XCOM 2
RealityMachina's XComGameState_Unit Override [VANILLA ONLY]
Showing 1-10 of 21 entries
< 1  2  3 >
Update: May 31, 2017 @ 9:07pm

Fixed the function that fires on units with invisible torsos from not working on specific units like Krogan or Turians.

Update: May 31, 2017 @ 4:40pm

Integrated BlueRaja's Rookie Customization Options. See NoInvisibleHeads.ini in this mod to alter exact variables.

Update: May 28, 2017 @ 6:56pm

Alien soldiers should no longer be constantly resetting their cosmetics every time you equip armour.

Update: May 16, 2017 @ 4:52pm

Integrated No Invisible Heads' changes, like that mod, you can now blacklist specific heads in the mod's .ini.

Update: May 15, 2017 @ 11:21am

Mod has a better idea of how to handle SPARKs, after Buildable Geth Primes necessitated this.

Update: May 13, 2017 @ 9:35am

Enemy units will show proper names if they have them. Special character templates (currently just the Asari for my Biotic class) will roll for a special class defined in an XComCosmeticOverride.ini. They will only do so if the class is present in the game.

Update: May 1, 2017 @ 6:06pm

Modified the IsPsiOperative() function so soldiers with custom classes that use the psi-offense stat (like Grimy's Fury class), can see the psi stat in the barracks and in the field (the latter is for when LW2 is installed).

Update: Apr 3, 2017 @ 11:33am

Integrated No Invisible Head mod to XGCharacterGenerator override, so people can have that functionality and still use this.

Update: Mar 29, 2017 @ 2:49pm

Arms and legs should no longer be inconsistently replaced by parts that species can't normally select.

Update: Feb 6, 2017 @ 8:33am

Adjusted how it adds torso parts for aliens with special torsos like Turians and Krogans, for better compatibility with custom armor mods. (It will also work for ruler armors, though you'll need to fix helmets and probably get that ruler customization mod that removes the auto-helmet equip thing.)