XCOM 2
Superheavy Battlesuits (LW2)
130 Comments
Pokelantislv999 May 22, 2021 @ 5:07pm 
ive been trying to use this mod with eternals scriptless version of his armor for forever now and its never worked. any ideas?
Master Chief Feb 8, 2019 @ 1:00pm 
for some reason the Orion and the Mjolnir are sharing PLATED_SHIELDBEARER_COST.
NotSoLoneWolf  [author] Aug 1, 2018 @ 4:49pm 
You've probably already realized this, but unfortunately you do need the other mods active.
Sergeant Stutters Jul 16, 2018 @ 5:03pm 
Hey, once I have made the changes to make the armors use the halo reach armor sets, do I have to have the halo mods active on my game for them to work? I want your battle suits to use the halo cosmetics, but I don't want the clutter of all the spartan parts in the menus for my soldiers.
NotSoLoneWolf  [author] Feb 23, 2018 @ 3:53pm 
Hmm, if you're having trouble with this version then I'll have to take a look at the code I suppose. The shield regen should be absolutely infinite, no questions asked.

Have you deleted your Documents/My Games/Config folder recently to reset your .ini files? That may fix it.
Jimmy Space Feb 22, 2018 @ 10:08pm 
I'm having the same problem; the armor points stop regenerating. Is there a possible workaround to this?
NotSoLoneWolf  [author] Sep 25, 2017 @ 6:27pm 
@AceOfBlades

Interesting. I set the shieldregen effect to be infinite, but the code is setup like this:

MaxTurns, InfiniteDuration, etc, etc, etc,

So for the shield regen effect I put:

99, True, etc, etc, etc,

So perhaps somehow the InfiniteDuration isn't properly being set to True, and after taking 99 HP of damage it stops? But it would be impossible to take that much HP in damage, because since the shield regenerates at 2HP a turn, that means you would have to take damage for 50 consecutive turns.

Yeah, something is definitely out of whack here. Unless you're doing some batshit insane LW2 mission where you have to hold out for 50+ turns?
KitKat Sep 25, 2017 @ 12:56am 
is there an upper limit to how much shield strength mjolinr can regenerate? i noticed that in extended battles after taking a lot of hits, it sometimes stops regenerating.
badassgrunt Sep 18, 2017 @ 3:31am 
Thank you. Next run, ADVENT will know fear from Master Chief.
NotSoLoneWolf  [author] Sep 17, 2017 @ 9:58pm 
WAR OF THE CHOSEN VERSION IS OUT! Featuring rebalanced stats (mostly buffed thanks to higher damage values overall in WOTC) and an all-new ability!

http://steamcommunity.com/sharedfiles/filedetails/?id=1137954330
Tarsis Sep 16, 2017 @ 9:08pm 
Yes, but so many of the other mods I was using were updated to WotC, that I just tired of tracking down legacy versions, and said to hell with it. I thought they would make new versions.
NotSoLoneWolf  [author] Sep 16, 2017 @ 8:52pm 
Can't you launch the vanilla XCOM2 from the launcher, and continue with your LW2 save?
Tarsis Sep 16, 2017 @ 4:02pm 
I was only a few days from fielding my first superheavy battlesuit when all the mod changes for WotC turned my LW2 campaign into an unsalvageable mess.

I'm not a HALO follower, I don't know the difference between a Spartan and a ODST, but you really sold this mod, so I downloaded it, and the cosmetic stuff, edited it to only work on the superheavy suits. Damn. And I'll do it all again should you update to WotC.
NotSoLoneWolf  [author] Aug 29, 2017 @ 5:27pm 
Of course! I'm a bit busy IRL, but I should be able to get it done sometime soon. It's not an easy process though, WOTC changes so much I'm not even sure where to begin making it compatable.
badassgrunt Aug 29, 2017 @ 4:08pm 
Hey, when you can, can you update it for WOTC?
iriemk Aug 23, 2017 @ 5:55pm 
Grimy loot mod integration:

Add this to XComGrimyLootLW2.ini (adjust chance of rolling this armor to own liking):

+IdentificationTable=(EquipSection="A", DataNameContains="SuperheavyPoweredArmor", DataNameDoesNotContain="Alien", Chance=1, RequiredTech="EXOSuit", Affix="Armor")

and add this to GrimyLootLW2.int :

.ChoiceNames="Roll Mjolnir Battlesuit"

Tested. Works.
NotSoLoneWolf  [author] Aug 21, 2017 @ 6:58pm 
@horngeek

Sorry for taking so long to respond!

Not really, since I did most of the work already on that code and simply put it in the README file for users to copy and paste over.

