XCOM 2
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Augmentations
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86.300 MB
Feb 6, 2018 @ 3:24pm
May 25, 2019 @ 8:57am
25 Change Notes ( view )
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Augmentations

In 1 collection by Musashi
Musashis WotC Mods
29 items
Description
You never asked for this.

This mods lets you research and apply augmentations to your soldiers.

After you research Hybrid Materials a new category called 'Cybernetics' will be unlocked.

Once researched you can build Cybernetic upgrades in the proving ground.

Higher tier parts also require higher armor research like plated armor or power armor.

As soon as you have built a part you can augment a soldier by clicking on the new "Augmentations" menu item in the soldier menu.

When augmenting a body part it gets replaced by the new cosmetics this mod provided (this behavior can be disabled in the ini).

The cosmetics are fully tintable and patterns can be applied. The color of emissive parts like eyes can be changed via the eye color menu.

Its safe to add this mod mid-campaign

Details of the augmentations so far (more to come in the future)

Google Sheet[docs.google.com]

New wound mechanic

Augmenting soldiers will reduce their healing time when they are wounded.

However when your soldier gets gravely wounded he gets assigned a body part randomly
which needs to be augmented in order to heal again at all.
E.g his legs are critically wounded beyond repair and need to be replaced.

How can I see if a soldier needs an Augmentation?

First, they will be listed as wounded, but don't have a number of days to heal
Second, when viewing them in the armory, the "Augments" button will have a yellow exclamation point.
Clicking it will open the Augments screen with a "Needs augmentation" text.

Looking for early augmenations to get your gravely wounded soldiers out there on the field again?
Checkout RealityMachina's excellent Mark Zero Augments mod.

Why the vest slot dependency?

Cybernetic torsos provide a free vest slot to your soldiers. Normal soldiers do *not* get a free vest slot with this mod active.

Disabling the automatic cosmetic changing
open the ini file with a text editor.

Its located here:
%Steam%\SteamApps\workshop\content\268500\1293725945\Config\XComAugmentations.ini

and change

bAddCosmeticOnAugmentation=true
to
bAddCosmeticOnAugmentation=false

FAQ

Can this be used in the Character Pool?
Yes the visual cosmetics are just that: cosmetics. They can be used in the CP as well as normal cosmetics on soldiers that aren't augmented.
The augmentation items can only be applied in game after researching cybernetic and building them in the foundry.

Is this mod compatible with mod XY?
This mod is not compatible with MINT and other mods that add a soldier menu item in a non compatible way.

Is there a way to disable the mandatory upgrades on Grave Wounds?
yes, set
bUseGravelyWoundedMechanic = false

Can you do a LW2 or Vanilla version?
No i can't. I don't have both modding tools installed because they take up heaps of hd space and its too much effort to maintain multiple versions of a mod.

Credits
Musashi - Gameplay design and coding
Robojumper - Custom Slot support in the Highlander (without this mod would not exist)
and real invisible head code.
ObelixDK - Claws Weapon animation, Rigging and Weight painting
Nekoworkshop - Textures
ShinyDiver - Localization
InternetExploder - Tech Images
Chris The Thin Mint - Concept work on the augmentations
Popular Discussions View All (23)
24
Apr 23, 2024 @ 6:35am
Unable to see augmentation menu
Entr0py
9
May 15, 2024 @ 6:54pm
No Actual Augmentations showing up
olsongc
18
Jan 17, 2021 @ 10:39am
Full Augmentation Perks & Stats Here
Circle of Psi
828 Comments
apricity Oct 27 @ 9:25pm 
I did use the console to just give myself one. We'll see if it breaks anything. 😁

I just used the console commands
additem AugmentationHead_WeakpointAnalyzer_BM
giveresource EleriumCore -1
giveresource Supplies -100

The last two are if you want to actually not cheat and pay for it. Though you won't actually pay the build time. You could throw in a bit extra to the engineers for the rush job.
apricity Oct 27 @ 9:25pm 
I ran into the same issue others have commented about with the weakpoint analyzers not showing up in an existing game. But when I went poking around for this, I found an answer to a previous report (in 2018!) of the WA showing up as a torso piece icon. I don't think it's causing the problem of it not appearing in existing campaigns, but in X2StrategyElement_AugmentationTechs.uc it says:

Techs.AddItem(CreateProvingGroundTemplate('AugmentationHeadWeakpointAnalyzerMK2', 'AugmentationHead_WeakpointAnalyzer_BM', 3, "img:///UILibrary_Augmentations.TECH_Augmentations_TORSO"));

That TORSO part should surely be HEAD. But that seems like just the image so I don't know that. Maybe something else keys off it.

I have to wonder with an issue like this not being catch if the WeakpointAnalyzer's were not actually very well tested. You'd think the errors would have been noticed and fixed if so.
fred101j Oct 20 @ 8:41pm 
jep there's an additional tier of equipment and new equipment needs to be manufactured one by one, but old cybernetics are still really good most of the time.
apricity Oct 14 @ 7:11pm 
I apologize if this was already answered in the other 82 pages of the thread, but I'm wondering about how the cybernetics work when you move from plated armor to power armor. Is there a squad upgrade or something like there is when you jump up on things like weapons and armor? Or do the old cybernetics becomes outdated and you need to build and equip whole new ones? I assume you can swap out e.g. Walker Servos with Elite Walker Servos if you build them later.
Vorpal Spoon Sep 20 @ 9:32am 
@Lanko-I have had that Modfix one installed since a while ago.
I thought it best to avoid this one since I have a mod that allows for equipping all class items and his conflicts sections seem to indicate that might be a problem.
Lanko Sep 20 @ 8:19am 
@Vorpal Spoon there's a mod called Musashi's Mod Fixes.
Vorpal Spoon Sep 1 @ 8:18pm 
Since Musashi no longer is around to fix his mods, does this mod still function as intended for WotcC, non-LWOTC, non AML campaigns?
Superior Flash Jul 31 @ 3:07pm 
Peak mod.
balmung Jul 7 @ 5:26am 
@Gunghoo there's a .ini file in the mod's folder. Find it and you can tweak % to your liking. I don't remember the name of mod's folder so sorry but that's all i can help you with.
Gunghoo Jul 7 @ 1:56am 
awesome mod , but is there any way to make Augmentations apear more often, many of my soldiers gets gravley wounded but only a few ned augmentations, later in game it stops apearing compleatly:steamhappy: