XCOM 2
36 ratings
[WOTC] FNAFSB Glamrock Freddy Squadmate (v1.1)
2
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
10.204 MB
10 Sep, 2024 @ 3:18am
17 Jul @ 8:48pm
6 Change Notes ( view )
You need DLC to use this item.

Subscribe to download
[WOTC] FNAFSB Glamrock Freddy Squadmate (v1.1)

In 1 collection by Max
[X2 WOTC] Max's Cosmetic Collection
130 items
Description
Upon scavenging a well known pre-invasion family restaurant, our team found nothing particularly useful except some scrap metal and wiring...

Oh, and this surprisingly advanced AI taking the form of the pizza chain's flagship character, Freddy Fazbear.

The team found him slumped over in one of the backrooms and decided to bring him back as a joke, until our engineers actually managed to re-activate him with some spare parts, jumper cables, and elbow grease.

So naturally, we asked him if he wanted to kill aliens and he said yes, so we gave him a gun, uploaded some weapons training, refurbished his body, and sent him to the killing fields.

The people watching the news showcasing a brightly colored bear mascot beating ADVENT troops to death with his microphone are probably wondering if this is some kind of sick joke. Honestly, i wonder the same.



BODY:
Rigging him was easy, just re-sizing his body and matching his robotic joints to the centers of the bones on the XCOM skeleton.

...except the hands. Had to give him an extra joint per finger to match the XCOM rig, then re-sculpt the hand to make the finger holes align with the new finger placements. Worked out pretty well, thankfully.

...and optimizing his model to reduce poly count, as both his head and body have upwards of 50k Tris by default, not even counting his internal endoskeleton which i didn't use. For example, a T1 SPARK has about 22k Tris. This part took the longest, by far. I lowered his body to 20k Tris and his head to 14k.

In v1.1, he's now modular. His body comes in separate pieces, and they should theoretically work with whatever you give him, or at least the legs since that's the closest matched to XCOM's parts.



HEAD:
In v1.1, he now has full facial animations! His eyes, eyelids, eyebrow, and jaw move. I was able to get away with shrinking and shaping his head to make it work, since i also made his body overall smaller but closer matched to XCOM's base bodies.

I also made his top hat bigger, because 1) it looks cooler, and 2) it fits better on anyone else who wants to wear it.

I would've given him tinting, but i had no idea how to approach it. Do i make his body colorable? His body paint? Ideally the answer would be "both", but i could only do one or the other with the existing materials. His eyes are colorable, for what it's worth.



MICROPHONE:
The microphone is a sword skin / ghost template running on Template Master. Use XSkin, toggle the Owned filter off, apply it over whichever weapon you want.

For those trained in config-fu, you can use Template Master itself or Weapon Skin Replacer to set up something custom.


INCLUDED STUFF:
  • Glamrock Freddy (M - 1 Head (Race 0) - 1 Helmet (M/F) - 1 Torso - 1 L/R Arm - 1 Legs)
  • Freddy's Microphone (FNAFSB_Microphone)

The microphone's second name in parenthesis is its' internal name, which'll be relevant to you if working with config files that require use of a weapon's internal name.

I've also included a Character Pool file with a fully set-up Freddy for easy importing. The only external mod used is his own voice pack.


REQUIREMENTS / SUGGESTIONS:

???:
Q: OMG ARE YOU GONNA DO EVERY OTHER GLAMROCK ANIMATRO-
A: *duct tapes your mouth shut* maybe i will. maybe i won't. :)

(serious answer - since Freddy here took far more time and effort to finish than i thought he would, i probably won't bother doing any Security Breach stuff for a while. that, and he has the most dialogue out of everyone from SB, easier to make a companion voice pack out of.)


KNOWN ISSUES:
  • N/A.

CHANGELOG:
VERSION 1.1 (7/17/2025)
  • Adjusted Freddy's body to more closely match XCOM proportions.

  • Freddy's Arms + Legs are now separated, making him a one-piece torso no more. Invisible body parts are no longer a requirement.

  • Freddy's head now has facial animations for his eyes, eyelids, and eyebrows.

  • Moved his pinky finger to the ring finger so his hands don't look so stupid.

  • His irises now glow in the dark.

CREDITS:
  • LetTric - Creator of the SFM add-on i've used to extract the assets from and can be found here.

  • Steel Wool Studios - Creators of FNAF: Security Breach and every asset used in this pack.

All copyrighted content belongs to their respective author(s) / owner(s), all rights are reserved for them.
24 Comments
puppetmandude 30 Apr @ 6:25pm 
figured it out, my xcom 2 modding expert friends have informed me i should not be using dollhouse
puppetmandude 30 Apr @ 6:17pm 
dont have eyextender, are there any other mods you know of thay mess with the eyes?
Max  [author] 30 Apr @ 6:12pm 
remove EYExtender
puppetmandude 30 Apr @ 6:10pm 
for some reason freddy's eyes are still human and i have absolutely no idea how to change them
Artyom Saveli 15 Feb @ 7:29am 
Deploying the Fazbear never felt so good until now.
ScriptGenius12 28 Jan @ 4:36am 
Now we just need the rest of the animatronics. Even if the only voices are jumpscare screams I'd gladly take them
Corbent 21 Dec, 2024 @ 12:11pm 
I added him as a VIP to rescue. Look at him with his tablet, discussing strategy with Dr. Reardon.
https://i.imgur.com/eAVoiNx.png
Lucky Kumori 16 Dec, 2024 @ 9:12pm 
Finally, I can deploy the Freddy Fazbear!
LeoArcticaa 20 Oct, 2024 @ 6:28am 
You gonna add the other Superstar animatronics?

This is awesome btw :P
elemenster 22 Sep, 2024 @ 8:28am 
anny,chance,you,woll,makethem,have,a,class?,it,woldm,be,a,hilarious,adition,to,the,game,