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Would take a little bit of time for someone who knows what they're doing: archetypes are just files that contain references to the mesh/etc. as well as the prop type, and the XCOMContent.ini and Localization.int changes just have to follow suit with the other data values.
Then it just has to be rebuilt.
Sorry, but likely not: it's been awhile and I tend to have other priorities at the moment.
You have permission to make it yourself, though, if you want. Anyone has that permission. :)
The half cape itself was an existing prop that I just changed up a little and applied to the torso: someone would just have to open my mod up and add additional Archetypes that apply it to the prop locations you mentioned, as well as update the localization+content .inis to make them accessible.
Read the Known Issues section.
The cape requires a torso equipped that has a "Cloak" socket, which can be modded into an existing torso OR may be part of other modded torsos (I think the Advent Pathfinder torsos, for example, have this same socket).
This mod's torso has it.
Ergo, use this mod's torso, a torso from another mod that has a "Cloak" socket, or mod the socket onto the torso you want to use. :)
If you mean use it in-game: simply set your character's Secondary Color on their armor and it'll obey. Darker colors won't produce as bright a light (i.e. black won't glow at all).
If you mean create it: this is the first mod I know of that utilizes this tech, as I updated the material itself to do this. Feel free to download the mod and examine it in the XCOM 2 Mod Tools and reverse-engineer it for your own mod, though I'd appreciate credit!
Thanks!