XCOM 2
[WOTC] Armor & Vest Config
265 Comments
CFW Magic Sep 22, 2024 @ 9:48pm 
Oh yeah. Also add +RunAfter=LW_Overhaul
CFW Magic Sep 22, 2024 @ 9:09pm 
Public Service Announcement:

If you're trying to run this mod with LWotC, and parts of it get overriden by LWotC (for example, if you try to change vest stats, LWotC will take priority and nullify the changes made by this mod) then you need to add the following lines:

[LWOTCAblativeVests CHDLCRunOrder]
+RunAfter=LWUtilities
+RunAfter=LW_PerkPack_Integrated
+RunAfter=LW_Toolbox_Integrated
RunPriorityGroup=RUN_LAST

This goes in this mod's XComGame.ini, located in it's Config folder. This needs WOTC Highlander to actually work.
Copper Boltwire Jan 10, 2024 @ 11:06am 
Last update back in 2017?! - Safe to say, installing this may or may not be "smart". Compatibility may be LOW, unless it adds it own armor/vest.
Crimson Nova Sep 20, 2023 @ 3:55pm 
awesome mod! can you edit titan armor? thanks
Tyrthebeer Jun 23, 2022 @ 12:55am 
why is there a copy of each armor in the heavy, light, and medium areas
Not Ela Nov 15, 2021 @ 7:44pm 
anyone know how to add new vest type?
Nemo Jr. Sep 1, 2021 @ 9:11pm 
@PM_Zigg Price
Yes to "vigilance", no to "delete everything else"; I don't think it's that simple.
When I said .ini tweaking, I meant the vanilla files, not the mod's. Sorry if that wasn't clear.

If more utility slots is all you're looking for, check these out instead:
https://steamcommunity.com/sharedfiles/filedetails/?id=1148730057
https://steamcommunity.com/sharedfiles/filedetails/?id=1448532065

Tactical Rigging in particular can provide exactly what you're looking for, especially with a little tweaking of the mod's config.
Zigg Price Sep 1, 2021 @ 10:18am 
So if I am reading the discussion correctly, we CAN use this, we just have to be vigilant for compatibility. For example, I am using Iridar's Defensive Item Overhaul. It obviously makes big changes to armor and vests.

Honestly, the entire reason I use this is to grant utility slots to all armors, because I think that was a silly mechanic.

So, if I delete EVERYTHING ELSE, and just leave the Utility Slot=True part in, and then run Complicated Red Fog, that should get this mod to play nice. All of it's stat adjustments should be gone, and Red Fog will load ModBase 2.0.wotever the newer version is.
Nemo Jr. Jul 23, 2021 @ 3:51am 
p.s. If you just want to change some numbers that are already in the game, like health bonus from vests or mobility/dodge from light armor, then you can do so via some .ini tweaking.
Nemo Jr. Jul 23, 2021 @ 3:43am 
@Fenrira
It should be perfectly fine on its own. The problem is that it's prone to causing conflicts with other mods, because of the way it's designed. It won't break your game or anything, but it can interfere with other mods that change armor stats / behavior. It also uses an older version of XModBase (a modding tool) which will undo some bug fixes from Highlander.
Fenrira Jul 22, 2021 @ 6:27pm 
I’m not familiar with coding but a lot of people say it’s “invasive”. So is it safe to install this mod or not?
Nemo Jr. Jun 30, 2021 @ 8:14am 
For users:
[WOTC] Complicated Red Fog apparently fixes this issue by forcing the game to load the latest version of XModBase. So if you're using that mod, you needn't be concerned.
Nemo Jr. Jun 30, 2021 @ 8:08am 
Please consider updating this mod with the latest version of XModBase to avoid conflicts with Community Highlander, particularly this one:

https://x2communitycore.github.io/X2WOTCCommunityHighlander/tactical/GetStatModifiersFixed.html
(See the Compatibility section)

I would also like to echo what RustyDios mentioned about the mod's invasiveness, but at least with that, I'd know what I'd be getting myself into.
RustyDios Mar 20, 2021 @ 12:10pm 
Yes, this would have been made using the WotC SDK and thus only usable in WotC.
TheChemist Mar 20, 2021 @ 11:54am 
Does this only work with WOTC? I'm trying to use this on a vanilla playthrough but it doesn't seem to be working.
metronome Mar 18, 2021 @ 4:32pm 
Is there a code or modifier that would allow a Grapple to be added to a vest (or non-Spider) armor? Sorry if this was addressed earlier in the Comments.
nurseryguy33 Nov 12, 2020 @ 8:32am 
Sorry I must be a complete idiot so forgive me. I cannot figure out how to get this mod to work.

