XCOM 2
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[WOTC] Jet Packs by Iridar
 
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Nov 28 @ 9:01am
Dec 8 @ 1:31pm
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[WOTC] Jet Packs by Iridar

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Description
The mod is no longer in [BETA]! Feel free to enjoy, I believe most of the bugs have been fixed at this point.

FEATURES
This mod can be split in two parts: cosmetic and function.

From the cosmetic side, this mod adds several cosmetic Booster Jets:
  • 4 Torso Gear
  • 1 Shins
  • 1 Right Forearm
  • 1 Thighs
From the function side, this mod allows you to construct Booster Jets -> Elerium Jets utility items in Proving Grounds. First will require Advent MEC autopsy and corpse, and the upgraded version will need Archon autopsy and corpse.

These utility items will allow soldiers to jump to roofs and balconies, as well as provide additional abilities depending on which armor type is equipped.

Light and Medium Armor abilities:
  • Jet Shot - allows to shoot enemies from the air, providing a guaranteed Height Advantage.
  • Emergency Evac - evac from any open location on the map, without having to be in the Evac zone.
  • Flight - only for Elerium Jets - same as Icarus Jump from the Alien Hunters' Archon Armor - fly to a different location on the map.
Heavy Armor abilities:
  • Rocket Punch - typical melee ability.
  • Rocket Slam - a melee ability with an area of effect damage and disorientation.
  • Crater - Replaces Rocket Slam on Elerium Jets - fall down like a meteor dealing damage and disorienting enemies in an area.

DYNAMIC DEPLOYMENT

Archon Autopsy will unlock Dynamic Deployment in Guerilla Tactics School. It provides the ability to dynamically deploy soldiers equipped with Booster Jets directly from Avenger's barracks.

By default, the total number of soldiers on mission cannot exceed maximum squad size. This means that to be able to dynamically deploy soldiers, the mission must be started without a full squad. Due to balancing concerns you are limited to deploying 3 soldiers per turn by default.

The only way you can "choose" who gets Dynamically Deployed and who isn't is by equipping Booster Jets on them and leaving them in the barracks.

CUSTOMIZATION AND CONFIGURATION

This mod is intentionally highly customizable, so if you have any balancing concerns, please balance the mod for yourself by editing the .ini files, I have left extensive instructions in the ReadMe.txt.

To anyone who enjoys customizing their soldiers, I highly recommend to go to XComJetPacks.ini and set these flags to "false":
AUTO_EQUIP_COSMETICS = true AUTO_UNEQUIP_COSMETICS = true

You can also subscribe to these mods that include cosmetic Jet Packs that are compatible with Booster Jets:
Since Jet Pack cosmetics and Booster Jets utility items are entirely separate from each other, it is technically possible to have only one of them equipped, which will either result in your soldier flying like a superman without a jet pack, or in a soldier running around with a jet pack that doesn't do anything. This freedom to fail is a necessary price for the modular structure of the mod.

MOD REQUIREMENTS

Requires X2 WOTC Community Highlander. Otherwise your soldiers will not have jet pack animations.
Requires Alien Hunters DLC. Otherwise your game will crash on launch.
Doesn't require a new campaign.

COMPATIBILITY, KNOWN AND POTENTIAL ISSUES

Mr. Nice of Creative Xenos has helped me set up the mod so that my jet pack cosmetics should not appear on randomly generated soldiers, let me know if it doesn't work.

Known issue: Dynamically Deploying several soldiers at once - especially when coupled with a good bunch of cosmetic mods - can cause the game to freeze for a few seconds. I've done what I can to reduce the lag, but the only way to remove it completely is to go easy on non-vanilla cosmetics on deploying units.

It may not look like it, but Jet Shot is actually very intrusive, and modifies almost every existing ability in the game. This new and exciting way to break your game is absolutely unpredictable. If anything starts looking weird, go to XComJetPacks.ini and set this flag to "false":
BLOCK_ABILITIES_WHILE_FLYING = true

Then reload to closest strategic save and see if that resolves the problem.

