XCOM 2
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Buildable Vests
 
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0.155 MB
Apr 27 @ 11:35pm
May 3 @ 9:22pm
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Buildable Vests

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Description
A simple mod that makes the vests normally found in the proving grounds buildable, the same way that they are in Long War 2. This mod actually still keeps the Experimental Armor Proving Ground project availalbe and is a pre requisite for building 2 of the 3 vests.

The mod makes it so that new proving gounds projects show up after completing experimental armor plus other requisits. Below are the requirements for each vest:

Stasis Vest: Hybrid Materials Advent Shieldbearer Autopsy Plated Vest: Hybrid Materials Muton Autopsy Hazmat Vest: Alien Biotech Hybrid Materials
Also this mod has added an alien alloy cost to the Nanoscale vest which is configurable in the DefaultStrategyTuning.ini file (in the folder <steam install folder>\steamapps\common\XCOM 2\XCom2-WarOfTheChosen\XComGame\Config).

Also this mod alters the tech path for Hellweave. It now adds a proving ground project for Hellwave that is gotten after performing the berserker autopsy. It also makes it so Hellweave now requires Berseker corpses instead of Chrysalid corpses. The Hellweave costs can be configured in the DefaultStrategyTuning.ini file as well.

The costs (alloys, supplies, amount of days for research, corpses) for the Plated, Hazmat and Stasis files in the ini files for the mod.

This mod will likely work in Vanilla as this was supposed to emulate the balance of LW2 but was compiled using the WotC SDK. Also I recommend using this in a new campaign as it addsa bunch of new tech requirements and new proving grounds projects (in fact because of this I don't think this will work on any current campaigns, at least not ones that have gotten very far from the start).

Update 4/30/2018

Removed requirement for experimental armor for vests and made the experimental armor proving grounds project hidden.

Fix to update 4/30/2018

Forgot to add the actual lines of code that create the tech templates that hide the experimental ones. Sorry for any issues this may cause to anyone.

Fix to update 5/4/2018

Removed code that modified Nanoscale costs so it will go back to default values. Moving that to another mod.

Credits

Thanks to Hotl3looded for the code that hides the experimental tech from his mod "Proving Ground Overhaul". You should check his mod out if you want everything in the proving ground to be buildable, not just vests.

Added teh mod Reward Decks Refresher as a requirement as it should help with the mod running properly on a new campaign.
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6 Comments
JM001  [author] Apr 28 @ 11:24pm 
To all who have downloaded this mod I wanted to give a heads up. I am going to be pushing an update to this mod in likely a day or so that will likely break any existing campaigns (may actually not but it is a good chance that it will). I wanted to give the heads up now before anyone got to deep into a campagin.

The reason this is happening is because I want to remove the "Experimental Armor" project from the proving ground. When I first made this mod I did not know how to remove existing tech so I just made that tech a requirement for all of the vests. Now that I can remove the project (I am not actually removing it but actually hiding it) I am going to make the vests not require the Experimental Projects. In thinking about it there is actually a good chance that mid campaign it will work because the tech is still there, just hidden. Anyway I just wanted to let everyone know just in case.
Nitewolf Apr 28 @ 8:47am 
Huge thanks!
JM001  [author] Apr 28 @ 8:14am 
@Nitewolf That is exactly what I am working on right now. I am going to do the ammor first and then the grenades.
Nitewolf Apr 28 @ 7:49am 
Would be awesome if you could do the same for the ammo and the grenades as well.
Schleicherfreund Apr 28 @ 2:13am 
Maybe I'll quit mid campaign and test if it works on a campaign with further progression.
Schleicherfreund Apr 28 @ 2:11am 
I'm currently invested in a new campaign, will test it on my next run.

Cheers and thanks for adding even more to the community!