XCOM 2
[WOTC] Armour Upgrades
303 Comments
astatroth Oct 16 @ 6:23am 
Which item or corpse shuold I get to get access to Experimental Armor Modules in Proving Ground? There's no such project.
Landar486 Sep 30 @ 7:32pm 
so i'm playing lwotc with no visibly conflicting mods and after researching the reqs & proving ground for hazmat vest, i get a vest, but not the ability to build the module. unsure if this is a recent issue but it was working in a previous campaign with the same mod list. (I haven't gotten to most others in my current run but i can build nanoscale modules so far & got a few tactical vest modules from flawless)
Kovin Aug 7 @ 5:12am 
New issue: I've increased the amount of slots for the armors to 5 in the config file, but in-game I'm still only seeing one slot. I'm using the Long War 2025 mod collection with a few extras, including melee and shield attachments, Psi EX Mac3.4, and this mod. I currently have this and Configure Upgrade Slots installed locally, as that was how I got the extra slots to work with that mod. using the base Kevlar to check, and i have the vest slot enabled for if i missed any other vests from mods. Any advice would be great.
Kovin Aug 6 @ 6:57am 
i put this in the discusions chat but also putting her for hopfully a quicker anwser when adding additonal modded vests to the mod.
DLC = "HERE")
What do i put HERE for other mods? (might be over thinking it)
Do i just put;
- mod name
- folder name(didn't seem right due to workshop folder naming choice)
- mod ID

Being thrown off by previous messages where some don't match the mod ID but some others do.
RAAMPEAK Jul 2 @ 3:25pm 
with vest slot (yes it still appears for me) i can add basically 3 vest, two through the vest mod with LWOTC aka plating and one with this mod
hottt3 Mar 19 @ 10:51am 
Sorry for a noob question, if I enable override and unsubscribe from "(WOTC) UI Mod for Defense/Mobility/Psi" mod ( https://steamcommunity.com/sharedfiles/filedetails/?id=1281427768 ), will I have the correct information about the soldier's stats? (The thing that mod does). Thanks!
Taiwansky Mar 6 @ 4:33am 
How to display changes in stats squad menu, after added module in vest?
wesley Mar 1 @ 12:22am 
is there a way to make this compatiable with vest and ammo slots? or is there a way to add ammo slots to this?
PudiPika Feb 16 @ 3:09am 
Very nice mod to have, but I have a question.
Is it possible have both the vest version and module version of an armor upgrade ?
If yes, which files do I need to edit for it to work ?
Want to have access to both for loadout flexibility.
AwoYion Feb 2 @ 1:40pm 
Is there a way to make the smart module usable on weapons, I changed the config to make it add two extra slots and thought it would be a cool item that can make some stronger guns at a cost rather than changing a guns config to add extra slots to every gun made. Or if anyone knows of a mod that does this too would be very much appreciated.
lichen93 Dec 15, 2024 @ 7:47pm 
should i disable the vest slot mod?
Cause they seems to be conflict
fred101j Dec 12, 2024 @ 10:30am 
What are the exact steps to enable armor mods for sparks? also is there a way I can increase the chance of armor from lootboxes?
Mr.Nuke Nov 13, 2024 @ 5:21pm 
@thechroniclerofchaos I was able to manage to get the supersoldier armors kitted with upgrade slots but cannot access my desktop at the moment. I modified the .ini of this mod with the armor templates of both supersoldiers and playable aliens. This mod refuses to work on my laptop with the same AML profile I copied from my desktop. I will upload the script change needed when I get back to my desktop.
oceansoul Nov 5, 2024 @ 1:26am 
@AlShegardy92 You can make a Smart Mod (50 supplies, 1 MEC corpse, 1 codex brain) which disables the mutually exclusive rule plus doesn't take a slot. Or you can edit the config files to add the same ability to various other upgrades.
AlShegardy92 Oct 31, 2024 @ 4:46pm 
in regards to the spark question. In the config you can just set the ballowspark to true and it will solve your issue.

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I have an issue myself is that i got some armours with 3 upgrade slots. but i cant equip more than 2 because the mod is making everything an exclusive equip. So equiping 1 upgrade disables all other upgrades. how can i change that
Epic Dovahkiin Oct 16, 2024 @ 11:52pm 
this makes so much more sense than vests being in the utility slot or their own designated slot
rubyeye Oct 12, 2024 @ 8:46am 
FYI, just to clarify ... Plated Vest Companion Module has no application in LWotC because Plated Vests do not exist in that game mode.

