XCOM 2
New Armors
83 条留言
GameDude420 2021 年 12 月 23 日 上午 12:11 
oh this is all like you have to change the loadout? thats stupid... :/ so hard to find a good mod on here
rjrgj 2020 年 3 月 14 日 下午 12:50 
Hey Guys im looking for a simple MOD. Can any tell me if there is a MOD that lets you change the color of armor in game instantly?

I do not want to wait until they are whatever level to change their colors.
Conefed 2017 年 2 月 28 日 上午 9:58 
Warning Commander, Juggernaut armor destroys terrain and breaks concealment.
Conefed 2016 年 11 月 14 日 下午 8:18 
Kevlar Vest gives my female soldiers man arms
Powercore2000  [作者] 2016 年 8 月 22 日 下午 6:42 
I am also perfectly fine with anyone who wants to make derrivives from this mod. Any technical questions I would be happy to answer.
Powercore2000  [作者] 2016 年 8 月 22 日 下午 6:39 
What?! Steam unsubbed me from the freaking thread! I'm so sorry i havnen't been talking the comments, I didn't know this still got comments!
Maximum Carnage 2016 年 8 月 22 日 下午 12:33 
Hey I made a new mod derived from this one (Tech4 Armory). This was very helpfull, thank you.:steamhappy:
DabHand 2016 年 8 月 10 日 上午 3:59 
Yeah that sounds pretty awesome!
hambil 2016 年 7 月 18 日 上午 6:14 
I also had an idea, and this one might be tough but... to offer a popup everytime you build an armor in the proving grounds that lets you customize the stats/abilities but the 'points' spent must remain the same. E.g. you choose to build the new stealth armor, and you want it even stealthier, so when the popup comes up you select a smaller detection radius and sacrifices the grappling hook and some movement for it. Each armor build this way will get a unique name if you have the proper mods installed.

And more to come. But let's get it working again first :)

hambil 2016 年 7 月 18 日 上午 6:14 
@DabHand: There is certainly no shortage of things to do. Right now I am just focused on getting things to build and run as designed bug free. I've got a bit of code cleanup work to do.

I have no intention of changing the requirements to build higher tier armors, other than balance tweaks.

Some of the ideas I have that may or may not get implemented, it's still too soon to tell:

* Each 3 tier armor is slightly unique coming with a random perk assigned to it (for a list of perks that make sense)
* Color code health bars to show health from armor vs. normal health (may become a separate mod)
* Stealth armor, with a lower detection radius, higher movement and a grappling hook, but sacrifices protection.
* Hazmat armor, which makes you immune to nearly everything (fire/acid/poison/explosive damage) but suffers aim and stealth penalties.


DabHand 2016 年 7 月 18 日 上午 1:34 
I quite like the one off build for higher tiers.
I also like the idea of them being gated behind:
Autopsy and/or short side research e.g. plated armour > heavy plated (which in turn would be a pre-req for heavy powered etc)
Facilities lab/workshop (upgraded or otherwise)
Certain corpses or other materials for each build.

If you are so inclined, to distinguish some armours maybe embed perks to certain types further defining their role.

Sorry for the wish list, best of luck!
DabHand 2016 年 7 月 18 日 上午 1:34 
Hambil, this is excellent news. As much as l wanted to do something similar l expect it would never reach the top of my to do pile and would either never happen or not get the continued support it deserves.

X number of armour types of each tier that have one or two distinct characteristics to steer/theme each one, using the other stats to balance accordingly. Ultimately if all the stats are broken out in the ini, users can change them accordingly.

The additional utility slots for the kevlar tier did not work so l guess something is missing outside of the ini file. (armour stat customiser was able to activate the slot for vanilla kevlar, so if you need something to reference that mod may help).


hambil 2016 年 7 月 17 日 下午 12:53 
Based on the authors statement - "I just havn't had the time to properly work on this mod, so I'm making it open source. If you want to take it, modify it and tinker with the settings/revamp it, my all means do so." amd if nobody has any objections I will be taking over this mod, and some time soon releasing a new mod called New Armors Rebooted. This will include:

1) Numerous bug fixes.
2) At least 2 new armor types.
3) Teleport will have a small number of charges per mission.
4) Teleport will be off by default but settable in the ini.
5) Additional copies of the base kevlar armors will no longer need to be built, there are infinite copies.
6) GrimyLoot compatibility .

Planned:
Even more armor types.
Finding a graphics guru to help out.
MCM support.
DabHand 2016 年 6 月 30 日 下午 1:49 
oh ffs, thanks!
hambil 2016 年 6 月 30 日 上午 10:21 
@DabHand: Armors will unlock with different autopsies.
DabHand 2016 年 6 月 30 日 上午 9:18 
Hmm damn tempted to take this mod over, despite being a keen mod-USER not a coder by any stretch.

Currently the additional util slot for armour kevlar variants does not seem to work when set to true.
Also have just unlocked predator and can't see plated variants anywhere (build items, proving ground, in armoury refit).

