XCOM 2
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Jump Jets
   
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Dec 16, 2020 @ 10:31am
Apr 3, 2023 @ 7:29pm
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Jump Jets

Description
For a while, I had a couple of unresolved gripes with my mod setup. One, jet packs are REALLY cool, and I wanted access to some earlier in the campaign. Two, when playing with Celatids, I encounter a lot of them, and I figured it would be nice to have more things to do with their corpses. Jump Jets is the solution to both of them.

Let me tell you about its features.
  • A new "tier 0" jet pack, called Jump Jets, can now be fabricated in the Proving Grounds after completing the Celatid Autopsy. They're almost twice as fast to build as Booster Jets are, and each one requires 15 Supplies, 3 Alien Alloys, and 1 Celatid Corpse to build.

  • The Jump Jets grant the wearer the Vault ability, allowing them to jump up to higher elevations like when wearing Icarus Armor. Jump Jets do not grant Jet Shot, Emergency Evac, or any of the other abilities that are granted by Booster Jets, and they cannot be used for Dynamic Deployment. This is both for balance, and for logic (Celatid antigrav systems are not nearly as powerful as an Advent MEC's boosters are).

  • Most of the features of this mod can be configured, including build time, cost, and abilities granted by the Jump Jets. If you decide to configure stuff, pay attention to the notes in the files.

Mod requirements:
  • Jet Packs is a hard requirement. Without that mod, the Jump Jets won't have a model or icons, and chances are the animations will be busted.

  • Celatid Alien is technically optional, but if you don't have it, you will need to change the Jump Jets' requirements in XComJetPackSchematics.ini (both the required tech AND required artifact). Updating the localization to something that doesn't reference Celatids would be a good idea too, but you can skip that if you don't care about immersion.

  • Unlike almost all of my other mods, Long War of the Chosen is NOT required here. This mod works perfectly well with regular War of the Chosen.

  • While not a hard requirement, if you're a Long War of the Chosen player, I highly recommend Mod Jam. Jump Jets, Jet Packs, and Celatid Alien are all now supported by Mod Jam.

Known issues:
  • None to speak of right now that I'm aware of.
If you run into bugs, bring them to my attention and I'll try my best to fix them. If you have balance-related feedback, I'll hear you out (especially if the change is easy to do code-wise), but don't forget you can always customize the mod to your liking as well. Everyone's toybox is filled with different stuff.

Conflicts:
  • There shouldn't be any at all. The Jump Jets use a new item template.

Future plans:
  • Bug fixing if it's needed.

Credits:
  • Iridar for making the original Jet Packs mod, which not only provides the entire starting point for Jump Jets' concept, but also contains a lot of code I needed to copy over to make Jump Jets build properly.

  • Team CX for making the Celatid Alien mod, which was part of the inspiration for this mod.

  • RustyDios and the XCOM 2 Modding Discord for helping me troubleshoot this thing when I had trouble building it.

(Let me know if you're not in the credits and think you should be in there. I will add you ASAP.)
9 Comments
Tiaz Apr 4, 2023 @ 1:42am 
@☆Starlight Maiden☆
Now it should be working as intended
Focalors Feb 13, 2023 @ 3:39am 
Hi, I am currently facing an issue where the icon of jump jet is missing (Show rainbow :img). The icons for jets from original mod work fine, however. Example: https://imgur.com/a/x8CgACn

Apart from that the mod work well so far. Thank you for creating all these mods! :SBchicken:
Sgt. Hobo Mar 13, 2021 @ 6:32am 
I'm opening a petition to change the name of this mod to Jumpy Jets.
neIVIesis Dec 29, 2020 @ 9:27am 
I like the idea of an earlier, cheaper jet pack. My suggestion is that ONLY being able to jump in high ground is too marginal a perk to justify the opportunity cost of not wearing a vest for example, and the cost of building them on top of that. Also, Celatid corpses are not cheap per say, when you can also build the mobile turrets with them, giving you a recoverable and healable mobile cannon as an extra unit in a mission. Another perk is needed for these little jet packs to be worthwhile. Keep in mind even Musashi's Microstim implant already give you the jumping ability, plus added dodge and mobility to boost. Plus they can be built in Workshop instead of Proving Ground which is a huge difference in terms of opportunity cost as well, since so much important tech needs to be built there as is.

Probably this little jet packs would need the ability to jump everywhere in the map as well to make them worthwhile.
SuperDigga Dec 21, 2020 @ 4:53am 
I will try by subing to this mod, adding it as a Gene perk and testing it on a mission. So far i have implemented biotic traversal as the MFD ability but why not try another
Thanks!
Kiruka  [author] Dec 21, 2020 @ 4:42am 
@SuperDigga It's called VaultAbility. Just keep in mind the animations will probably be busted.
SuperDigga Dec 21, 2020 @ 3:41am 
Nice mod, can i ask what is the "perk name" the jet uses to jump high?
Im looking to add it to a Gene Mod list as EW's Muscle Fiber Density.
butsmach Dec 19, 2020 @ 10:05am 
This is a good mod idea
Deathraven13 Dec 16, 2020 @ 2:41pm 
Damn, Phoenix Point had jet packs to be a bit more original compraed to XCOM2, now it's gone XD