XCOM 2
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G.I. Joe for WOTC
   
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2.270 MB
11 Mar, 2018 @ 1:20pm
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G.I. Joe for WOTC

Description
Highly accurate character pool, based on classic representations, containing 84 main characters WITH INDIVIDUALIZED CLASSES and many ally and enemy characters to use as VIPs/Dark VIPs. File card data in bios.

WHAT'S IN HERE:
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- 84 GI Joe main characters, a nearly complete list of 1982-1988. Each of them has their own class, which mimics the 'Universal Soldier' class, from Musashi's RPG Overhaul, with fixed traits and access to 160 powers, using that format.
- 30 Enemy characters, set by default as Dark VIPs. This group includes Cobras, Dreadnoks, and other enemies
- 11 Secondary 'Ally' characters, some set as soldiers and some as VIPs.

These are all contained in one importable pool called 'GI Joe - WOTC Joes'. Make sure that if you've used the Vanilla version of this mod that you clean the old guys out of the main pool area!

WHAT'S REQUIRED:
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This of course is built upon an ecosystem of other mods. There are two main things going on - we're making models, and we are using the framework of the RPG Overhaul to make custom classes for those models.

There are thus several families of mods involved here, doing different things:
- Cosmetic mods to get the models to look right (this is most of them)
- Voice packs for some characters
- Musashi's RPG Overhaul and some of the mods that flesh out the power set we can draw from
- A couple things to help control the character pool

I personally also use about 20 or so weapon-and-equipment based mods and some UI things to make it 'more GI Joe', but I have only listed in the requirements gameplay and UI mods that are actually necessary for the features in this mod. My recommended full list can be found in this collection here:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1328421156

WHAT YOU'LL EXPERIENCE:
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Out of the box, if you have all of the mods installed and just import the pool and start a new game, you should find Hawk, Stalker, Scarlett and Snake Eyes as your first team. You'll notice that Snake Eyes already has a sword and that Stalker is using a Bullpup. If you've used the RPG Overhaul before, you'll recognize that they have trait powers applied, and they'll have slightly higher HP than you might expect.

In the armory, once you've finished the first mission, you'll find that those four have two levels automatically (explaining the higher HP), and that all of the Joes from 1982-1987 are in the armory waiting, each with a single level (Duke also has two, like the starting four). If you examine them further you'll find that the loadouts that they have are sensible for the character, and that you can give everyone their first level power of your choice. I generally am not doing this all at once, but just tooling up each character as I take them out for the first time.

As you level up, it should look like it does when you use the RPG Overhaul, although nothing will go on with the 'specialties' part. You'll notice that if you were to start multiple games like this, that the 'trait' characteristcs which are given at game start are fixed, and that each Joe has a couple traits that are appropriate, character-wise. Furthermore, the traits are balanced such that no two Joes have the same pair, and they are fairly evenly distributed, with every trait used 7-10 times.

At this time, all powers and weapons are available for every character; eventually I will update it so that the available options are customized for each character the way that the traits and loadouts are.

Note: When you hit the armor tiers and it scrambles the model builds, the 'Uniform Manager' can fix that for you.

USING THE CONFIGURATION:
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What if you don't like this? What if you think there should be different traits? What if you want to do a Cobra run, and have different characters in your armory? All of this can be controlled through a handful of configuration files.

XComClassData.ini
As with any other class mod, you may alter how it works in this file, where you will find that each individual class is organized in such a way that you could easily switch different powers on and off by simply commenting or uncommenting lines. The traits could be manually swapped around in the same way...if you mess with this stuff at all, it should be obvious how it works once you're in that file. One other thing is the allowed weapons...like the rank-based powers, this is currently defaulted to all, but this will be dialed back in the future to things that are sensible based on the skills of the character (i.e. Breaker doesn't use a machine gun, Muskrat doesn't use a Gremlin).

XComGameData.ini
The other part of the individualized classes is their starting loadout...any allowable weapons may be swapped out here. It's just as easy to change the loadout in game, of course, and there are many characters such as Scarlett whose ideal weapons (Boltcaster and throwing knives) are only available after completing projects. So this is less helpful or likely to change, but it's there if you want to.

XComStartingSoldiers.ini
This controls the contents and order of the Armory, along with the actual setting of the custom classes. This is piggybacking onto the same file that you'll find in the actual StartingSoldiers mod, and works the same way; make sure that if you've modified the file in that mod that you reconcile it with this one. There are notes in this file to help organize it...this is where you can control who goes where and when...if you want to start with only the 1982 guys, you can just comment off all the other rows. If you want the 1988 class in your armory, just uncomment those rows. If you wanted to use a different set of guys as your starting four, just move them to the top of the list. If you want to make a Cobra run, you'll find those organized at the bottom, ready to be uncommented.