Just saw the shout out, thanks man.
hambil 2016 年 6 月 26 日 下午 12:52 
a misspelling of powered in New_Techs_And_Proving_Ground_Projects would fix at least one issue. Easy fix and recompile if you are still active.
The BlackVision 2016 年 5 月 28 日 下午 5:48 
Other classes that havn't included those lines about the armour can't equip ANY kevlar armours at all (not sure if they can do higher tiers or not) - it's a pretty easy couple of lines to add if you know what you're doing, and for everyone else, the modders have mostly updated their classes by now.

It's not specific to modified armours, etc, it's everything, and it also included the starting kevlar - those classes that didn't get the update come into the game naked (if not visually) and don't get to wear armour, so they feel a tad- vulnerable.

No idea if it's what caused the issue with this, but I wouldn't be surprised, since that's what changed regarding armour with the DLC, and as far as I know, that's the only code they changed with it, and as it related to a VERY similar issue, would imagine it's the thing.
Powercore2000  [作者] 2016 年 5 月 28 日 下午 3:18 
@DabHand Wait, are the custom kevlars no longer equppable to classes from other mods?
DabHand 2016 年 5 月 27 日 上午 12:46 
That effected equipping non starting kevlar armor to custom classes. Not sure it relates to added armors appearing as single units.
The BlackVision 2016 年 5 月 26 日 下午 9:53 
Just going by what all the class mods have had to change since the patch as that's all related to the starting armour not being wearable by classes that don't hve it specified, so hoping that helps.
Powercore2000  [作者] 2016 年 5 月 26 日 下午 9:26 
@BlackVision Really? Huh that probobly saved me quite a bit of work, thanks for the tip, I'll look into it farther.
The BlackVision 2016 年 5 月 26 日 上午 8:25 
As far as I'm aware, the DLC kevlar armour issues were primarily because it added a requirement to the base armours that they have a type 'Soldier' included, and that all classes are required to have that same armour requirement - I believe adding the relavant line to the armour's templates should do the job.

Not sure, but hopefuy that might help to narrow it down a bit.
DabHand 2016 年 5 月 21 日 上午 9:29 
Ah OK, l havent built the proving grounds yet in my new campaign. Seems like a good enough workaround.
Powercore2000  [作者] 2016 年 5 月 20 日 下午 10:53 
@DabHand I'll try to make a work around for damaging the user at the end of the mission, really i just though of it because i realized lowering health always wounded after the mission

As for the 1 copy of the new kevlar armors, I added proving grounds projects for you to build more instantly for 10 supplies each, i have no idea why the code for infinite armors no longer works, but something with the dlc broke it, so this is my work around for it in this build.
DabHand 2016 年 5 月 20 日 上午 12:52 
Make the chem suit always light wound (1hp) the user after the mission. Then you don't hve to make it so punitive in the mission and less immersion breaking (a guy dressed in plate but having less HP than before)
DabHand 2016 年 5 月 20 日 上午 12:49 
Now l understand what you were intending with the chem suit. Originally l thought you were proposing a hazmat type armour. My mistake.

By the way, new campaign, cleared config and verified local files (due to an issue with another mod) and l am still seeing x1 kevlar light, reinforced, gremlin in the armory. Is there something l need to do to sort this?
Powercore2000  [作者] 2016 年 5 月 19 日 下午 7:54 
@DabHand I'll definetly be playing around with current bonuses, as the new dlc armors have added new abilities/meshes to work with, but i like what thinking.

Making the eagle mobility based and another suit accuracy and crit based, and the chem suit of jack of the two trades at the cost of causing soilder downtime. I want the chem suit to be a risk vs reward, a low health soilder with amazing stats that can sweet or die in an unlucky blunder.

I made a new disscusion tab for tobics like this so we can continue this there
DabHand 2016 年 5 月 19 日 上午 12:57 
I think eagle variant need a bit more focus as they are currently a grab bag of bonuses. Maybe split off as two so you have one that is focussed on mobility and agility, with another focused on extended sight and crit/aim bonuses (a sniper suit of sorts).
DabHand 2016 年 5 月 19 日 上午 12:57 
I have been adjusting these to match an armor pips not bonus HP approach and then balancing this with various malus/bonuses.

However l can't quite work out what Plated chem armor role is. It doesnt have any actual resistances to acid/fire etc.. and the bonuses as they stand seem to be a variant of eagle. i.e. a mix of stat/aim bonuses.

Here is how l have been treating them:
Light Kevlar - no armour, +mob and dodge
Normal Kevlar - 1 AP
Heavy Kevlar - 2 AP, -mob and dodge
Gremlin Kevlar - no armour, +hack, small dodge bonus and utility slot

Plated Normal - 2AP, and extra utility slot (VANILLA)
Plated Eagle - 1AP +mob,dodge,sight,def and crit chance, only 1 util slot (SCOUT)
Plated Juggernaut - 3AP, big dodge minus, -mob, +will, only 1 util slot (TANK)
Plated Gremlin - 1AP, +hack and defense and 2 utility slots (TECH)

So plated chem should have some acid/fire/gas immunities?
Psi should have control immunity?

