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so the Plated and Powered versions got deleted but you can still find them ^^
they are now available on the Spark Ruler armor, A Requiem For Man: The Requiem Armory's Stainless Steel Chassis, and Meld Plugin: MEC Suits
I like that this is cooked but I doesn't have everything like the first arms part with the small-ish shoulder plate (showed in the original comedic mod) instead of the base advent mec shoulder
These cooked, feature-enhanched remakes you've been putting out are great work, community valuable and highly appreciated. Thank you for your continued efforts and amusing yet thorough mod descriptions.
Jetstream Sam's sword from his squadmate mod is script-based, and there's 3 templates in it's X2Item file, one for each tier. It's 164 lines of code total.
My Warframe Ghost Templates pack has 35 weapons in it, and 95% of the "code" is located inside the XComTemplateEditor file.
387 lines total, and that's even with un-optimal spacing and lots of comment lines to mark weapon blocks and categories. If i made that pack with Unreal Script, well, i wouldn't be surprised if that pack had a lot fewer weapons in it.
It circumvents needing to use unreal script files to set them up, which means you can install a ghost template weapon at any point during a campaign and the weapons should always show up.
If you inserted them with an unreal script, the game doesn't automatically put those items in the player's inventory if you're mid-campaign, so you'd need to start over to access them.
It also avoids cluttering player inventory with a bunch of weapons that all have identical stats between each other.
And finally, it's just easier (for me at least) to look at two little config .ini files that control everything than to have an X2Item file with three weapon templates in them, one for each tier of weapon. A few lines in an .ini file vs. an entire script file to manage, kind of annoying for just some cosmetic reskins.