRATION===

This mod has cosmetic integration with Eternal's MJOLNIR Spartan Armor Variants mod, which can be found here: http://steamcommunity.com/sharedfiles/filedetails/?id=659977908
What does this mean? Well, if you choose to, the armors added in this mod can use Eternal's cosmetic pieces. You'll need to do some hacky stuff, though. Don't worry, its easy and it takes only a minute or two. If you wish to have the Battlesuits be able to use Eternal's cosmetics, then:

1. Install MJOLNIR Spartan Armor Variants with the link above.
2. Navigate to wherever your steam is installed, most likely Program Files x86 -> Steam
3. From there, navigate to: steamapps -> workshop -> content -> 268500 -> 857404413
4. Open up readme.txt in notepad or another text editor, and copy everything.
5. In 857404413, open the Config folder. Open up XComContent.ini with a text editor.
6. Scroll to the bottom and then paste the contents of readme.txt in.
7. Done! Your battlesuited soldiers will now have the option to look like Spartans.
8. If you want them to ONLY look like Spartans, and not have the option to look like soldiers with the WAR Suit, then simply delete everything above where you just pasted the new code.

Please note that WHENEVER THE MOD UPDATES, you will have to do this again. Sorry, there's nothing I can do about that. Backup your XComContent.ini to be safe!

===NEW INTEGRATIONS===

If you want to integrate a different mod's cosmetics into this mod, follow the steps below.

First, download the mod you want to integrate. Note the 9-digit number in the URL of its workshop page. That's the mod's ID code. Next, navigate to:

Program Files x86 -> Steam -> steamapps -> workshop -> content -> 268500 -> 123456789

123456789 being that mod's ID code. Now open the folder and then open the Config folder. You can open up the XComContent.ini with the standard Notepad but preferably with the free Notepad++ program, which is leagues better.

https://notepad-plus-plus.org/

The link below is to code I prepared to integrate the Halo 5 High Res mod into Superheavy Battlesuits. (Note that helmets don't need to be integrated). You can compare the Halo 5 mod's original XComContent.ini file to see exactly what I've changed. But a brief synopsis of what you do is located below the link.

https://pastebin.com/1KNdCFv5

Specifically, I have eliminated duplicate entries of each type of armour piece. There needs to be one entry for each type of armour you want that entry to be applied to. For the base game, that's seven. Kevlar, Predator, Spider, EXO, Warden, Wraith, and WAR. I trimmed the entries for all the armour pieces down to two, and then changed their ArmorTemplate field from those vanilla armours to 'superheavyplatedarmor' and 'superheavypoweredarmor' which are the Item Strings I gave my two armour types in Superheavy Battlesuits.

Now, our new XComContent.ini file applies our pieces to each armour type, but they conflict with the cosmetic pieces assigned to the vanilla armours. To fix this, we just give our new entries a new ID. So we just change the TemplateName field to anything other that what it was at default. Personally, I just add 'SB_' at the start of all of them to signify Superheavy Battlesuit.

This is where Notepad++ comes in handy, to let you easily find and replace entries en masse. After these three steps, eliminating duplicates, changing the ArmorTemplate, and changing the TemplateName, your XComContent.ini file is done. Copy the entire thing and paste it into the bottom of Superheavy Battlesuits' XComContent.ini file which you should know how to find from these last two guides. You can have as many integrations running as you want and you can use this guide for any armour-adding mods. But in order for the integrations to work you just need to select Superheavy Battlesuits AND the integrated mod in the launcher when you start XCOM 2.

===GRIMYS LOOT===

Grimy's Loot is integrated into this mod, with the upgrades for the Orion and Mjolnir suits being identical to those dropped for EXO and WAR suits. But keep in mind, some of Grimy's armor upgrades can be gamebreaking when used in conjunction with the superheavy battlesuits, especially the Mjolnir and it's regenerating shields. Use with caution.

===ADDITIONAL INFO===

Also, that Config folder from above? You can customize everything in there! Open up any .ini file that seems like something you may want to change (abilities, armour stats, etc) and edit values. I've put handy explanations on what each value does.

I welcome feedback and balance testing, PLEASE give me suggestions on how to make this mod better in the comments below! Also, if you think this mod is awesome, take ten seconds out of your life to give it a rating or a favourite, or both.

===CHANGELOG===

http://steamcommunity.com/sharedfiles/filedetails/changelog/857404413
130 Comments
Pokelantislv999 May 22, 2021 @ 5:07pm 
ive been trying to use this mod with eternals scriptless version of his armor for forever now and its never worked. any ideas?
Master Chief Feb 8, 2019 @ 1:00pm 
for some reason the Orion and the Mjolnir are sharing PLATED_SHIELDBEARER_COST.
NotSoLoneWolf  [author] Aug 1, 2018 @ 4:49pm 
You've probably already realized this, but unfortunately you do need the other mods active.
Sergeant Stutters Jul 16, 2018 @ 5:03pm 
Hey, once I have made the changes to make the armors use the halo reach armor sets, do I have to have the halo mods active on my game for them to work? I want your battle suits to use the halo cosmetics, but I don't want the clutter of all the spartan parts in the menus for my soldiers.
NotSoLoneWolf  [author] Feb 23, 2018 @ 3:53pm 
Hmm, if you're having trouble with this version then I'll have to take a look at the code I suppose. The shield regen should be absolutely infinite, no questions asked.

Have you deleted your Documents/My Games/Config folder recently to reset your .ini files? That may fix it.
Jimmy Space Feb 22, 2018 @ 10:08pm 
I'm having the same problem; the armor points stop regenerating. Is there a possible workaround to this?
NotSoLoneWolf  [author] Sep 25, 2017 @ 6:27pm 
@AceOfBlades

Interesting. I set the shieldregen effect to be infinite, but the code is setup like this:

MaxTurns, InfiniteDuration, etc, etc, etc,

So for the shield regen effect I put:

99, True, etc, etc, etc,

So perhaps somehow the InfiniteDuration isn't properly being set to True, and after taking 99 HP of damage it stops? But it would be impossible to take that much HP in damage, because since the shield regenerates at 2HP a turn, that means you would have to take damage for 50 consecutive turns.

Yeah, something is definitely out of whack here. Unless you're doing some batshit insane LW2 mission where you have to hold out for 50+ turns?
KitKat Sep 25, 2017 @ 12:56am 
is there an upper limit to how much shield strength mjolinr can regenerate? i noticed that in extended battles after taking a lot of hits, it sometimes stops regenerating.
badassgrunt Sep 18, 2017 @ 3:31am 
Thank you. Next run, ADVENT will know fear from Master Chief.
NotSoLoneWolf  [author] Sep 17, 2017 @ 9:58pm 
WAR OF THE CHOSEN VERSION IS OUT! Featuring rebalanced stats (mostly buffed thanks to higher damage values overall in WOTC) and an all-new ability!

http://steamcommunity.com/sharedfiles/filedetails/?id=1137954330