DabHand 2016 年 5 月 19 日 上午 12:28 
Cool! Will check it out.
Powercore2000  [作者] 2016 年 5 月 18 日 下午 7:49 
After a soda fueled session, the new update is out, with teir 3 armor and working around the limited starting armors! \o/
Powercore2000  [作者] 2016 年 5 月 18 日 下午 5:54 
Wow i just checked my steeam and yah... gonna have to loook into fixing that, update delayed even more yay!
DabHand 2016 年 5 月 18 日 下午 3:23 
Hey powercore! The kevlar amour is also limited to x1 of each which adds some interesting choices to the loadout screen l guess.... buuuut can we get a method to build more of them or fix it back to infinite as it was pre AH-DLC?
Felix Fictus 2016 年 5 月 16 日 上午 12:06 
so yea, you'll need to make the armor infinate again or put something into engeniering so i can make more armor.
Felix Fictus 2016 年 5 月 15 日 下午 12:41 
so all armor is broken now!
DabHand 2016 年 5 月 15 日 上午 2:05 
I understand the DLC made all mod weapons (and armours l guess) into single units, not inifnite. Probably something to do with the new weapons and ruler armours all being one off's.
The Great Garrus 2016 年 5 月 15 日 上午 1:25 
with new update seems to lost inifinite amount of armors, is this a mod controlled this from this mod or another place to look
Makko 2016 年 5 月 14 日 下午 1:54 
You should add GrimyLootMod support, that way people can get these armors with upgrades, it's a really simple text edit, just one line to tell the mod which upgrade set to apply to the armor.

http://psteamcommunity.yuanyoumao.com/workshop/filedetails/discussion/650277509/364039531220315576/
Powercore2000  [作者] 2016 年 5 月 13 日 下午 11:39 
@DabHand Anytime:steamhappy:
DabHand 2016 年 5 月 13 日 下午 11:26 
Understood, thanks.
Powercore2000  [作者] 2016 年 5 月 13 日 下午 11:16 
@DabHand Yah if you wanted to allow the armros to be build in the normal engineering bay like in Grimmy's Loot mod, the ID's to add them are in X2Item_ModArmorDeclaration.uc, youll be able to add the items given by defualt like the reinforced, light, and gremlin kevlars.

As for the proving grounds projects, they currently only give one armor per completion. They can give as many copies as you want and you can change their cost in the

New_Techs_And_Proving_Ground_Projects.uc
DabHand 2016 年 5 月 12 日 上午 3:36 
Ah shoot.

Ok what if your proving ground project only made one suit of the respective type each time it was performed? Or maybe you only ever get one of them, like a prototype? I can balance the cost and so on in the ini if l need to.

Also if l wanted to insert these into Grimy loot mod, l assume l use the ID's from X2Item_ModArmorDeclaration.uc as you mentioned?
Powercore2000  [作者] 2016 年 5 月 11 日 下午 1:37 
@DabHand Ah ok, i looked deeper into how the mod works and it modifies weapons and armors that are build conventionaly. My armors are built in the proving grounds, so I'm pretty sure you can't add my armors to his mod sadly :steamsad:.

But they still should work in the same game, just independantly.
DabHand 2016 年 5 月 11 日 上午 10:46 
So is it:

GremlinSuit
JuggernautSuit
EagleSuit
PsiSuit
PlatedPsiArmor
PlatedChemSuit
or
PlatedTechArmor
PlatedJuggernautArmor
PlatedEagleArmor
PlatedPsiArmor
PlatedChemArmor

I was expecting to see a _schematic type convention, e.g. "MediumPlatedArmor_Schematic"
Powercore2000  [作者] 2016 年 5 月 10 日 下午 1:04 
@DabHand Sure thing, the names for the proving grounds schematics are in:

New_Techs_And_ProvingGrounds_Projects.uc

The Id names for the armors, like the ones you'd type in to cheat the armor in are in:

X2Item_ModArmorDeclaration.uc

Both should be readable with any text editor like notepad++.

Also, I'm still working on them mod, in fact i was going to update it today, but since the I came down with a nasty cold, I"ll have to delay it for a about a week to make sure all bugs and issues are fixed. I want to release quality work for you guys, and minimize the ammount of patches I'd have to release later.
DabHand 2016 年 5 月 9 日 上午 11:40 
Well hello again. Assuming you are still with us, I continue to use this mod and hope to use it in conjunction with "Balanced finite items".
http://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=680282517

To incorporate your plated variants (juggernaut/eagle etc) into this mod l need to identify the *_schematic names of them. I checked through the Src folder etc, and could only find reference to:

'PlatedTectArmor_Schematic'

Can you help?
DabHand 2016 年 4 月 12 日 上午 7:02 
Ohhh cool. If you start changing the vanilla ones, you end up in new mod territory imho.
Powercore2000  [作者] 2016 年 4 月 11 日 下午 11:59 
@Dabhand would you like the modded armor descriptions exposed or the vanilla ones as well? The modded descriptions are already available in at

Localization/XComGame.int

But I might also expose the vanilla desriptions as well if you want.
Powercore2000  [作者] 2016 年 4 月 11 日 下午 11:56 
@marshmallow justice yah, those last two powered gremlin sets are just leftovers of my first atempt to make teir3 sets, but for now they are useless, do with them what you like.