CAVEATS:
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- This is quite a load of mods, so be sure that your system can handle it! I have a pretty good one for this level of game, and I get crashes sometimes...this is not a glitch in the mods, but rather just the system choking sometimes. I find it happens most if I click through cutscenes when starting the game. I find when this happens that when it DOES load, it doesn't tend to crash in-game, so that's something.

- If you've never used the Starting Soldiers mod, you'll probably want to go and modify the XCOMStartingSoldiers.ini file in THAT mod, otherwise your first four characters will be THOSE instead of THESE.

- Since this is WOTC, you'll want to turn OFF any vanilla mods...most of these have corresponding versions and they will step on each other. Another great reason to use the Mod Launcher when you play.

CREDITS:
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I have created nothing here; I have only reorganized what other people have done and built a way to do a bunch of it at once. Most thanks go to Musashi, whose clean consolidation of the power sets allowed this to work at all. All of the modders who are listed in the requirements have made this possible, however...credit to them, and to those that they are crediting in turn, all the way up the chain.

Ultimately I believe these characters are all copyrighted by Hasbro. The visual designs that I've been following were mostly originally done by Ron Rudat, and the biographical information establishing the character were mostly created by Larry Hama. They should be lauded as inspirations.
84 Comments
3D Master 30 Apr @ 6:41am 
For anyone still working on reworking this character pool; don't forget to make a new type of soldier, a "GI Joe" or "Joe" something; this "GI Joe" should now have to be picked where you pick "soldier", "templar", "skirmisher", as well as various alien soldiers if you have the mod "Allies Unknown". Now make all the classes that are the Joes exclusive to this new type of soldier and voila; random rookies can't suddenly become a Joe character.
d34dj3d1 3 Jan, 2024 @ 9:12am 
I've been rebuilding the character pool using the RPGO mod for the classes and a myriad of armor,clothing and weapon mods.

So far I have Snake Eyes, Duke, Doc, Scarlett, Cover Girl, Jinx, Mainframe, Blowtorch, Barbecue, Charbroil, Sci-Fi, and Dusty done and I'm currently working on others.
HiddenPalm 11 Aug, 2023 @ 12:06am 
I just read @The_Man_In_The_Shack last post from 2021. This is all abandoned and not working. I wish I could have seen that before I just broke my head for two days trying to get this to work. My heart is completely broken right now. I never knew this existed or I would have been playing this hard during covid lock downs.

This is a project worth being picked up by someone out there. Rest in Freedom, G.I. Joe for WOTC.
HiddenPalm 10 Aug, 2023 @ 11:37pm 
I just installed all the mods, but I dont understand the instructions or lack of.

"just import the pool and start a new game"

What does import the pool mean? What pool? Where is this pool?

"If you've never used the Starting Soldiers mod, you'll probably want to go and modify the XCOMStartingSoldiers.ini file in THAT mod"

Where is this file? And what do I modify?
veithx4 11 May, 2023 @ 3:03pm 
Are there any current GI Joe character model mods that are working? Thanks as I am new to Steam and Mods.
Beach Head B82 9 Jul, 2022 @ 10:15am 
Just throwing this out there.... but for "some" reason Star Scream sounds just like Cobra Commander... and oh look someone has uploaded Star Scream's voice pack here...
hvac 29 Dec, 2021 @ 3:48am 
the crashing issue doesn't seem to be because of too many mods, the issue i have been having is that any character that starts on the main screen that uses the "XOF in War of the Chosen" mod clothing will crash on any attempt to load a save or new game. if the main screen is a character that doesn't use that mod, it will always load fine
RobbyL9 19 Nov, 2021 @ 7:02am 
@The_Man_In_The_Shack

Oh man! You're back! I was worried you weren't playing XCOM anymore. Please, please re-develop the mod and make it easier. It took a lot of effort but I managed to make one heck of a campaign out of it.
The_Man_In_The_Shack  [author] 16 Nov, 2021 @ 5:20pm 
Hello fine people, this is actually the first time I've logged in for quite a while - unfortunately due to a large number of changes in the way background stuff works, this mod should be considered obsolete. I've fiddled with the core of it on my end some, and I've been able to re-make the models work, but I'll need to repackage it as a new mod. Life is pretty busy this day, but it's not impossible that I can do this. Of course, they just said this week that WOTC will be developing a GI Joe game, so hopefully we won't even need this after a while! :)

@Robby, I actually found that hat too when I was messing around.