If I need to drop the INI listed in the Xcom main folder or do I leave it in where it is and make adjustment to that file there?
There is no tool or interface for me to use this mod unless I am completely missing it.
When I try to use it via 'mod manager' the tool shows up but only lists a shield adjustment.
What am I missing?
nurseryguy33 Nov 12, 2020 @ 5:06am 
Do I need to keep this file in the workshop section or do I drop it in the Xcom config folder?
Dinki Doggo Sep 8, 2020 @ 7:13am 
Is there any way to edit the Tactical Legacy Pack armors?
RustyDios Aug 21, 2020 @ 8:26am 
This mod has a conflict with my Passive Icons mod.
The config is caused by this mod removing ALL previous abilities of a vest/armor. This is a really invasive method and would seriously mess up any modded vest with abilities if someone was to use this mod to adjust them.

The issue happens because this mod doesn't add back the base game abilities to the vests, but replaces them with it's own. Preferably this line "Vest.Abilities.Length = 0;" should be gated behind a boolean toggle. I'm all for adding new abilities, but removing any/all others is really problematic.

Thankfully my mods only need a tweak in the config of this mod to add back the original abilities, but thought I would pass the bug report along :)
rocterius Jul 14, 2020 @ 7:29am 
Could someone create/has a config file where the health points are armor and extra health is 0 like this mod: (armor mitigation) https://steamcommunity.com/sharedfiles/filedetails/?id=639556639 . The old mod works but there are no ruler armors. Ruler armors would be enough for me.
Philadelphus Jul 10, 2020 @ 7:06pm 
Great! Glad I could help. :steamhappy:
白眉鹰王 Jul 10, 2020 @ 12:22pm 
Yeah, I tried your way. It worked:steamhappy:
Philadelphus Jul 9, 2020 @ 2:15am 
Ah, I believe these sorts of modifications don't take effect mid-mission. I think you'd need to change the numbers between missions (you could save right before starting a mission to test it quickly).
白眉鹰王 Jul 8, 2020 @ 6:37pm 
@Philadelphus Maybe it's because I was testing with an ongoing mission? The way I test it is: I saved before my wraith armor wearer contact enemy. And then load with different sneak numbers. But the detection radius is always same no matter how big the number is. I even tested 500.
Philadelphus Jul 8, 2020 @ 4:47am 
I'm 99% sure I've gotten the sneaking radius to work before, as I experimented with making light armor more stealthy and heavy armor less in the past. I could look up the exact tweaks I made if you want.
白眉鹰王 Jul 7, 2020 @ 2:11pm 
The sneak tweak doesn't work. I tried 0.9 and 0.5 on the wraith armor, but the dectection radius was still big as before.
Hoogley May 26, 2020 @ 3:55am 
Awesome mod. This and Set Item Weight are allowing me to come up with some interesting encumbrance mechanics.

Question: Is it possible to add a plating category to allow integration for the LW2 Utility Plating mod?
Drakten May 13, 2020 @ 9:41am 
@Nightfall29 scroll down and read the comments
Nightfall29 May 12, 2020 @ 2:44pm 
How do you edit the legacy armors? Any idea what entries they would use and in which armor list?
NEPTUNE IN SAGITTARIUS Apr 9, 2020 @ 1:33pm 
@Stormqueen:[WOTC] Playable Titan Armor,Is it ? T4?I guess you can change its value just by knowing its full name.You can see how it's written in the script, what its full name is. for example: TLP WEAPON, full name is TLE_AssaultRifle_CV, Template.BaseItem = 'TLE_AssaultRifle_CV ,It's written in the script,You need to open the MOD script to view it.Since I haven't checked the Titan MOD yet, you'll have to test it yourself.
NEPTUNE IN SAGITTARIUS Apr 9, 2020 @ 1:03pm 
Hey “Charmed”,If you go back to the XCOM2 workshop, and you have the time, I really hope you can make a "Weapon Template", like“Armor & Vest Config”. since LW2 stopped updating, I've been trying to figure out how to deal with finite Items, finite weapons, weapons cost, weapons movement bonuses, weapons concealment bonuses, etc. Especially for the vanilla configuration, you know LW2 is easy to do that, but WOTC is not.I am not very good at writing scripts, if you have time, don't forget my request, thank you.
Lady Steelheart Apr 3, 2020 @ 4:03pm 
I love this mod and really appreciate its very existence. It has been instrumental in helping me re-balance my play-throughs.

