XCOM 2
794 ratings
[WOTC] [FINAL] Unrestricted Customization Redux
2
2
2
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
1.915 MB
Mar 28, 2021 @ 5:55am
Jun 11 @ 7:27am
23 Change Notes ( view )
You need DLC to use this item.

Subscribe to download
[WOTC] [FINAL] Unrestricted Customization Redux

Description
FINAL !?
YES, you did read that correctly. As of 21st August 2024 this mod is now final.
I will not be making any more updates, nor attempting to fix any bugs.
The latest uploaded version of this was working fine and will be the last uploaded version.
I just can't bring myself to continue to work on this.

The reason for this is I would like to move to using Project DollHouse , and I highly advise everyone to do the same. It is a much better project, but does still have some issues to iron out ....

Project DollHouse currently has 95% of the features of this mod integrated AND MORE (Player-set Blacklisting/Part Filter association, One Million Colours by default, individual material overrides, better integration with Iridars Appearance Manager, Unit scaling, EyeExtender and "Emissive eyes" support)

I was able to fluently and effortlessly migrate most of my entire UCR pool, literally un-ticked this in AML and ticked-on PDH. No other steps needed.

The 5% features not currently implemented are this mods Outfit Randomisation and Copy/Paste/Load options.
The PDH mod has it's own form of Load from Pool and Outfit Randomisation.

It's been a fun time, everyone. Thank you all for the support over the years!!




What is this ?
This is a copy of ToxicFrog's miraculous Original Unrestricted Customization Mod .
Made with permission from ToxicFrog.

This version is 90% the same as the original, except I added some code by Jeb from the originals comments section. This extra piece of code allows multiple body parts with the same archetype name to exist.

I also added some new MCM options to control how appearances are copied, support for some helmets/head cosmetics and SPARKS ... oh! and a text search filter :)

Features
  • Allows to set any voice for any soldier.
  • Allows to use any body parts for any gender/armour/tech-level/character-type.
  • Allows to use civilian body parts and some previously unavailable vanilla content.
  • Allows to use thighs/shins/torso decos on any soldier.
  • Allows to use any Helmet on any armour for any tech level.
  • Outfit Randomization with optional filter limits
  • Outfit Importation from Character Pool
  • Outfit copy/paste
  • Body Part filtering by category
  • Search/Filter by matching text
  • UI Adjusted, all options are visible at once, no more scroll to get Thighs/Shins
  • SPARK support, moved Spark Head options to be in the main body options
  • Head cosmetics support
  • MCM option to always show the 'full body' whilst customizing
  • MCM option to load into the text search/filter, may stutter a little
  • MCM option to auto-set filters based on current worn armour
  • Auto copy current appearance to new armour (Global Appearance)

Explain the Appearance Settings Please
Global Appearance OFF: Progressive Update OFF:
Vanilla behaviour, each new armour is randomised on first equip, but thereafter retains armour-specific appearance

Global Appearance ON: Progressive Update OFF: (Default Setup)
Normal UC behaviour, each new armour copies the appearance of the previous armour on first equip, but thereafter retains armour-specific appearance

Global Appearance ON: Progressive Update ON:
Kexx's Desired behaviour, each new armour copies the appearance of the previous armour, always, armour-specific appearance is always updated to the current appearance

FAQ
  • How to import full character appearance from character pool ?
    This mod imports outfit appearance only (clothes + accessories + patterns + colours).
    Try a Uniform Manager mod to import whole appearances.
  • How to un-hide hidden/removed parts ?
    In the mod's MCM settings, check ShowBlacklistedOnly,
    Then find the part in the customization menus and click Edit,
    Then un-check Hide/Remove within the part category filter menu.
  • How to change filter settings?
    In the customization menu click Edit, and toggle the boxes.
    The parts will show up only when these filter boxes are checked.
    Having NO filters selected is the same as having ALL filters selected.
  • Where are the MCM settings ?
    In game Options menu, click on Mod Settings button then UnrestrictedCustomization
  • Can I switch from the original?
    You should be safe to switch without issues.

Known Issues
  • The first time a soldier generated from the Character Pool appears, their outfit may differ from what it was in the character pool -- re-importing should fix the issue.
  • Not to be used alongside the Original Mod. AML should class these as duplicate mods. Not really an issue, but worth mentioning.
  • Incompatible with Clean Soldier Generation, this mod prevents that one from filtering the soldier random appearance.
  • Incompatible with Clean Full Body Armours this mod makes that one cause the arms/legs to get removed when you switch armours.
  • Incompatible with Uniformity, causes issues with random armour swapping appearance.
  • Will break Appearance Store functionality of Appearance Manager, but otherwise usable together.