But you've made me realize I should just put a section for this in the mod description itself. When this comment is posted, that will be done. So just look above for your guide!
horngeek Aug 10, 2017 @ 12:42am 
I assume if we wanted to use any of the other MJOLNIR armour mods out there as well as/instead of Eternal's reach armour, we'd use a similar process as you list for that modpack?
NotSoLoneWolf  [author] Jul 25, 2017 @ 12:54pm 
To answer your original question, I don't know why I haven't put a config setting to allow users to customize project time. I guess I just forgot! I'll add that as soon as I get home on the 29th of July.
NotSoLoneWolf  [author] Jul 25, 2017 @ 12:49pm 
What? Why would I need to implement that? What do you mean? I assume you're talking about making an .ini file to control the days needed to complete the projects.

Also, having more things to do than you can reasonably do is what LW2 is all about. If you want an unlock you usually have to sacrifice or delay other unlocks.
SentySent Jul 25, 2017 @ 11:57am 
Hey, I've been wondering why you haven't implement XComLW_Overhaul.ini file into this mod? Because I felt it's very time consuming to create each Superheavy Battlesuits when there are other Proving Grounds projects needed to complete.
Bloodnut the Flatulent Jul 25, 2017 @ 9:38am 
Just tried switching torso prop and that fixed it. Cheers mate
NotSoLoneWolf  [author] Jul 25, 2017 @ 8:21am 
That's odd. Do you have any cosmetic mods integrated? Have you tried switching the equipped torso prop?
Bloodnut the Flatulent Jul 24, 2017 @ 6:05am 
Hey, Im in having a problem with the orion battlesuit. The model for it appears to be missing so my soliders just become floating heads and limbs. Anyone got a fix?
MidNightQ104 Jul 20, 2017 @ 9:10am 
O my bad thanks
NotSoLoneWolf  [author] Jul 20, 2017 @ 6:24am 
There used to be when I was using all sorts of ghetto hacks and bypasses to get the regen to work effectively, but since the last update the regen cap has been removed. Please read the change notes.
MidNightQ104 Jul 19, 2017 @ 10:14pm 
what about the sield regen cap? or is there not a limit to how much the shield can reg through the course of the fight
NotSoLoneWolf  [author] Jul 19, 2017 @ 9:09pm 
Hmm. If you're referring to the maximum amount of shields the armour can have, just increase the SHIELD_HP value in the armour config file for the Mjolnir suit. Or equip one of LW2's Ablative Plating items on a soldier with the Mjolnir suit.
MidNightQ104 Jul 19, 2017 @ 12:31pm 
so is it crazy complicated to increase the total amount of shield regenerated without messing everything up? not like the per turn thing
NotSoLoneWolf  [author] Jul 16, 2017 @ 7:23pm 
Ah. I got that confused with the armortemplates for the actual item, not the cosmetic props. Interesting workaround!
fug Jul 16, 2017 @ 6:23pm 
In the content file of the armour mod it had those BodyPartTemplateConfig lines, so I added an extra line to each component using the same templatename but a new armortemplate caled superheavypoweredarmor

So the mod had lines like these:
+BodyPartTemplateConfig=(PartType="Torso", TemplateName="odst_torso_war", ArchetypeName="ODST.ARC_ODST_torso", Gender=eGender_Male, bVeteran=false, ArmorTemplate="HeavyPoweredArmor", CharacterTemplate="Soldier")

And I added an extra one:
+BodyPartTemplateConfig=(PartType="Torso", TemplateName="odst_torso_war", ArchetypeName="ODST.ARC_ODST_torso", Gender=eGender_Male, bVeteran=false, ArmorTemplate="SuperHeavyPoweredArmor", CharacterTemplate="Soldier")
NotSoLoneWolf  [author] Jul 16, 2017 @ 7:27am 
A new armour template? How did you do that without making a new, separate mod?
fug Jul 16, 2017 @ 7:19am 
Nevermind, apparently you can add a new armortemplate with the armor's ID and it'll work. Thanks anyways, this mod is great fun.
NotSoLoneWolf  [author] Jul 15, 2017 @ 9:47am 
So, I might have overestimated the amount of work I can get done here. I'm away from home for the month, and I only have a tablet to work with. So I can do the text editing required to integrate that mod, but I don't have any actual way of downloading the file because I need the Steam desktop application.