I was wondering if there was some way to add the Playable Titan Armor mod to the list of armors this mod can cover. I want to be able to change its health over to shields, but that mod is very...limited in the information it provides and what it allows you to edit. I am unsure what information I would need to pull from it to make it work.
DabHand Feb 25, 2020 @ 12:45pm 
Anyone had any luck using this with LWOTC?
I used the Author's choice ini (renamed and in place of the XComArmorConfig.ini file) so starting armors should show shield (ablative) and mobility buffs accordingly.
In barracks and on mission - nothing.
Flamingcheesepie Dec 12, 2019 @ 5:15pm 
Would you know why spark armor cannot provide shields? That is, if set to 3/6/9 shields and 0 HP, they get nothing. Also, when adding formidable (the ability from LW2 Perk Pack that provides 2 ablative armor), it goes away for some reason.
Wendersnaven Nov 27, 2019 @ 4:34am 
You can only have soo many utility slots Spay, and they need to be enabled in other files than the armor values to work. Look at some of the Musashi mods and you'll get the picture.
seranovkayou Sep 1, 2019 @ 5:26am 
Im using [WOTC] Dedicated Pistol Slot (Supports LW2 Secondary Weapons, Autopistols Overhaul and Primary Secondaries), and i try somehow find a solution to increase utility items :(

if anyone can help me, i will be very thank fully :) sry for my excellent anglish ^^
seranovkayou Sep 1, 2019 @ 5:23am 
Hi, there is some way to increase utility slot by adding to armors. Ichanged in ini for true, with ( yes, i know is mod tons of utility items, but i have other mod with conflict)

Ichanged in ini
+ArmorList=(ItemName=KevlarArmor_DLC_Day0, AbilityName=KevlarArmor_DLC_Day0_Chrm, \\
hp=0, shield=0, armor=0, mob=0, dodge=0, defense=0, will=0, \\
aim=0, hack=0, crit=0, pierce=0, psi=0, flankcrit=0, flankaim=0, sneak=0.0f, \\
utilityslot=true, utilityslot=5, heavyweapon=false)


in ini utility slot on true, plus utility slot=5, but not working :(
Jess Jul 17, 2019 @ 8:30pm 
@Nightfall29, have you ensured you've not mis-typed anything? A stray bracket or accidental extra character at the start of the file could mess it up entirely.
Nightfall29 Jul 17, 2019 @ 4:32pm 
I'm kind of confused. I edited the file:

The primary config, XComArmorConfig.ini, is located at steamapps\workshop\content\268500\1129753213\Config

... but once back in the game the vests and armor still have their vanilla stats. I went through my list of mods and as far as I can tell I don't have anything else that would alter vests and armor. Anyone have any ideas?
Not Ela Jul 16, 2019 @ 10:44pm 
@Vanguard you can add ability cross mods?
Vanguard Jun 14, 2019 @ 3:30pm 
This mod is awesome. I was able to add passively regenerating shields to my power armor by adding the biotic barrier ability from the biotic redux class mod to them. Works perfectly.
tautology Jun 14, 2019 @ 12:39pm 
Just looking through this....I'd like to modify the Chameleon Suit from Long War 2 which currently only affects the infiltration times for the LW2 mod. Since the fabrication price seems a bit high to me for that effect, I'd like to add a small stealth (detection radius) buff to the suit, perhaps a 10% improvement. Any advice on how to achieve this would be greatly appreciated. The item name in LW is "ChameleonSuit" but I can't find reference to any properties other than infiltration weight in the LW 2 ini files. Thanks
Jess May 13, 2019 @ 1:20am 
Unfortunately @Obdulio, that's not something that can be simply done by adding a value to the armour, at least as far as I can tell, that'd likely cause a lot of bugs.
Obdulio May 12, 2019 @ 10:43pm 
Think you can add an option to adjust how many weapon slots we can have?
forumcrybaby May 12, 2019 @ 8:23pm 
Does'nt work. I wonder why? I have nothing that would conflict.
Philadelphus May 4, 2019 @ 6:30am 
Ok, I've been doing some testing with a personal customized armor config and have worked out a few things:
1) Negative sneak values definitely work. (My heavy armor wearers and SPARKS are gonna be a bit less easy to overlook from now on…)
2) From some limited testing, armor piercing, flank crit change, and flank aim all seem to be working. Flank crit and flank aim I'm pretty sure of, though they both get lumped in with the normal 50% you get for both values while flanking so it's not immediately noticeable. Armor piercing I think works, though unfortunately so far I've only seen it with a value of 1 against someone with an armor of 1, so I'd like to test non-matched values just to confirm that the numbers work. All three are a bit funny to add to armor since they don't show up in its stats in the armory, but work otherwise.
Jess May 1, 2019 @ 10:40am 
They will presumably stack, but I've not tested it.
Philadelphus May 1, 2019 @ 6:58am 
Another question for anyone: does anything bad happen if you have a soldier wearing armor and a vest that both provide regen?
Philadelphus Apr 28, 2019 @ 4:31pm 
@DabHand cool, thanks!