Mod Removal
This mod makes some rather extensive and intrusive changes to characters, appearances and cosmetics. It needs to do these things to work correctly, but, this also means that any characters created or edited whilst using the mod will only work with UCR setup!!

IF for whatever reason you want to remove this mod, your character pool will end up broken.
All units will have missing cosmetic items and in most cases units will "self-implode" if you try to edit them.
However the Character Pool Restoration Mod by E3245 can be used to return your broken Pool units to default cosmetics - thus letting you keep and restore them. Especially useful if you have a Pool full of custom backstories and named people etc.

I also highly advise a full user config reset after mod removal, see the XCom2 Wiki for details on how to do this.

Credits and Thanks
Screenshots contain a number of mod cosmetics, too many to name, but thankyou to all the cosmetics modders out there!
ToxicFrog for the original mod and permission to upload this version.
Jeb for the code in the original versions steam comments that led to me doing this version.
Iridar and Xymanek for tips and pointers on the search bar and UI.
Russian Translation provided by Aks, many thanks!
Simplified Chinese Translation provided by The Greater Good, many thanks!

The XCOM2 Modders discord and the MEME Modders discord for continued support.

~ Enjoy !! and please buy me a Cuppa Tea[www.buymeacoffee.com]
Popular Discussions View All (6)
2
Apr 28, 2023 @ 5:39pm
PINNED: Creating Unrestricted Customization Friendly Mods
RustyDios
0
Jul 1, 2023 @ 1:47pm
Updt Russian Localization
Aks
677 Comments
RustyDios  [author] Sep 18 @ 1:14am 
Nah, nuking the mod isn't my style.. that would also nuke the games and character pools of the 48,000+ subscribers .. not something I'm wanting to do!

~I'm happy people are still using/liking this mod, even with the notice that I won't be "improving" it anymore ... but PDH really is the better mod (it's codebase is so much cleaner!)

There's a config edit you can make in PDH that might help all the various hero classes like Verge, Torque etc .. in the xcomUI.ini add something like;

[ProjectDollhouse.PD_UICustomize]
+PD_CharacterTypesOverrides = (CharacterType = "Proxian")

where the 'proxian' part is the template of the custom unit

Not sure what to do for MEC Troopers in yet, I'm sure CGNick is working on a solution for that :)
Soul Sep 17 @ 9:28pm 
Same with doom slayer and a number of other things like weapons/armors,thank god this still exist,I know modders that when they feel their mod ain't needed anymore,they just nuke it (for reasons I will never understand lmao)
Epic Dovahkiin Sep 17 @ 7:55pm 
yeah no i can't use PHD yet it breaks various hero class mods (verge torque duke nukem project parallel) and MEC Troopers even the redux version
Leokosta Sep 12 @ 7:59am 
For us who are thinking of migrate to Dollhouse, but like your Randomizing system,would it be too difficult to make a separate mod with that thats compatible with PDH ? Thank you
kishkuma Aug 26 @ 3:22pm 
Unfortunate, but understandable. Thanks for your work on this mod all these years!

Sadly, PDH does not even remotely work with my mod set; enabling it completely breaks the entire cosmetic system. No idea how to fix it nor do I have the energy to figure it out right now, so I'll be continuing to use this mod at present. Thank you for leaving it up in such a good state.
RustyDios  [author] Aug 21 @ 8:02am 
As of 21st August 2024 this mod is now depreciated . I will not be making any more updates, nor attempting to fix any bugs. The last uploaded version of this was working fine.

The reason for this is I personally have moved to using Project DollHouse , and I highly advise everyone to do the same.

Please see the mod description for more information.

Many many thanks to EVERYONE for the support over the years !!
RustyDios  [author] Aug 21 @ 2:34am 
That might work, yes.
Cekseiro Aug 20 @ 7:43pm 
Thank you for your quick response, though slight follow-up question; if I were to export from an active campaign to a character pool with progressive updates on, would the version exported to the pool then retain per armor customization, or would I be better off making and loading "dummy" versions of characters for a quick import (e.g. if I had a soldier named "Alice", making a non-character named "Alice - Kevlar," "Alice - Plated," etc)?
RustyDios  [author] Aug 20 @ 6:07pm 
This mod overhauls that entire system. But yes it's only possible in a campaign after equipping the armour. If you want to do it in the character pool, you actually need to NOT use this mod, and use Iridars Appearance Manager instead.
Cekseiro Aug 20 @ 6:04pm 
I'm very sorry if this is something you've answered before, but I couldn't find anything on it. How exactly do I go about actually customizing what characters look like in different armor/tiers? Is it only possible while actually in a campaign?