XCOM 2
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Metal Over Flesh Redux
 
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Aug 31, 2017 @ 7:48pm
Dec 22, 2017 @ 12:48pm
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Metal Over Flesh Redux

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In 1 collection by RealityMachina
RealityMachina's War of the Chosen Mods
78 items
Description
No will drain. No fears. No mercy for ADVENT.

Adds in Proving Ground projects that upgrade your SPARKs, because sometimes the best way to solve a Chosen problem is via 2 tons of badass. Also adds a utility slot to SPARKs, though they carry the restriction of being unable to use grenades.

Project Descriptions

Most .ini changes will be located in My Games\XCOM2\XComGame\Config\XComSPARKUpgradesSettings.ini or in-game with MCM, but a few select settings are editable at (wherever XCOM 2 is installed)\steamapps\workshop\content\268500\1125117203\Config\XComSPARKUpgrades.ini

In addition, the template changes required for this mod to work are not retroactive: already built SPARKs will not benefit.

The rest of the SPARK Projects are:

SPARK Suppression
A time-only research project, researching this will enable SPARKs to suppress enemies.

Note: due to XCOM 2 requiring these sort of abilities to be attached onto a weapon, these by defaullt only work on the vanilla SPARK weapons, but you can add in mod weapons to SPARKUpgrades.ini.

Thanks Grimy for letting me borrow this perk code from one of his mods!


ADVENT Chip Adaptation
Requiring the Officer autopsy and Officer corpses and supplies, researching this will give +5 Aim to SPARKs.

Nanomuscle Fibres
Requiring the Muton autopsy and Muton corpses and supplies, researching this will give +3 mobility to SPARKs.

SPARK Shields
Requiring the Shieldbearer autopsy and Shieldbearer corpses and supplies, researching this will give +5 shield points to SPARKs.

Mayhem Protocol
Requiring the MEC autopsy and MEC corpses and supplies, researching this will enable SPARKs to do +2 damage when they use suppression.

Thanks Grimy for letting me borrow this perk code from one of his mods!

Close Combat Protocol
Requiring the Andromedon autopsy, Andromedon corpses and supplies, researching this will enable SPARKs to take a shot at any enemy that moves within 4 tiles to them.

Thanks Grimy for letting me borrow this perk code from one of his mods!

Heavy Weapon Storage
Requiring the Sectopod autopsy, a Sectopod corpse and supplies, researching this will enable SPARKs to carry an extra charge for their heavy/powered weapon.

Automated Threat Assessment
Requiring the Gatekeeper autopsy, a Gatekeeper corpse, and supplies, researching this will enable SPARKs to have +15 defense as long as they didn't attack on the player's turn.

Thanks xylthixlm for helping me finally come up with a properly working version

Berserker-based Gauntlets
Requiring the Berserker autopsy, a Berserker corpse and supplies, researching this will give SPARKs with Strike +4 more damage. It will also give all SPARKs a adjacent-only melee ability called Punch: this has weaker damage than strikes, but only costs 1 AP to use.

Self-repairing Nanomachines
Requiring the Archon autopsy, Archon corpses and supplies, researching this will give SPARKs reduced repair time, or if the damage they took was 2 HP or less, no repair time at all.

Thanks Long War Studios for making the perk this tech uses!

Rebuild SPARK
Requiring the damaged body of a SPARK that has fallen in combat and supplies, this repeatable tech lets you rebuild either a SPARK listed as fallen back to relatively prime condition, or use a damaged chassis to construct a whole new one. However, this isn't a complete mulligan: while the SPARK will gain the kills it had before (and thus be able to rank up very fast), it will need to go on missions (or covert actions if you're using my mod for that) to regain its ranks.

Note: SPARK Chassis follow the same rule as normal corpses do on missions: if a SPARK dies on a mission you evac from, you're not getting its chassis back.

Salvage Wrecked MECs
A cheaper counterpart to Build SPARK that takes advantage of ADVENT MECs being based off SPARKs in the first place. Takes 25 supplies, 5 alloys and elerium, and six ADVENT MEC wrecks by default. Corpse cost is the corpse cost variable multiplied by three.

