XCOM 2
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[WOTC] Raider Uniform Manager
   
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4 Sep, 2020 @ 5:31pm
14 Aug, 2021 @ 10:47am
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[WOTC] Raider Uniform Manager

Description
What is it?
This manager lets you adjust cosmetic options for the raider factions
Made at the request of NelVlesis and with permission of Reality Machina, it uses similar code as MOCX but for 'any' raider faction.

How ?
It is able to change the unit appearance post-spawn by template name for units on the Resistance or TeamOne or TeamTwo (where most Raider Factions appear).
This should help to optimize the spawns as it will skip over XCOM, ADVENT, CIVS and LOST

The adjusted template needs to use the 'soldier pawn' style of unit, so it cannot work on most aliens/enemies.

Config and Options
You can either set up units in the config file or design them in the character pool.
For the config option the mod has an example config provided by NelVlesis.
The mod also has an example WSR config for changing the weapon appearances.
You can use these configs by getting the mods listed in the config requirements and changing the filenames.

To use the 'from pool' options the character pool needs to have a unit with the nickname of the enemy Template eg RhiSkirmSoldier_M1
I have extended the input of nicknames up to 42 characters in length to allow you to input the full template names.
The pool option will differentiate between Male and Female setups but is ignored completely if a config option is found.
The pool soldier needs to be ticked as 'DarkVIP'.

There is an example pool for the Phantoms included, to use this you need to move the file in the mods Pool folder files to;
(drive):\Users\A User\Documents\My Games\XCOM2 War of the Chosen\XComGame\CharacterPool\Importable
This then needs to be imported into your pool. Yet again these options were made by NelVlesis.

So why the two options? Well the config option gives you more control and still allows for randomisation, whereas the pool option is so much easier to use.

For an amazing list that covers most of the template names required please see here

Known Issues
Without being 'setup' this mod technically does nothing
The mod may cause a slight lag/delay when units are spawned in as it adjusts and loads the cosmetics.

Credits and Thanks
NelVlesis for pushing me to make this mod a reality!
Reality Machina for allowing me to pull some code out of the MOCX mod .
Krj12 for the inspiration to extend the nicknames from his longer names mod .
RealityMachina and Puma for the majority of all the cool Raider Factions, and of course anyone else that has made them!

Mud-Eye for catching a rather nasty little bug, during play && thanks to Mr. Nice, robojumper, xymanek and Iridar for the fix!

As always, special thanks to the XCOM2 modders discord, in particular Iridar for the help with the character pool and generation stuff

~ Enjoy !! and please buy me a Cuppa Tea[www.buymeacoffee.com]
119 Comments
Sandboxhead 4 May @ 3:48am 
Okay thanks. I still got 18 variations out of designing the Bandits (grunts, gunners, riflemen... male and female... 3 tier each)!
It feels great to finally put all the Borderlands junk from the Anarchy DLC to some use!
RustyDios  [author] 3 May @ 10:52pm 
3 is more reasonable as an assumption that would happen. As I said, the mod wasn't setup for multiple varied appearances, it just uses the first match it finds.
Sandboxhead 3 May @ 4:48pm 
Hi RustyDios:

(1) Using the pool option... What happens when the game will definitely spawn several BanditGrunt_M1 in a pod? Will it just use the first variant it can find repeatedly, to fill the pod? Or will it use the first several variants it can find, going down the list?

(2) So what you're saying is, if I want to make sure I have variants of BanditGrunt_M1 , I should use the config option so that the game will randomise from the options I input?

(3) I was just looking through the example files in the config. It looks like I cannot create actual variants for randomization. What will be randomized are colors for eyes, hair, tattoos, etc. But actual helmets, armor, etc will still be one for each tier. Is my understanding correct?

The mod is great in any case. I just want to make sure I understand it.
RustyDios  [author] 3 May @ 5:26am 
yes possibly, although the mod wasn't really setup for multiple varied appearances, it just uses the first appearance it can find matching the nickname
Sandboxhead 3 May @ 2:58am 
Hi RustyDios:

I am using the "from pool" option. So if I want to customize for example BanditGrunt_M1 (all male, no female) but I want several versions of this enemy, in the character pool I would just create several variants with different names, but the same nickname BanditGrunt_M1 , correct?

I'm asking to make sure I'm not stuck with only 1 variant of BanditGrunt_M1 if I use the "from pool" method.
Circle of Psi 20 Aug, 2023 @ 12:27pm 
Thank you
RustyDios  [author] 20 Aug, 2023 @ 11:16am 
RNG assortment if no pre-set default look was defined in the original mod
This mod fixes them to be a standard uniform set in the config or the character pool ... although, honestly its been ~2years since I even opened the mod code ..
Circle of Psi 20 Aug, 2023 @ 7:04am 
Say got a question

If I don't have this mod installed, will the Phantoms (as Exp) just go with the default look of what they come out the box, or will they have a mush of my cosmetic options mods I have installed as I know before they could spawn with random odd pieces, I assume this mod "fixes" that
RustyDios  [author] 20 Jan, 2023 @ 7:43pm 
Well.. it's not technically an -error- , the example file is just that, an example setup .. in this case for the setup that Nemesis was aiming for during his specific game. Included for people to have a guide for making their own. Possibly in conjunction with reading through WSR's documentation.

Sorry it has had lasting consequences in your game, you will likely need to start a new campaign after getting the correct WSR setup that you want.
Cato 20 Jan, 2023 @ 6:58pm 
Sadly this fix will not recover the items on a save where they have been hidden already.