Two options here. I'm going to try and contact a friend of mine who can send me the file, or you can give it to me yourself. Download that mod if you haven't already, then go to:

Program Files x86 -> Steam -> steamapps -> workshop -> content -> 268500 -> 690106744 -> Config

Post the contents of XComContent.ini to Dropbox or Pastebin. Then post the link to it in this comments section.
fug Jul 12, 2017 @ 10:44pm 
NotSoLoneWolf  [author] Jul 12, 2017 @ 4:56pm 
Yes! It requires some technical skill, just post the mod you want integrated and I can send over a text file you can use. Simply take the code from that file and paste it in XComContent.ini as detailed in this mod's description and you're done!
fug Jul 11, 2017 @ 11:11pm 
Is there a way to change the cosmetic pieces integrated to props from a different mod?
Divian28 Jul 10, 2017 @ 8:45pm 
nope haven't gotten any from grimy if you add me on steam maybe we could trouble shoot it some time when you get back
NotSoLoneWolf  [author] Jul 10, 2017 @ 2:27pm 
Wait, what? But I integrated grimy's loot into this mod, you should be getting drops from grimy lockboxes. Have you never seen an Orion or Mjolnir suit show up?
Divian28 Jul 10, 2017 @ 4:09am 
well if youcould do it when you get home that would be great i would prefer the shield on the war suit since i am getting those from grimy's loot mod unless there is something i need to do to activate the suits in grimy
NotSoLoneWolf  [author] Jul 9, 2017 @ 10:40pm 
Yes, but both those things would require me to make a separate mod or add them to this mod. It's not something a regular user can do through the mod config files, especially the shields.

And I'm away with no PC until July 29th. Sorry :(
Divian28 Jul 9, 2017 @ 3:19am 
I was wondering if there is some way to add the recharging shields to the war suit? or add a heavy weapon slot to the mjolni suit
NotSoLoneWolf  [author] Jun 28, 2017 @ 11:55am 
Use the dev console to cheat in a hazmat suit.

Lower the Mjolnir's health bonus by 3 (or whatever bonus the hazmat gives) to compensate, and up its shield bonus by whatever the best Ablative Plating item you have is. Ceramic = 2, Alloy = 3, Carapace = 4

Voila! Your Mjolnir suit now has a built in Ablative Plating utility item, which is a must-equip anyway, freeing up a utility slot for a hazmat suit which grants immunity to everything.
BE02-Raziel Jun 28, 2017 @ 7:40am 
As much as it's an inconvenience considering I have all powered armor have immunities and the inconsistency of the Mjolnir being better than the Warden yet it doesn't have immunities bother me.

Otherwise, I can wait. I'm at peace with the idea of the inconsistency since the Mjolnir has shields to compensate that for me.

Anyways, enjoy your leave.
NotSoLoneWolf  [author] Jun 28, 2017 @ 7:21am 
@Horngeek

You would require at the very least the Long War Alien Pack, as the tier 3 armour requires Muton Elite research. But no reason why it wouldn't work without Long War, beyond that. What I would do if you don't want the LW Alien Pack is to go into your steam library, rightclick XCOM 2 and select Properties, then click Set Launch Options. Type in "-allowconsole" without quotes then run the game. After you have done Andromedon research and gotten a bunch of materials or whatever you think is fair, you can hit ~ in the Avenger to open the console. Type "AddItem SuperheavyPoweredArmor" to recieve one Mjolnir Suit.

@Oberfuhrer-Raziel

I looked into it, but I couldn't find a way to easily adjust abilities from the .ini files, and I didn't have time to do more research. You can adjust parts of an ability from the config files, like cooldown and duration, but not whether that ability is actually applied to the armour. Apologies.
BE02-Raziel Jun 28, 2017 @ 5:39am 
@NotSoLoneWolf: So, I tried putting in different strings but none of them work. And apparently, the itemtemplatenames are not what I needed. So, sorry for the trouble there.

And I guess you can't add the configurable option for immunities since you'll be away for a while.
horngeek Jun 28, 2017 @ 2:44am 
Will this work without LW2 but with the LWPP?
NotSoLoneWolf  [author] Jun 27, 2017 @ 10:46pm 
NEW UPDATE IS HERE!

v1.1 brings many, many changes! Check them out in the changelog: http://steamcommunity.com/sharedfiles/filedetails/changelog/857404413

Unfortunately, I'll be away for about a month beginning tomorrow. I will still be available to help troubleshoot via this comments section, but I will not have access to a desktop PC and thus cannot actually change anything in the mod.

But when I return in August? SPARK overhaul mod incoming to make them actually worth their weight in alien alloys.
BE02-Raziel Jun 27, 2017 @ 2:34pm 
Yeaaah, those were definitely not in the strings I threw in. I'll let you know if it works. Thanks.
NotSoLoneWolf  [author] Jun 27, 2017 @ 2:32pm 
I've never heard of the Armour Stats Customizer mod, so I have no idea. If it works with other modded armours, no reason why it shouldn't work here.

If you need the itemtemplatename, it's superheavyplatedarmor and superheavypoweredarmor. Fairly sure capitals don't matter, but if so, SuperheavyPlatedArmor/SuperheavyPoweredArmor.