If there was a way to make them work with " Tactical Vests ", that would be awesome.
rubyeye Sep 13, 2024 @ 8:15pm 
I'm still learning how to adjust mods, but where and how exactly do we allow Sparks to use whatever upgrade is available?
teeray33 Aug 31, 2024 @ 1:59pm 
I'm having the same issue as neur0n23. I can't attach upgrades to armor. any ideas on how to fix this?
Nero Aug 23, 2024 @ 1:37am 
since if i do nothing to the loot table, they'd still drop their base reactive nanogel, so knowing would mean i can now start working on doing this to all of the mod added vests that hasn't been covered by this mod
Nero Aug 23, 2024 @ 1:36am 
and add

+LootTables = ( TableName = "AHWPraetorianOfficer_BaseLoot", Loots[0]=(Chance=100,MinCount=1,MaxCount=1,TemplateName="CorpseAHWPraetorian",RollGroup=1), Loots[1]=(Chance=20,MinCount=1,MaxCount=1,TemplateName="TRArmorUpgrade_PreatorianReactiveArmor",RollGroup=2), Loots[2]=(Chance=20,MinCount=4,MaxCount=8,TemplateName="AlienAlloy",RollGroup=2), Loots[3]=(Chance=60,MinCount=1,MaxCount=4,TemplateName="AlienAlloy",RollGroup=2) )

like that?
Nero Aug 23, 2024 @ 1:36am 
heya tesla, when i convert mod added vests into modules, do i also need to replace their loot tables (if any) in armour upgrades's XComGameCore.ini?
for example, requiem praetorians drops reactive nanogel vest, do i need to do

-LootTables = ( TableName = "AHWPraetorianOfficer_BaseLoot", Loots[0]=(Chance=100,MinCount=1,MaxCount=1,TemplateName="CorpseAHWPraetorian",RollGroup=1), Loots[1]=(Chance=20,MinCount=1,MaxCount=1,TemplateName="PreatorianReactiveArmor",RollGroup=2), Loots[2]=(Chance=20,MinCount=4,MaxCount=8,TemplateName="AlienAlloy",RollGroup=2), Loots[3]=(Chance=60,MinCount=1,MaxCount=4,TemplateName="AlienAlloy",RollGroup=2) )
thechroniclerofchaos Jul 27, 2024 @ 11:38pm 
right so have a dumb question on adding other mod armors to the list of armor upgrade slots. do I just copy paste the template but add in the name of the armor into the config files or is there more steps to it? playing the Super Soldier class mod with the Non-RPGO Version with it and obviously none of the armors have the slots for upgrades
wojteczek Jul 23, 2024 @ 6:54am 
a problem I noticed: in CI, when you have a bunch of soldiers in squad select with these upgrades and click unequip squad and then click remove upgrades from unequipped weapons, it doesn't "combine" them even when they're in infinite supply, but rather they stay separate. Which means now I have 15 instances of standard kevlar, all of which in infinite ammount. And it keeps growing the more I keep playing the campaign. Any idea how to fix this?
Sane Boi Caligula Jul 13, 2024 @ 4:43pm 
@RustyDios
Thx, didnt think of that lol
RustyDios Jul 12, 2024 @ 7:51pm 
Put the mod BACK ON.. remove and sell all the Vest modules ... remove mod
Mildly Nuclear Jul 12, 2024 @ 4:30pm 
That sounds like a you problem, chief.
Sane Boi Caligula Jul 12, 2024 @ 3:39pm 
Hi,
I removed this mod mid playthrough (I know I'm not supposed to), and I now have several "Error! None has no FriendlyName!" with several "TRArmorUpgrade_MZBlastWeave"

"DEBUG: @Design: Missing TacticalText in 'TRArmorUpgrade_MZBlastWeave' template'"

I know this is not a bug, because I removed the mod, but is there any way to remove these items from the inventory?
neur0n23 May 17, 2024 @ 9:25am 
@BhOLa - you have to enter the UPGRADE WEAPON/EQUIPMENT section when equipping your soldier and select armor (just as if you were applying a mod to a weapon, but instead select armor. Here you see slots - select slot and if you have any upgrade items select and add it.

EDIT:

My issue is whenever I add an upgrade to armor (say Tactical Vest or an Ultra Light Vest_ - the effects are never applied. Not in equipment screen and not in tactical mode.

When I disable this mod and instead equip those items in regular utility slots - the effects are correctly applied.

Any idea what could be the issue here and where to start looking @TeslaRage ?

I run a lot of mods but I know noone has neither the time nor patience to comb through this for me, so all I am looking for is pointers on what may be interfering, to pinpoint the issue myself.
BhOLa Mar 8, 2024 @ 1:17pm 
So, full disclosure -- I'm using a highly customized, self-curated list of 602 mods and am a few hours into the LWOTC campaign, but I'm not able to attach any upgrades to the armor. I have looted armor attachments like blastweave and others, but selecting the attachment basically does nothing, the attachments don't equip, and the slot stays blank.

I'm 1000% sure it's my own doing due to the custom mod list, but is there any way to figure out how to rectify it ? Is there a conflict between this and other mods ? Is it becuase of LWOTC, and I shouldn't have used certain mods with that ?