Item Descriptions
Self-Correcting Rounds
"These rounds are derived from the implants we found in the ADVENT Officers and the later adaptations we made to SPARKs, they have the ability to assist a weapon's targeting on a user's initial miss of a target."
Provide +10 aim after a miss with a weapon. Requires ADVENT Chip Adaptation to be done.

Thanks Long War studios for making Hyper-reactive Pupils from their perk pack!

Note: it's possible some mod abilities won't activate this effect, to fix this add the ability name to XComSPARKUpgrades.ini and comment on this so I know to fix it.

Shield Hardener
"The Shield Hardener is derived from our SPARK-based shield tech, while it barely provides any protection on its own, it does make any shield it's attached to protect against even massive hits, even if it will take down the shield. "

Shields block overflow damage by hits that take them down, along with providing an additional shield point. Requires SPARK Shields to be done.

Explanation: by default if a 5 HP shield gets hit by a 10 damage attack, 5 damage will pass over to a unit's health and armour. With this item installed, any damage that overflows a shield will get blocked entirely. Credit to Grimy for making the original shield gate effect from his loot mod.

Nanoweave Plate
"Nanoweave Plate is an impact-hardening armour insert for our units, on their own they don't do anything, but once a unit has taken a hit, the plates will harden and provide additional protection."

Provides +2 armour once a unit has taken damage. Requires Nanofibre Muscles to be done.

Credit to LWS for their Damage Control perk.

Codex Module
"Codex Modules are derived from the brains of Codexes defeated in the field, they provide units with the ability to more easily dodge enemy fire, and are able to do more calculation the more enemies the unit is in range of."
Provides +5 dodge for every enemy in sight, up to a max of +50. Requires the Codex Brain shadow project to be done.

Credit to LWS for their Hard Target perk.

FAQ

The mod updated with a new tech, how do I get it?

Type in SPARKUpgradeHelp in the console, then type "GiveSPARKUpgradeResearch 'nameoftech' ", with whatever new tech you don't have in the game. (Currently the only one you need to worry about if you didn't have the save game issue is SPARKGauntlet).



Popular Discussions View All (3)
3
May 1 @ 2:35pm
Chinese translation
zxc2008
1
Jan 27 @ 9:27pm
French translation
Arckange
0
Oct 25, 2017 @ 9:06am
Spanish translation
Chu Nana Go
< >
143 Comments
vincent_renevot 2 hours ago 
@RealityMachina
BUG DETECTED : Just use the skulljack with a spark = Crash
RedDobe Jul 14 @ 8:06am 
WillI be able to use this without highlander? I have a MAC and currently highlander doesn't work for MAC.
baguda Jun 4 @ 5:08pm 
In Richards SPARK rework (https://steamcommunity.com/sharedfiles/filedetails/?id=1374683550) he gives SPARK AP and CI. He actually recommends this mod!

I can't figure out how he gives SPARK the AP. It is just in the ini:
[Spark X2SoldierClassTemplate]
-bAllowAWCAbilities=0
-bCanHaveBonds=false
-BaseAbilityPointsPerPromotion=0
+bAllowAWCAbilities=1
+bCanHaveBonds=true
+BaseAbilityPointsPerPromotion=6

I am interested in doing something similar for the Psi Operative.
Dragon32 Jun 4 @ 4:57pm 
@baguda:
SPARKs don't have Combat Intelligence. It's not added by this mod. You'd need one which granted CI to SPARKs and AFAIK there isn't one.
baguda Jun 4 @ 4:51pm 
Just to clarify: I cannot figure out how to raise my SPARK combat intelligence. Is it possible to do it using your upgrade system?
baguda Jun 4 @ 2:36pm 
So... why not an augment that raises combat intelligence? =)
a-s-dfghjkl May 12 @ 8:34am 
I have basically the same problem as thatifalover and don't have a clue what's causing it (it can't be conflicts since my modlist hasn't changed since before the last update (it worked back then) and the highlander is working properly. It would be nice to get a fix for this since I really love this mod.
Bdbrown6900 May 6 @ 6:17pm 
While the standard Spark is ok, I realy like the variety I get using -bg-'s LW Mecs as Sparks mod. Is there any chance of updating this mod to recognize other mechanical units so they can use these upgrades?
thatifalover Apr 22 @ 3:37pm 
Update: close combat protocol procs normally but nothing else does. I don't get shields, bonus aim or mobility, buffed strike damage or pumch, etc.