INFORMATION FOR MODDERS

Are you a modder that makes cosmetic armor that has cosmetic jet packs? Looking at you, Mjolnir Armor! Congratulations, through a simple process of adding FX sockets, you can make YOUR armor compatible with MY Booster Jets!

Socket names:
FX_Forearm_R - for rocket punching FX_Ground_Pound - for slamming the ground FX_LShin - shin mounted jets FX_RShin FX_JetPack_R - backpack style jets FX_JetPack_L FX_JumpKit_R - waist-mounted jets FX_JumpKit_L
If your cosmetic jet pack has only one engine, use the right (R) socket for it.

CREDITS AND DONATIONS

Two of the Jet Packs I used are ported from PlanetSide 2. They are owned by Daybreak Games Company, and will be removed at their request.

Archangel Jet Pack was originally ported from EW by Team CX for their ADVENT Psi Ops mod.

For this mod I had a lot of help from Ginger, E3245, robojumper and Mr. Nice of Team Creative Xenos, we all owe them a debt of gratitude for helping to make this mod a reality.

And as always, huge thanks to my wonderful patrons who helped me produce this mod. You can learn more here: Iridar's Patreon Project[www.patreon.com].
Popular Discussions View All (1)
3
Dec 12 @ 5:24pm
French translation
zetmerguez
< >
239 Comments
Iridar  [author] Dec 11 @ 11:15pm 
@TheUnovaGamer
No, there's no plan for it. I suck at cosmetics, you'll have to rely on other modders to produce better looking jet packs.
TheUnovaGamer Dec 11 @ 10:50pm 
So there's something else I'd like to ask.
Are you working on making the jetpacks (not the fourth one) able to match the colours of the armour?
I understand if that's a lot of work but I'd appreciate it greatly!
Iridar  [author] Dec 11 @ 6:25am 
@Razek2648
I don't think so.
Razek2648 Dec 11 @ 6:21am 
Can I dynamic deploy a trooper if I've made space in the squad by evaccing someone else?
TheUnovaGamer Dec 10 @ 10:57pm 
That's fair, I just thought that it'd be (although OP and kinda fun killing) cool if I could send my best stealth agent in, knock out and pick up the target, and just as the 5 sectopods turn around, I just jetpack out.

Still, I haven't even used the mod properly yet (installed it for new playthrough) but I love it already!
Iridar  [author] Dec 10 @ 10:30pm 
@TheUnovaGamer
> SPARKs
I have several ideas on how to integrate Booster Jets and SPARKs, but emergency evac is unlikely. Most likely I'll just limit it to dynamic deployment.

> can you emergency evac while carrying an unconcious or bleeding out target?
No, but I thought about it. Then it wouldn't make much sense why troopers in Heavy Armor cannot emergency evac or use Flight as well.
TheUnovaGamer Dec 10 @ 10:05pm 
I have an idea for this mod: make it so that unlocking jetpacks allows SPARKs to Emergency Evac as well.
I also have a question, can you emergency evac while carrying an unconcious or bleeding out target?
Iridar  [author] Dec 10 @ 8:25pm 
@ShotgunSoul
No, there is no "conflict with the looks", and couldn't be. However, the WH40k armors may not have necessary sockets for Booster Jets' abilities to work properly. I know DimDim was in the process of adding them, but I don't know if the process is complete or not.
ShotgunSoul Dec 10 @ 7:39pm 
Just downloaded the Warhammer 40K armor mods and Black Legion enemies last night and saw the latter using jetpacks in a gun fight. Had to download this mod and was happy to see it move from beta.

MAIN QUESTION: Anyone using this mod with Armors of the Imperium and does it conflict with the looks of Sororitas and Space Marines?

PS love the underbarrel guns and other mods, keep up the good work?
Iridar  [author] Dec 10 @ 5:00pm 
@Neo Pacifist Weapon
It's not a problem, research is supposed to be retroactive. You should be able to see Booster Jets in the Proving Grounds.