Any clues would be appreciated :D
Rtma Eros Paragon Feb 21, 2024 @ 5:21am 
Like to request that Stainless vest from Requiem Armoury needs to be converted into a module.
Frums McNoodles 508 QRF Jan 25, 2024 @ 11:25am 
How do you complete the Experimental Armor Modules project? It needs a Nanoscale vest but they are replaced by the upgrade items so you cant build one for it.
Gakaduo Dec 21, 2023 @ 8:33am 
@TeslaRage
Hi, may I ask, after I installed these modules, my soldier number has not changed at all?
R4nD0mI3z Nov 16, 2023 @ 12:58pm 
Oh just noticed in game it says that 2 ablative are granted when upgrade slots are not used xD Can it be modified in some way so there will be both ablative + bonus from slot?
R4nD0mI3z Nov 16, 2023 @ 12:24pm 
Hi,
Not sure if I understand correctly interaction between mods but here is how it looks in my game:
- Standard kevlar armor has 2 ablative since the beginning (I guess this is from LW2 ablative plating + this mod?) - total of 5 + 2 for example
- Once I slot the basic nanoscale vest the ablative is removed and soldier has 6 hp (5 + 1 from vest)
Above situation kind of makes it useless when it is converted like this - is this expected or I have some mod conflict?
It would be logical to have 5 + 1 (vest) + 2 (ablative)
Bethrezen Nov 8, 2023 @ 2:06am 
@teslaRage seems utility modules are not working at all. working only grab hook, spectre, that`s all. Staff like psi-shiled, shield-generator and other not working.
I use vest slots, iridar overhall armor & plating, LW2 plating, plating in vest slot
RustyDios Oct 11, 2023 @ 10:21am 
Iridars Overhaul still has some benefits iirc.
The vest slot is pointless though, as (nearly) all 'vest' items are turned into modules
Diego Oct 11, 2023 @ 10:12am 
As I understand it with this mod you no longer need Iridars “Vest and Plating overhaul” nor Musashi’s “Vest Slot”……I am I correct ?
FailingWasp Sep 6, 2023 @ 12:28am 
@p6kocka @moikka434 @fallenscion

I've created a discussion on how I added it for LWOTC, which I have tested as working.

https://steamcommunity.com/workshop/filedetails/discussion/2644686699/3825299737967799043/
fallenscion Sep 5, 2023 @ 7:55pm 
@chantzofdeth - thirding that LWOTC compat guide request
moikka434 Aug 31, 2023 @ 5:33am 
@chantzofdeth
I would also like to see a step by step guide what changes you made for LWOTC compability.
Sepherix Jul 11, 2023 @ 9:47am 
I love this mod. Makes me use items i never did before as it took much precious utility slots.
And whoah i love vests now. They're awesome.
Maybe takes a few bodies too many for some lesser ones but this is mostly a me problem of too much variety.
Thanks for this a lot.
p6kocka Jun 20, 2023 @ 1:09pm 
@chantzofdeth
Can you tell us how did you get it work in lwotc exactly?
chantzofdeth May 29, 2023 @ 4:16am 
Got this to work for LWOTC, however the innate ceramic plating effect (gaining the effect when no upgrade is slotted) is completely broken. To work around it I just enabled turning ceramic plating into a upgrade module in this mods ini and then altering the LWOTC overhaul ini to allow ceramic plating to be built so I could build the ceramic upgrade modules myself. Ill make a discussion post about it soon for others to trouble shoot.
chantzofdeth May 27, 2023 @ 3:33am 
if I got the DLC right the following should fix it??? ; LW2 Platings
+arrVestsToConvert = (VestTemplateName = "AlloyPlating", GrantingTechs = ("AlloyPlatingProject"), bAllowOnSpark = true, DLC = "LWUtilities")
+arrVestsToConvert = (VestTemplateName = "ChitinPlating", GrantingTechs = ("ChitinPlatingProject"), bAllowOnSpark = true, DLC = "LWUtilities")
+arrVestsToConvert = (VestTemplateName = "CarapacePlating", GrantingTechs = ("CarapacePlatingProject"), bAllowOnSpark = true, DLC = "LWUtilities")

+arrVestsToConvert = (VestTemplateName = "CeramicPlating")
chantzofdeth May 27, 2023 @ 3:15am 
I think I found the issue. I believe it might be how the two modes reference the items / research. Does anyone know what changes I should make? I think changing this code here would fix the issue with plating. for example for the alloy plating In longwar2 overhaul

+ItemTable=(ItemTemplateName="AlloyPlating", Slots=0, Starting=false, Infinite=false, Buildable=true, RequiredTech1="AlloyPlatingProject".....

in armor upgrades
; LW2 Platings
+arrVestsToConvert = (VestTemplateName = "LW2WOTC_AlloyPlating", GrantingTechs = ("LW2WOTC_AlloyPlating_Foundry"), bAllowOnSpark = true, DLC = "WOTC_LW2_Plating")

I think how they reference the items are the issue.
chantzofdeth May 27, 2023 @ 12:00am 
I am trying to add these modules to the Lab+Workshop buildable list would I add +ExtraTechTemplatesNames=TRArmorUpgrade_NanofiberVest
to this list? or am I getting the item name wrong
Marcus Aquila May 24, 2023 @ 12:05pm 
So I have to remove Iridar's mod?
RustyDios May 24, 2023 @ 12:02pm 
yes, so, the platings won't become armour-modules with this mod.. as they should be converted to projects for ablative from Iridars mod