XCOM 2
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Scalable Blast Padding [WotC Compatible]
   
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129.923 KB
1 Apr, 2016 @ 3:08pm
18 Sep, 2017 @ 6:12pm
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Scalable Blast Padding [WotC Compatible]

In 2 collections by RealityMachina
RealityMachina's Mods (and the occasional other mod you should try)
65 items
RealityMachina's War of the Chosen Mods
97 items
Description
This mod uses OnPostTemplatesCreated() to have Blast Padding (or Formidable, if you're using LWS' Perk Pack) scale with tech of the armour, ala how Shredder scales with the tech of weapons.

By default wearing plated armour gives you an additional armour point, while wearing powered armour gives you two additional armour points, in addition to the one armour point blast padding gives in vanilla.

Those values can be adjusted at (wherever XCOM 2 is installed)\steamapps\workshop\content\268500\657441902\Config\XComScalablePadding.ini

The mod works via adding a new effect to the blast padding ability, so this mod should only conflict with mods that override the Grenadier's ability set.

Will almost certainly be OP if used on its own in an otherwise unmodded game, I recommend looking into some of the difficulty mods out there that will make being able to turn a soldier into a walking tank not feel like such an unfair advantage for you.
45 Comments
KharaaHunter 3 May, 2023 @ 6:35pm 
Ok, so I tried this mod and in the armory, when i check the soldier's stats, it still only shows 1 armor with Blast Padding. However, when I loaded into a mission, I do see the extra point of armor. Is there any way to fix this? For an hour I thought the mod wasn't working, until i finally just decided to launch a mission to check the armor points there.
Vaultwulf 14 Aug, 2021 @ 9:31am 
ganjou241 14 Aug, 2021 @ 5:15am 
Will this work with ablative padding mod?
Lampros 17 May, 2020 @ 3:47am 
Hmm, so it conflicts with another mod perhaps in my case? But the alternative mod launcher doesn't show such a conflict :(
Lampros 11 May, 2020 @ 4:32pm 
By the way, does the armor bonus apply to SPARKs, too?
Lampros 9 May, 2020 @ 1:37pm 
Ah, ok. I thought changing stats on a perk would not be so invasive. But I guess I was wrong. Thanks as usual!
Dragon32 9 May, 2020 @ 1:22pm 
@Lampros:
I avoid adding gameplay altering mods mid-campaign, as their changes are more extensive and so, IMO, more likely to mess up. So I'd install something which added a single enemy (Celatid), but not something which changed enemy mechanics, like the Hive. I'd add cosmetic armour mods, but not mods which affect how armours are built in Engineering or the Proving Grounds. I'd add voice packs for soldiers but not new soldier classes; new map plots and parcels but not new mission types. Etc. etc. etc.
Lampros 9 May, 2020 @ 11:18am 
I see. What kind of mods then are not good to add mid-campaign, and why?
Dragon32 9 May, 2020 @ 9:55am 
@lampros
I add mods mid-campaign, just not this one. Similarly I wouldn't add e.g. class mods.
Lampros 9 May, 2020 @ 9:15am 
Dragon32,

Is it recommended for people not to add mods mid-campaign? If yes, how can one know whether certain mods will work or not? I mean, I don't want to wait till June (in game time) to find out that my mods don't work :( You can't test certain mods when you start a new game, because the stuff they modify won't open up until mid-game.